l2j_mobius/trunk/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttackHpLink.java
2016-06-12 01:34:09 +00:00

138 lines
5.2 KiB
Java
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
* 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 <http://www.gnu.org/licenses/>.
*/
package handlers.effecthandlers;
import com.l2jmobius.commons.util.Rnd;
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.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.BaseStats;
import com.l2jmobius.gameserver.model.stats.Formulas;
import com.l2jmobius.gameserver.model.stats.Stats;
/**
* Physical Attack HP Link effect implementation.<br>
* <b>Note</b>: Initial formula taken from PhysicalAttack.
* @author Adry_85, Nik
*/
public final class PhysicalAttackHpLink extends AbstractEffect
{
private final double _power;
private final double _criticalChance;
private final boolean _overHit;
public PhysicalAttackHpLink(StatsSet params)
{
_power = params.getDouble("power", 0);
_criticalChance = params.getDouble("criticalChance", 0);
_overHit = params.getBoolean("overHit", false);
}
@Override
public boolean calcSuccess(L2Character effector, L2Character effected, Skill skill)
{
return !Formulas.calcPhysicalSkillEvasion(effector, effected, skill);
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.PHYSICAL_ATTACK_HP_LINK;
}
@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 double attack = effector.getPAtk();
final double power = _power * (-((effected.getCurrentHp() * 2) / effected.getMaxHp()) + 2);
double defence = effected.getPDef();
switch (Formulas.calcShldUse(effector, effected))
{
case Formulas.SHIELD_DEFENSE_SUCCEED:
{
defence += effected.getShldDef();
break;
}
case Formulas.SHIELD_DEFENSE_PERFECT_BLOCK:
{
defence = -1;
break;
}
}
double damage = 1;
final boolean critical = (_criticalChance > 0) && ((BaseStats.STR.calcBonus(effector) * _criticalChance) > (Rnd.nextDouble() * 100));
if (defence != -1)
{
// Trait, elements
final double weaponTraitMod = Formulas.calcWeaponTraitBonus(effector, effected);
final double generalTraitMod = Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false);
final double attributeMod = Formulas.calcAttributeBonus(effector, effected, skill);
final double pvpPveMod = Formulas.calculatePvpPveBonus(effector, effected, skill, true);
final double randomMod = effector.getRandomDamageMultiplier();
// Skill specific mods.
final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon?
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef
// ```````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^``````````````````````````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
final double baseMod = (wpnMod * ((attack * effector.getLevelMod()) + power + rangedBonus)) / defence;
damage = baseMod * ssmod * critMod * weaponTraitMod * generalTraitMod * attributeMod * pvpPveMod * randomMod;
damage = effector.getStat().getValue(Stats.PHYSICAL_SKILL_POWER, damage);
}
// Check if damage should be reflected.
Formulas.calcDamageReflected(effector, effected, skill, critical);
final double damageCap = effected.getStat().getValue(Stats.DAMAGE_LIMIT);
if (damageCap > 0)
{
damage = Math.min(damage, damageCap);
}
effected.reduceCurrentHp(damage, effector, skill, false, false, critical, false);
effector.sendDamageMessage(effected, skill, (int) damage, critical, false);
}
}