
-Added <target hp="n%" /> condition (example - Last Attack skill). -Updated DamOverTime effect - add increase charges count over time. -Updated EnergyAttack effect to new charges system. -Updated FatalBlow effect (able to increase skill power damage if target has affected by selected abnormal type). -Added parameter ignorePhysDefPercent for skills that ignores some % of enemy pDef. -Added function isInvulnerableFor(player) and updated PcCondOverride for this function. -NPC and NPC buffers data updated for Othell Ground skill Poison Zone. -Updated PhysicalAttack effect for skills, that decreases power when using some weapon types, and increases power when using some weapon types. also added isLastAttack parameter (for skill Last Attack atm). -Added stat momentumSkillPower (for Tyrr' passive). Increases power when player have more charges (max 3). -Updated some effect for working with maxSkillDamage parameter. -Updated some old and new skills to 10531. Contributed by NviX.
133 lines
4.3 KiB
Java
133 lines
4.3 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 java.util.StringTokenizer;
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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.skills.AbnormalType;
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import com.l2jserver.gameserver.model.skills.BuffInfo;
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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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/**
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* Fatal Blow effect implementation.
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* @author Adry_85
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*/
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public final class FatalBlow extends AbstractEffect
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{
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private final String _targetAbnormalType;
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private final double _skillAddPower;
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public FatalBlow(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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_targetAbnormalType = params.getString("targetAbnormalType", "NULL");
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_skillAddPower = params.getDouble("skillAddPower", 1);
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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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return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill()) && Formulas.calcBlowSuccess(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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L2Character target = info.getEffected();
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L2Character activeChar = info.getEffector();
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if (activeChar.isAlikeDead())
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{
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return;
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}
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boolean ss = info.getSkill().useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
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byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
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double damage = Formulas.calcBlowDamage(activeChar, target, info.getSkill(), shld, ss);
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if (_targetAbnormalType != "NULL")
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{
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StringTokenizer st = new StringTokenizer(_targetAbnormalType, ",");
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while (st.hasMoreTokens())
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{
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String abnormal = st.nextToken().trim();
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if (target.getEffectList().getBuffInfoByAbnormalType(AbnormalType.valueOf(abnormal)) != null)
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{
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damage *= _skillAddPower;
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break;
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}
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}
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}
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// Crit rate base crit rate for skill, modified with STR bonus
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boolean crit = Formulas.calcCrit(info.getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
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if (crit)
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{
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damage *= 2;
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}
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// reduce damage if target has maxdamage buff
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double maxDamage = (target.getStat().calcStat(Stats.MAX_SKILL_DAMAGE, 0, null, null));
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if (maxDamage > 0)
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{
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damage = (int) maxDamage;
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}
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target.reduceCurrentHp(damage, activeChar, info.getSkill());
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target.notifyDamageReceived(damage, activeChar, info.getSkill(), crit, false);
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// Manage attack or cast break of the target (calculating rate, sending message...)
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if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
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{
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target.breakAttack();
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target.breakCast();
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}
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if (activeChar.isPlayer())
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{
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L2PcInstance activePlayer = activeChar.getActingPlayer();
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activePlayer.sendDamageMessage(target, (int) damage, false, true, false);
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}
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// Check if damage should be reflected
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Formulas.calcDamageReflected(activeChar, target, info.getSkill(), true);
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}
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} |