/* * 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.scripts.handlers.skill; import silentium.gameserver.handler.ISkillHandler; 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.skills.basefuncs.Func; import silentium.gameserver.templates.item.L2WeaponType; import silentium.gameserver.templates.skills.L2SkillType; /** * @author Steuf */ public class Blow implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.BLOW }; public static final int FRONT = 50; public static final int SIDE = 60; public static final int BEHIND = 70; @Override public void useSkill(final L2Character activeChar, final L2Skill skill, final L2Object... targets) { if (activeChar.isAlikeDead()) return; // No weapon ? Sounds like a bug. final L2ItemInstance weapon = activeChar.getActiveWeaponInstance(); if (weapon == null) return; final boolean soul = weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && weapon.getItemType() == L2WeaponType.DAGGER; for (final L2Character target : (L2Character[]) targets) { if (target.isAlikeDead()) continue; byte _successChance = SIDE; if (activeChar.isBehindTarget()) _successChance = BEHIND; else if (activeChar.isInFrontOfTarget()) _successChance = FRONT; // If skill requires Crit or skill requires behind, calculate chance based on DEX, Position and on self BUFF boolean success = true; if ((skill.getCondition() & L2Skill.COND_BEHIND) != 0) success = _successChance == BEHIND; if ((skill.getCondition() & L2Skill.COND_CRIT) != 0) success = success && Formulas.calcBlow(activeChar, target, _successChance); if (success) { // Calculate skill evasion final boolean skillIsEvaded = Formulas.calcPhysicalSkillEvasion(target, skill); if (skillIsEvaded) { if (activeChar instanceof L2PcInstance) activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_DODGES_ATTACK).addCharName(target)); if (target instanceof L2PcInstance) target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.AVOIDED_S1_ATTACK).addCharName(activeChar)); // no futher calculations needed. continue; } // Calculate skill reflect final byte reflect = Formulas.calcSkillReflect(target, skill); if (skill.hasEffects()) { if (reflect == Formulas.SKILL_REFLECT_SUCCEED) { activeChar.stopSkillEffects(skill.getId()); skill.getEffects(target, activeChar); activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(skill)); } else { final byte shld = Formulas.calcShldUse(activeChar, target, skill); target.stopSkillEffects(skill.getId()); if (Formulas.calcSkillSuccess(activeChar, target, skill, shld, false, false, true)) { skill.getEffects(activeChar, target, new Env(shld, false, false, false)); target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(skill)); } else activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_RESISTED_YOUR_S2).addCharName(target).addSkillName(skill)); } } final byte shld = Formulas.calcShldUse(activeChar, target, skill); // Crit rate base crit rate for skill, modified with STR bonus boolean crit = false; if (Formulas.calcCrit(skill.getBaseCritRate() * 10 * Formulas.getSTRBonus(activeChar))) crit = true; double damage = (int) Formulas.calcBlowDamage(activeChar, target, skill, shld, soul); if (crit) { damage *= 2; // Vicious Stance is special after C5, and only for BLOW skills final L2Effect vicious = activeChar.getFirstEffect(312); if (vicious != null && damage > 1) { for (final Func func : vicious.getStatFuncs()) { final Env env = new Env(); env.player = activeChar; env.target = target; env.skill = skill; env.value = damage; func.calc(env); damage = (int) env.value; } } } if (soul) weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE); target.reduceCurrentHp(damage, activeChar, skill); // vengeance reflected damage if ((reflect & Formulas.SKILL_REFLECT_VENGEANCE) != 0) { if (target instanceof L2PcInstance) target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.COUNTERED_S1_ATTACK).addCharName(activeChar)); if (activeChar instanceof L2PcInstance) activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_PERFORMING_COUNTERATTACK).addCharName(target)); // Formula from Diego post, 700 from rpg tests final double vegdamage = 700 * target.getPAtk(activeChar) / activeChar.getPDef(target); activeChar.reduceCurrentHp(vegdamage, target, skill); } // Manage cast break of the target (calculating rate, sending message...) Formulas.calcCastBreak(target, damage); if (activeChar instanceof L2PcInstance) activeChar.sendDamageMessage(target, (int) damage, false, true, false); } else activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.ATTACK_FAILED)); // Possibility of a lethal strike Formulas.calcLethalHit(activeChar, target, skill); // Self Effect if (skill.hasSelfEffects()) { final L2Effect effect = activeChar.getFirstEffect(skill.getId()); if (effect != null && effect.isSelfEffect()) effect.exit(); skill.getEffectsSelf(activeChar); } } } @Override public L2SkillType[] getSkillIds() { return SKILL_IDS; } }