168 lines
5.3 KiB
Java
168 lines
5.3 KiB
Java
/*
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* Copyright (C) 2004-2015 L2J DataPack
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*
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* This file is part of L2J DataPack.
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*
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* L2J DataPack is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* L2J DataPack is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import com.l2jserver.gameserver.enums.ShotType;
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import com.l2jserver.gameserver.model.StatsSet;
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import com.l2jserver.gameserver.model.actor.L2Character;
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import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jserver.gameserver.model.conditions.Condition;
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import com.l2jserver.gameserver.model.effects.AbstractEffect;
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import com.l2jserver.gameserver.model.effects.L2EffectType;
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import com.l2jserver.gameserver.model.items.L2Weapon;
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import com.l2jserver.gameserver.model.items.type.WeaponType;
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import com.l2jserver.gameserver.model.skills.BuffInfo;
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import com.l2jserver.gameserver.model.skills.Skill;
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import com.l2jserver.gameserver.model.stats.BaseStats;
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import com.l2jserver.gameserver.model.stats.Formulas;
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import com.l2jserver.gameserver.model.stats.Stats;
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import com.l2jserver.util.Rnd;
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/**
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* Energy Attack effect implementation.
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* @author NosBit
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*/
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public final class EnergyAttack extends AbstractEffect
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{
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private final double _power;
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private final int _criticalChance;
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private final boolean _ignoreShieldDefence;
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public EnergyAttack(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
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{
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super(attachCond, applyCond, set, params);
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_power = params.getDouble("power", 0);
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_criticalChance = params.getInt("criticalChance", 0);
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_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
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}
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@Override
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public boolean calcSuccess(BuffInfo info)
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{
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// TODO: Verify this on retail
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return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill());
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}
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@Override
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public L2EffectType getEffectType()
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{
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return L2EffectType.PHYSICAL_ATTACK;
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}
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@Override
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public boolean isInstant()
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{
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return true;
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}
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@Override
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public void onStart(BuffInfo info)
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{
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final L2PcInstance attacker = info.getEffector() instanceof L2PcInstance ? (L2PcInstance) info.getEffector() : null;
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if (attacker == null)
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{
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return;
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}
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final L2Character target = info.getEffected();
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final Skill skill = info.getSkill();
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double attack = attacker.getPAtk(target);
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int defence = target.getPDef(attacker);
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if (!_ignoreShieldDefence)
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{
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byte shield = Formulas.calcShldUse(attacker, target, skill, true);
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switch (shield)
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{
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case Formulas.SHIELD_DEFENSE_FAILED:
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{
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break;
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}
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case Formulas.SHIELD_DEFENSE_SUCCEED:
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{
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defence += target.getShldDef();
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break;
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}
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case Formulas.SHIELD_DEFENSE_PERFECT_BLOCK:
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{
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defence = -1;
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break;
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}
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}
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}
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double damage = 1;
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boolean critical = false;
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if (defence != -1)
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{
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double damageMultiplier = Formulas.calcWeaponTraitBonus(attacker, target) * Formulas.calcAttributeBonus(attacker, target, skill) * Formulas.calcGeneralTraitBonus(attacker, target, skill.getTraitType(), true);
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boolean ss = info.getSkill().useSoulShot() && attacker.isChargedShot(ShotType.SOULSHOTS);
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double ssBoost = ss ? 2 : 1.0;
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double weaponTypeBoost;
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L2Weapon weapon = attacker.getActiveWeaponItem();
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if ((weapon != null) && ((weapon.getItemType() == WeaponType.BOW) || (weapon.getItemType() == WeaponType.CROSSBOW)))
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{
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weaponTypeBoost = 70;
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}
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else
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{
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weaponTypeBoost = 77;
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}
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// charge count should be the count before casting the skill but since its reduced before calling effects
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// we add skill consume charges to current charges
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double energyChargesBoost = (((attacker.getCharges() + skill.getChargeConsume()) - 1) * 0.2) + 1;
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attack += _power;
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attack *= ssBoost;
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attack *= energyChargesBoost;
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attack *= weaponTypeBoost;
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damage = attack / defence;
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damage *= damageMultiplier;
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if (target instanceof L2PcInstance)
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{
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damage *= attacker.getStat().calcStat(Stats.PVP_PHYS_SKILL_DMG, 1.0);
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damage *= target.getStat().calcStat(Stats.PVP_PHYS_SKILL_DEF, 1.0);
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damage = attacker.getStat().calcStat(Stats.PHYSICAL_SKILL_POWER, damage);
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}
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critical = (BaseStats.STR.calcBonus(attacker) * _criticalChance) > (Rnd.nextDouble() * 100);
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if (critical)
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{
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damage *= 2;
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}
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}
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if (damage > 0)
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{
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attacker.sendDamageMessage(target, (int) damage, false, critical, false);
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target.reduceCurrentHp(damage, attacker, skill);
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target.notifyDamageReceived(damage, attacker, skill, critical, false);
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// Check if damage should be reflected
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Formulas.calcDamageReflected(attacker, target, skill, critical);
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}
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}
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} |