/* * 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.l2skills; import silentium.gameserver.model.L2Effect; import silentium.gameserver.model.L2ItemInstance; import silentium.gameserver.model.L2Object; import silentium.gameserver.model.L2Skill; import silentium.gameserver.model.actor.L2Character; import silentium.gameserver.model.actor.instance.L2PcInstance; import silentium.gameserver.network.SystemMessageId; import silentium.gameserver.network.serverpackets.SystemMessage; import silentium.gameserver.skills.Env; import silentium.gameserver.skills.Formulas; import silentium.gameserver.templates.StatsSet; import silentium.gameserver.templates.item.L2WeaponType; public class L2SkillChargeDmg extends L2Skill { public L2SkillChargeDmg(StatsSet set) { super(set); } @Override public void useSkill(L2Character caster, L2Object[] targets) { if (caster.isAlikeDead()) return; double modifier = 0; if (caster instanceof L2PcInstance) modifier = 0.7 + 0.3 * ((L2PcInstance) caster).getCharges(); L2ItemInstance weapon = caster.getActiveWeaponInstance(); boolean soul = (weapon != null && weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && weapon.getItemType() != L2WeaponType.DAGGER); for (L2Character target : (L2Character[]) targets) { if (target.isAlikeDead()) continue; // Calculate skill evasion boolean skillIsEvaded = Formulas.calcPhysicalSkillEvasion(target, this); if (skillIsEvaded) { SystemMessage sm; if (caster instanceof L2PcInstance) { sm = SystemMessage.getSystemMessage(SystemMessageId.S1_DODGES_ATTACK).addCharName(target); ((L2PcInstance) caster).sendPacket(sm); } if (target instanceof L2PcInstance) { sm = SystemMessage.getSystemMessage(SystemMessageId.AVOIDED_S1_ATTACK).addCharName(caster); ((L2PcInstance) target).sendPacket(sm); } // no futher calculations needed. continue; } byte shld = Formulas.calcShldUse(caster, target, this); boolean crit = false; if (getBaseCritRate() > 0) crit = Formulas.calcCrit(getBaseCritRate() * 10 * Formulas.getSTRBonus(caster)); // damage calculation, crit is static 2x double damage = Formulas.calcChargeSkillsDam(caster, target, this, shld, false, false, soul); if (crit) damage *= 2; if (damage > 0) { byte reflect = Formulas.calcSkillReflect(target, this); if (hasEffects()) { if ((reflect & Formulas.SKILL_REFLECT_SUCCEED) != 0) { caster.stopSkillEffects(getId()); getEffects(target, caster); SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT); sm.addSkillName(this); caster.sendPacket(sm); } else { // activate attacked effects, if any target.stopSkillEffects(getId()); if (Formulas.calcSkillSuccess(caster, target, this, shld, false, false, true)) { getEffects(caster, target, new Env(shld, false, false, false)); SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT); sm.addSkillName(this); target.sendPacket(sm); } else { SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_RESISTED_YOUR_S2); sm.addCharName(target); sm.addSkillName(this); caster.sendPacket(sm); } } } double finalDamage = damage * modifier; target.reduceCurrentHp(finalDamage, caster, this); // vengeance reflected damage if ((reflect & Formulas.SKILL_REFLECT_VENGEANCE) != 0) caster.reduceCurrentHp(damage, target, this); caster.sendDamageMessage(target, (int) finalDamage, false, crit, false); } else caster.sendDamageMessage(target, 0, false, false, true); } if (soul && weapon != null) weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE); // effect self :] if (hasSelfEffects()) { L2Effect effect = caster.getFirstEffect(getId()); // Replace old effect with new one. if (effect != null && effect.isSelfEffect()) effect.exit(); // cast self effect if any getEffectsSelf(caster); } } }