/* * 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; } }