/* * This file is part of the L2J Mobius project. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ package handlers.effecthandlers; import com.l2jmobius.gameserver.enums.ShotType; import com.l2jmobius.gameserver.model.StatsSet; import com.l2jmobius.gameserver.model.actor.L2Attackable; import com.l2jmobius.gameserver.model.actor.L2Character; import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance; import com.l2jmobius.gameserver.model.effects.AbstractEffect; import com.l2jmobius.gameserver.model.effects.L2EffectType; import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance; import com.l2jmobius.gameserver.model.skills.Skill; import com.l2jmobius.gameserver.model.stats.Formulas; import com.l2jmobius.gameserver.model.stats.Stats; /** * Soul Blow effect implementation. * @author Adry_85 */ public final class SoulBlow extends AbstractEffect { private final double _power; private final double _chance; private final boolean _overHit; public SoulBlow(StatsSet params) { _power = params.getDouble("power", 0); _chance = params.getDouble("chance", 0); _overHit = params.getBoolean("overHit", false); } /** * If is not evaded and blow lands. * @param effector * @param effected * @param skill */ @Override public boolean calcSuccess(L2Character effector, L2Character effected, Skill skill) { return !Formulas.calcPhysicalSkillEvasion(effector, effected, skill) && Formulas.calcBlowSuccess(effector, effected, skill, _chance); } @Override public L2EffectType getEffectType() { return L2EffectType.PHYSICAL_ATTACK; } @Override public boolean isInstant() { return true; } @Override public void instant(L2Character effector, L2Character effected, Skill skill, L2ItemInstance item) { if (effector.isAlikeDead()) { return; } if (_overHit && effected.isAttackable()) { ((L2Attackable) effected).overhitEnabled(true); } final boolean ss = skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS); final byte shld = Formulas.calcShldUse(effector, effected); double damage = Formulas.calcBlowDamage(effector, effected, skill, false, _power, shld, ss); if ((skill.getMaxSoulConsumeCount() > 0) && effector.isPlayer()) { // Souls Formula (each soul increase +4%) final int chargedSouls = (effector.getActingPlayer().getChargedSouls() <= skill.getMaxSoulConsumeCount()) ? effector.getActingPlayer().getChargedSouls() : skill.getMaxSoulConsumeCount(); damage *= 1 + (chargedSouls * 0.04); } // Check if damage should be reflected Formulas.calcDamageReflected(effector, effected, skill, true); final double damageCap = effected.getStat().getValue(Stats.DAMAGE_LIMIT); if (damageCap > 0) { damage = Math.min(damage, damageCap); } effected.reduceCurrentHp(damage, effector, skill, false, false, true, false); // Manage attack or cast break of the target (calculating rate, sending message...) if (!effected.isRaid() && Formulas.calcAtkBreak(effected, damage)) { effected.breakAttack(); effected.breakCast(); } if (effector.isPlayer()) { final L2PcInstance activePlayer = effector.getActingPlayer(); activePlayer.sendDamageMessage(effected, skill, (int) damage, true, false); } } }