
-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.
71 lines
2.1 KiB
Java
71 lines
2.1 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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import com.l2jserver.gameserver.model.StatsSet;
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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.model.stats.Stats;
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/**
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* Static Damage effect implementation.
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* @author Adry_85
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*/
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public final class StaticDamage extends AbstractEffect
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{
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private int _power;
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public StaticDamage(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.getInt("power", 0);
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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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if (info.getEffector().isAlikeDead())
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{
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return;
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}
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// reduce damage if target has maxdamage buff
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double maxDamage = (info.getEffected().getStat().calcStat(Stats.MAX_SKILL_DAMAGE, 0, null, null));
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if (maxDamage > 0)
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{
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_power = (int) maxDamage;
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}
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info.getEffected().reduceCurrentHp(_power, info.getEffector(), info.getSkill());
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info.getEffected().notifyDamageReceived(_power, info.getEffector(), info.getSkill(), false, false);
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if (info.getEffector().isPlayer())
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{
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info.getEffector().sendDamageMessage(info.getEffected(), _power, false, false, false);
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}
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}
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} |