113 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
			
		
		
	
	
			113 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
| /*
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|  * This file is part of the L2J Mobius project.
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|  * 
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|  * This program 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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|  * This program 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.l2jmobius.gameserver.enums.ShotType;
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| import com.l2jmobius.gameserver.model.StatsSet;
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| import com.l2jmobius.gameserver.model.actor.L2Attackable;
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| import com.l2jmobius.gameserver.model.actor.L2Character;
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| import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
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| import com.l2jmobius.gameserver.model.effects.AbstractEffect;
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| import com.l2jmobius.gameserver.model.effects.L2EffectType;
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| import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
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| import com.l2jmobius.gameserver.model.skills.Skill;
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| import com.l2jmobius.gameserver.model.stats.Formulas;
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| import com.l2jmobius.gameserver.model.stats.Stats;
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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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| 	private final double _power;
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| 	private final double _chance;
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| 	private final double _criticalChance;
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| 	private final boolean _overHit;
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| 	
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| 	public Backstab(StatsSet params)
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| 	{
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| 		_power = params.getDouble("power", 0);
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| 		_chance = params.getDouble("chance", 0);
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| 		_criticalChance = params.getDouble("criticalChance", 0);
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| 		_overHit = params.getBoolean("overHit", false);
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| 	}
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| 	
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| 	@Override
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| 	public boolean calcSuccess(L2Character effector, L2Character effected, Skill skill)
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| 	{
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| 		return !effector.isInFrontOf(effected) && !Formulas.calcPhysicalSkillEvasion(effector, effected, skill) && Formulas.calcBlowSuccess(effector, effected, skill, _chance);
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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 instant(L2Character effector, L2Character effected, Skill skill, L2ItemInstance item)
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| 	{
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| 		if (effector.isAlikeDead())
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| 		{
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| 			return;
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| 		}
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| 		
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| 		if (_overHit && effected.isAttackable())
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| 		{
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| 			((L2Attackable) effected).overhitEnabled(true);
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| 		}
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| 		
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| 		final boolean ss = skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS);
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| 		final byte shld = Formulas.calcShldUse(effector, effected);
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| 		double damage = Formulas.calcBlowDamage(effector, effected, skill, true, _power, shld, ss);
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| 		
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| 		if (Formulas.calcCrit(_criticalChance, effector, effected, skill))
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| 		{
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| 			damage *= 2;
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| 		}
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| 		
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| 		// Check if damage should be reflected
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| 		Formulas.calcDamageReflected(effector, effected, skill, true);
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| 		
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| 		final double damageCap = effected.getStat().getValue(Stats.DAMAGE_LIMIT);
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| 		if (damageCap > 0)
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| 		{
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| 			damage = Math.min(damage, damageCap);
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| 		}
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| 		
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| 		effected.reduceCurrentHp(damage, effector, skill, false, true, true, false);
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| 		// Manage attack or cast break of the target (calculating rate, sending message...)
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| 		if (!effected.isRaid() && Formulas.calcAtkBreak(effected, damage))
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| 		{
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| 			effected.breakAttack();
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| 			effected.breakCast();
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| 		}
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| 		
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| 		if (effector.isPlayer())
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| 		{
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| 			final L2PcInstance activePlayer = effector.getActingPlayer();
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| 			activePlayer.sendDamageMessage(effected, skill, (int) damage, true, false);
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| 		}
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| 	}
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| } | 
