l2j_mobius/trunk/dist/game/data/scripts/handlers/effecthandlers/PhysicalSoulAttack.java
2015-12-31 23:53:41 +00:00

136 lines
4.3 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.L2Character;
import com.l2jmobius.gameserver.model.conditions.Condition;
import com.l2jmobius.gameserver.model.effects.AbstractEffect;
import com.l2jmobius.gameserver.model.effects.L2EffectType;
import com.l2jmobius.gameserver.model.skills.BuffInfo;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.model.stats.Formulas;
import com.l2jmobius.gameserver.model.stats.Stats;
import com.l2jmobius.gameserver.network.SystemMessageId;
import com.l2jmobius.gameserver.network.serverpackets.SystemMessage;
/**
* Physical Soul Attack effect implementation.
* @author Adry_85
*/
public final class PhysicalSoulAttack extends AbstractEffect
{
public PhysicalSoulAttack(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
{
super(attachCond, applyCond, set, params);
}
@Override
public boolean calcSuccess(BuffInfo info)
{
return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill());
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.PHYSICAL_ATTACK;
}
@Override
public boolean isInstant()
{
return true;
}
@Override
public void onStart(BuffInfo info)
{
final L2Character target = info.getEffected();
final L2Character activeChar = info.getEffector();
final Skill skill = info.getSkill();
if (activeChar.isAlikeDead())
{
return;
}
if (((skill.getFlyRadius() > 0) || (skill.getFlyType() != null)) && activeChar.isMovementDisabled())
{
final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED_DUE_TO_UNSUITABLE_TERMS);
sm.addSkillName(skill);
activeChar.sendPacket(sm);
return;
}
if (target.isPlayer() && target.getActingPlayer().isFakeDeath())
{
target.stopFakeDeath(true);
}
int damage = 0;
final boolean ss = skill.isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
final byte shld = Formulas.calcShldUse(activeChar, target, skill);
// Physical damage critical rate is only affected by STR.
boolean crit = false;
if (skill.getBaseCritRate() > 0)
{
crit = Formulas.calcCrit(activeChar, target, skill);
}
damage = (int) Formulas.calcPhysDam(activeChar, target, skill, shld, false, ss);
if ((skill.getMaxSoulConsumeCount() > 0) && activeChar.isPlayer())
{
// Souls Formula (each soul increase +4%)
final int chargedSouls = (activeChar.getActingPlayer().getChargedSouls() <= skill.getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : skill.getMaxSoulConsumeCount();
damage *= 1 + (chargedSouls * 0.04);
}
if (crit)
{
damage *= 2;
}
if (damage > 0)
{
// reduce damage if target has maxdamage buff
final double maxDamage = (target.getStat().calcStat(Stats.MAX_SKILL_DAMAGE, 0, null, null));
if (maxDamage > 0)
{
damage = (int) maxDamage;
}
activeChar.sendDamageMessage(target, damage, false, crit, false);
target.reduceCurrentHp(damage, activeChar, skill);
target.notifyDamageReceived(damage, activeChar, skill, crit, false);
// Check if damage should be reflected
Formulas.calcDamageReflected(activeChar, target, skill, crit);
}
else
{
activeChar.sendPacket(SystemMessageId.YOUR_ATTACK_HAS_FAILED);
}
if (skill.isSuicideAttack())
{
activeChar.doDie(activeChar);
}
}
}