/* * 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 silentium.gameserver.skills.conditions; import silentium.gameserver.model.L2Effect; import silentium.gameserver.skills.Env; import silentium.gameserver.skills.effects.EffectFusion; /** * The Class ConditionForceBuff. * * @author kombat, Forsaiken */ public class ConditionForceBuff extends Condition { private static final short BATTLE_FORCE = 5104; private static final short SPELL_FORCE = 5105; private final byte[] _forces; /** * Instantiates a new condition force buff. * * @param forces * the forces */ public ConditionForceBuff(byte[] forces) { _forces = forces; } /** * Test impl. * * @param env * the env * @return true, if successful * @see silentium.gameserver.skills.conditions.Condition#testImpl(silentium.gameserver.skills.Env) */ @Override public boolean testImpl(Env env) { if (_forces[0] > 0) { L2Effect force = env.player.getFirstEffect(BATTLE_FORCE); if (force == null || ((EffectFusion) force)._effect < _forces[0]) return false; } if (_forces[1] > 0) { L2Effect force = env.player.getFirstEffect(SPELL_FORCE); if (force == null || ((EffectFusion) force)._effect < _forces[1]) return false; } return true; } }