136 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
			
		
		
	
	
			136 lines
		
	
	
		
			4.1 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.ai.CtrlIntention;
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| import com.l2jserver.gameserver.enums.QuestSound;
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| import com.l2jserver.gameserver.model.L2Seed;
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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.L2MonsterInstance;
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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.skills.BuffInfo;
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| import com.l2jserver.gameserver.network.SystemMessageId;
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| import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
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| import com.l2jserver.util.Rnd;
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| 
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| /**
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|  * Sow effect implementation.
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|  * @author Adry_85, l3x
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|  */
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| public final class Sow extends AbstractEffect
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| {
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| 	public Sow(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 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().isPlayer() || !info.getEffected().isMonster())
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| 		{
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| 			return;
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| 		}
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| 		
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| 		final L2PcInstance player = info.getEffector().getActingPlayer();
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| 		final L2MonsterInstance target = (L2MonsterInstance) info.getEffected();
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| 		
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| 		if (target.isDead() || (!target.getTemplate().canBeSown()) || target.isSeeded() || (target.getSeederId() != player.getObjectId()))
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| 		{
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| 			return;
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| 		}
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| 		
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| 		// Consuming used seed
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| 		final L2Seed seed = target.getSeed();
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| 		if (!player.destroyItemByItemId("Consume", seed.getSeedId(), 1, target, false))
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| 		{
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| 			return;
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| 		}
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| 		
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| 		final SystemMessage sm;
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| 		if (calcSuccess(player, target, seed))
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| 		{
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| 			player.sendPacket(QuestSound.ITEMSOUND_QUEST_ITEMGET.getPacket());
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| 			target.setSeeded(player.getActingPlayer());
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| 			sm = SystemMessage.getSystemMessage(SystemMessageId.THE_SEED_WAS_SUCCESSFULLY_SOWN);
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| 		}
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| 		else
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| 		{
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| 			sm = SystemMessage.getSystemMessage(SystemMessageId.THE_SEED_WAS_NOT_SOWN);
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| 		}
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| 		
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| 		if (player.isInParty())
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| 		{
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| 			player.getParty().broadcastPacket(sm);
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| 		}
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| 		else
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| 		{
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| 			player.sendPacket(sm);
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| 		}
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| 		
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| 		// TODO: Mob should not aggro on player, this way doesn't work really nice
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| 		target.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
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| 	}
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| 	
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| 	private static boolean calcSuccess(L2Character activeChar, L2Character target, L2Seed seed)
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| 	{
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| 		// TODO: check all the chances
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| 		final int minlevelSeed = seed.getLevel() - 5;
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| 		final int maxlevelSeed = seed.getLevel() + 5;
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| 		final int levelPlayer = activeChar.getLevel(); // Attacker Level
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| 		final int levelTarget = target.getLevel(); // target Level
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| 		int basicSuccess = seed.isAlternative() ? 20 : 90;
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| 		
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| 		// seed level
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| 		if (levelTarget < minlevelSeed)
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| 		{
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| 			basicSuccess -= 5 * (minlevelSeed - levelTarget);
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| 		}
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| 		if (levelTarget > maxlevelSeed)
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| 		{
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| 			basicSuccess -= 5 * (levelTarget - maxlevelSeed);
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| 		}
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| 		
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| 		// 5% decrease in chance if player level
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| 		// is more than +/- 5 levels to _target's_ level
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| 		int diff = (levelPlayer - levelTarget);
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| 		if (diff < 0)
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| 		{
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| 			diff = -diff;
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| 		}
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| 		if (diff > 5)
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| 		{
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| 			basicSuccess -= 5 * (diff - 5);
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| 		}
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| 		
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| 		// chance can't be less than 1%
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| 		Math.max(basicSuccess, 1);
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| 		return Rnd.nextInt(99) < basicSuccess;
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| 	}
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| }
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