/*
* 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.L2Summon;
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;
public class L2SkillElemental extends L2Skill
{
private final int[] _seeds;
private final boolean _seedAny;
public L2SkillElemental(StatsSet set)
{
super(set);
_seeds = new int[3];
_seeds[0] = set.getInteger("seed1", 0);
_seeds[1] = set.getInteger("seed2", 0);
_seeds[2] = set.getInteger("seed3", 0);
if (set.getInteger("seed_any", 0) == 1)
_seedAny = true;
else
_seedAny = false;
}
@Override
public void useSkill(L2Character activeChar, L2Object[] targets)
{
if (activeChar.isAlikeDead())
return;
boolean ss = false;
boolean bss = false;
L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
if (activeChar instanceof L2PcInstance)
{
if (weaponInst == null)
{
SystemMessage sm2 = SystemMessage.getSystemMessage(SystemMessageId.S1_S2);
sm2.addString("You must equip one weapon before cast spell.");
activeChar.sendPacket(sm2);
return;
}
}
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);
}
}
// If there is no weapon equipped, check for an active summon.
else if (activeChar instanceof L2Summon)
{
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);
}
}
for (L2Character target : (L2Character[]) targets)
{
if (target.isAlikeDead())
continue;
boolean charged = true;
if (!_seedAny)
{
for (int _seed : _seeds)
{
if (_seed != 0)
{
L2Effect e = target.getFirstEffect(_seed);
if (e == null || !e.getInUse())
{
charged = false;
break;
}
}
}
}
else
{
charged = false;
for (int _seed : _seeds)
{
if (_seed != 0)
{
L2Effect e = target.getFirstEffect(_seed);
if (e != null && e.getInUse())
{
charged = true;
break;
}
}
}
}
if (!charged)
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_S2);
sm.addString("Target is not charged by elements.");
activeChar.sendPacket(sm);
continue;
}
boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, this));
byte shld = Formulas.calcShldUse(activeChar, target, this);
int damage = (int) Formulas.calcMagicDam(activeChar, target, this, shld, ss, bss, mcrit);
if (damage > 0)
{
target.reduceCurrentHp(damage, activeChar, this);
// Manage cast break of the target (calculating rate, sending message...)
Formulas.calcCastBreak(target, damage);
activeChar.sendDamageMessage(target, damage, false, false, false);
}
// activate attacked effects, if any
target.stopSkillEffects(getId());
getEffects(activeChar, target, new Env(shld, ss, false, bss));
}
}
}