/*
* 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.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.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.skills.L2SkillType;
/*
* Just a quick draft to support Wrath skill. Missing angle based calculation etc.
*/
public class CpDamPercent implements ISkillHandler {
private static final L2SkillType[] SKILL_IDS = { L2SkillType.CPDAMPERCENT };
/**
* @see silentium.gameserver.handler.ISkillHandler#useSkill(silentium.gameserver.model.actor.L2Character, silentium.gameserver.model.L2Skill,
* silentium.gameserver.model.L2Object[])
*/
@Override
public void useSkill(final L2Character activeChar, final L2Skill skill, final L2Object... targets) {
if (activeChar.isAlikeDead())
return;
boolean ss = false;
boolean sps = false;
boolean bss = false;
final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
if (weaponInst != null) {
if (skill.isMagic()) {
if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
bss = true;
else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT)
sps = true;
} else if (weaponInst.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT)
ss = true;
}
// If there is no weapon equipped, check for an active summon.
else 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 if (activeChar instanceof L2Npc) {
ss = ((L2Npc) activeChar)._soulshotcharged;
((L2Npc) activeChar)._soulshotcharged = false;
bss = ((L2Npc) activeChar)._spiritshotcharged;
((L2Npc) activeChar)._spiritshotcharged = false;
}
for (final L2Character target : (L2Character[]) targets) {
if (activeChar instanceof L2PcInstance && target instanceof L2PcInstance && ((L2PcInstance) target).isFakeDeath())
target.stopFakeDeath(true);
else if (target.isDead() || target.isInvul())
continue;
final byte shld = Formulas.calcShldUse(activeChar, target, skill);
final int damage = (int) (target.getCurrentCp() * skill.getPower() / 100);
// Manage cast break of the target (calculating rate, sending message...)
Formulas.calcCastBreak(target, damage);
skill.getEffects(activeChar, target, new Env(shld, ss, sps, bss));
activeChar.sendDamageMessage(target, damage, false, false, false);
target.setCurrentCp(target.getCurrentCp() - damage);
// Custom message to see Wrath damage on target
target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_GAVE_YOU_S2_DMG).addCharName(activeChar).addNumber(damage));
}
}
@Override
public L2SkillType[] getSkillIds() {
return SKILL_IDS;
}
}