101 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
		
			3.3 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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| 
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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.BuffInfo;
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| import com.l2jserver.gameserver.model.skills.Skill;
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| import com.l2jserver.gameserver.model.stats.Formulas;
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| 
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| /**
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|  * Backstab effect implementation.
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|  * @author Adry_85
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|  */
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| public final class Backstab extends AbstractEffect
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| {
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| 	public Backstab(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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| 	}
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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 !info.getEffector().isInFrontOf(info.getEffected()) && !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill()) && Formulas.calcBlowSuccess(info.getEffector(), info.getEffected(), info.getSkill());
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| 	}
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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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| 	
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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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| 	
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| 	@Override
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| 	public void onStart(BuffInfo info)
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| 	{
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| 		if (info.getEffector().isAlikeDead())
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| 		{
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| 			return;
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| 		}
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| 		
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| 		L2Character target = info.getEffected();
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| 		L2Character activeChar = info.getEffector();
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| 		Skill skill = info.getSkill();
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| 		boolean ss = skill.useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
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| 		byte shld = Formulas.calcShldUse(activeChar, target, skill);
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| 		double damage = Formulas.calcBackstabDamage(activeChar, target, skill, shld, ss);
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| 		
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| 		// Crit rate base crit rate for skill, modified with STR bonus
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| 		if (Formulas.calcCrit(activeChar, target, skill))
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| 		{
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| 			damage *= 2;
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| 		}
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| 		
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| 		target.reduceCurrentHp(damage, activeChar, skill);
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| 		target.notifyDamageReceived(damage, activeChar, skill, true, false);
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| 		
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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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| 		
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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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| 		
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| 		// Check if damage should be reflected
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| 		Formulas.calcDamageReflected(activeChar, target, skill, true);
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| 	}
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| } | 
