/* * 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.L2Npc; import silentium.gameserver.model.actor.L2Playable; import silentium.gameserver.model.actor.L2Summon; import silentium.gameserver.model.actor.instance.L2CubicInstance; import silentium.gameserver.model.actor.instance.L2PcInstance; import silentium.gameserver.network.SystemMessageId; import silentium.gameserver.network.serverpackets.StatusUpdate; import silentium.gameserver.network.serverpackets.SystemMessage; import silentium.gameserver.skills.Formulas; import silentium.gameserver.templates.StatsSet; public class L2SkillDrain extends L2Skill { private final float _absorbPart; private final int _absorbAbs; public L2SkillDrain(StatsSet set) { super(set); _absorbPart = set.getFloat("absorbPart", 0.f); _absorbAbs = set.getInteger("absorbAbs", 0); } @Override public void useSkill(L2Character activeChar, L2Object[] targets) { if (activeChar.isAlikeDead()) return; boolean ss = false; boolean bss = false; final boolean isPlayable = (activeChar instanceof L2Playable); if (activeChar instanceof L2Summon) { final L2Summon activeSummon = (L2Summon) activeChar; if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) { bss = true; activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE); } else if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_SPIRITSHOT) { ss = true; activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE); } } else { final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance(); if (weaponInst != null) { if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) { bss = true; weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE); } else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT) { ss = true; weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE); } } } for (L2Character target : (L2Character[]) targets) { if (target.isAlikeDead() && getTargetType() != SkillTargetType.TARGET_CORPSE_MOB) continue; if (activeChar != target && target.isInvul()) continue; // No effect on invulnerable chars unless they cast it themselves. final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, this)); final byte shld = Formulas.calcShldUse(activeChar, target, this); final int damage = (int) Formulas.calcMagicDam(activeChar, target, this, shld, ss, bss, mcrit); if (damage > 0) { int _drain = 0; int _cp = (int) target.getCurrentCp(); int _hp = (int) target.getCurrentHp(); // Drain system is different for L2Playable and monsters. // When playables attack CP of enemies, monsters don't bother about it. if (isPlayable && _cp > 0) { if (damage < _cp) _drain = 0; else _drain = damage - _cp; } else if (damage > _hp) _drain = _hp; else _drain = damage; final double hpAdd = _absorbAbs + _absorbPart * _drain; if (hpAdd > 0) { final double hp = ((activeChar.getCurrentHp() + hpAdd) > activeChar.getMaxHp() ? activeChar.getMaxHp() : (activeChar.getCurrentHp() + hpAdd)); activeChar.setCurrentHp(hp); StatusUpdate suhp = new StatusUpdate(activeChar); suhp.addAttribute(StatusUpdate.CUR_HP, (int) hp); activeChar.sendPacket(suhp); } // That section is launched for drain skills made on ALIVE targets. if (!target.isDead() || getTargetType() != SkillTargetType.TARGET_CORPSE_MOB) { // Manage cast break of the target (calculating rate, sending message...) Formulas.calcCastBreak(target, damage); activeChar.sendDamageMessage(target, damage, mcrit, false, false); if (hasEffects() && getTargetType() != SkillTargetType.TARGET_CORPSE_MOB) { // ignoring vengance-like reflections if ((Formulas.calcSkillReflect(target, this) & Formulas.SKILL_REFLECT_SUCCEED) > 0) { activeChar.stopSkillEffects(getId()); getEffects(target, activeChar); activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(getId())); } else { // activate attacked effects, if any target.stopSkillEffects(getId()); if (Formulas.calcSkillSuccess(activeChar, target, this, shld, false, ss, bss)) getEffects(activeChar, target); else activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_RESISTED_YOUR_S2).addCharName(target).addSkillName(getDisplayId())); } } target.reduceCurrentHp(damage, activeChar, this); } // Check to see if we should do the decay right after the cast if (target.isDead() && getTargetType() == SkillTargetType.TARGET_CORPSE_MOB && target instanceof L2Npc) ((L2Npc) target).endDecayTask(); } } // effect self :] final L2Effect effect = activeChar.getFirstEffect(getId()); if (effect != null && effect.isSelfEffect()) { // Replace old effect with new one. effect.exit(); } // cast self effect if any getEffectsSelf(activeChar); } public void useCubicSkill(L2CubicInstance activeCubic, L2Object[] targets) { _log.debug("L2SkillDrain: useCubicSkill()"); for (L2Character target : (L2Character[]) targets) { if (target.isAlikeDead() && getTargetType() != SkillTargetType.TARGET_CORPSE_MOB) continue; final boolean mcrit = Formulas.calcMCrit(activeCubic.getMCriticalHit(target, this)); final byte shld = Formulas.calcShldUse(activeCubic.getOwner(), target, this); final int damage = (int) Formulas.calcMagicDam(activeCubic, target, this, mcrit, shld); // Check to see if we should damage the target if (damage > 0) { final L2PcInstance owner = activeCubic.getOwner(); final double hpAdd = _absorbAbs + _absorbPart * damage; if (hpAdd > 0) { final double hp = ((owner.getCurrentHp() + hpAdd) > owner.getMaxHp() ? owner.getMaxHp() : (owner.getCurrentHp() + hpAdd)); owner.setCurrentHp(hp); StatusUpdate suhp = new StatusUpdate(owner); suhp.addAttribute(StatusUpdate.CUR_HP, (int) hp); owner.sendPacket(suhp); } // That section is launched for drain skills made on ALIVE targets. if (!target.isDead() || getTargetType() != SkillTargetType.TARGET_CORPSE_MOB) { target.reduceCurrentHp(damage, activeCubic.getOwner(), this); // Manage cast break of the target (calculating rate, sending message...) Formulas.calcCastBreak(target, damage); owner.sendDamageMessage(target, damage, mcrit, false, false); } } } } }