/*
* 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);
}
}
}