l2j_mobius/trunk/dist/game/data/scripts/handlers/effecthandlers/SoulBlow.java
2016-06-12 01:34:09 +00:00

119 lines
3.8 KiB
Java

/*
* This file is part of the L2J Mobius project.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package handlers.effecthandlers;
import com.l2jmobius.gameserver.enums.ShotType;
import com.l2jmobius.gameserver.model.StatsSet;
import com.l2jmobius.gameserver.model.actor.L2Attackable;
import com.l2jmobius.gameserver.model.actor.L2Character;
import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
import com.l2jmobius.gameserver.model.effects.AbstractEffect;
import com.l2jmobius.gameserver.model.effects.L2EffectType;
import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.model.stats.Formulas;
import com.l2jmobius.gameserver.model.stats.Stats;
/**
* Soul Blow effect implementation.
* @author Adry_85
*/
public final class SoulBlow extends AbstractEffect
{
private final double _power;
private final double _chance;
private final boolean _overHit;
public SoulBlow(StatsSet params)
{
_power = params.getDouble("power", 0);
_chance = params.getDouble("chance", 0);
_overHit = params.getBoolean("overHit", false);
}
/**
* If is not evaded and blow lands.
* @param effector
* @param effected
* @param skill
*/
@Override
public boolean calcSuccess(L2Character effector, L2Character effected, Skill skill)
{
return !Formulas.calcPhysicalSkillEvasion(effector, effected, skill) && Formulas.calcBlowSuccess(effector, effected, skill, _chance);
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.PHYSICAL_ATTACK;
}
@Override
public boolean isInstant()
{
return true;
}
@Override
public void instant(L2Character effector, L2Character effected, Skill skill, L2ItemInstance item)
{
if (effector.isAlikeDead())
{
return;
}
if (_overHit && effected.isAttackable())
{
((L2Attackable) effected).overhitEnabled(true);
}
final boolean ss = skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS);
final byte shld = Formulas.calcShldUse(effector, effected);
double damage = Formulas.calcBlowDamage(effector, effected, skill, false, _power, shld, ss);
if ((skill.getMaxSoulConsumeCount() > 0) && effector.isPlayer())
{
// Souls Formula (each soul increase +4%)
final int chargedSouls = (effector.getActingPlayer().getChargedSouls() <= skill.getMaxSoulConsumeCount()) ? effector.getActingPlayer().getChargedSouls() : skill.getMaxSoulConsumeCount();
damage *= 1 + (chargedSouls * 0.04);
}
// Check if damage should be reflected
Formulas.calcDamageReflected(effector, effected, skill, true);
final double damageCap = effected.getStat().getValue(Stats.DAMAGE_LIMIT);
if (damageCap > 0)
{
damage = Math.min(damage, damageCap);
}
effected.reduceCurrentHp(damage, effector, skill, false, false, true, false);
// Manage attack or cast break of the target (calculating rate, sending message...)
if (!effected.isRaid() && Formulas.calcAtkBreak(effected, damage))
{
effected.breakAttack();
effected.breakCast();
}
if (effector.isPlayer())
{
final L2PcInstance activePlayer = effector.getActingPlayer();
activePlayer.sendDamageMessage(effected, skill, (int) damage, true, false);
}
}
}