/* * 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.StatusUpdate; import silentium.gameserver.network.serverpackets.SystemMessage; import silentium.gameserver.skills.Env; import silentium.gameserver.skills.Formulas; import silentium.gameserver.templates.skills.L2SkillType; /** * Class handling the Mana damage skill * * @author slyce */ public class Manadam implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.MANADAM }; @Override public void useSkill(final L2Character activeChar, final L2Skill skill, final L2Object... targets) { if (activeChar.isAlikeDead()) return; boolean ss = false; boolean bss = false; 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 (Formulas.calcSkillReflect(target, skill) == Formulas.SKILL_REFLECT_SUCCEED) target = activeChar; final boolean acted = Formulas.calcMagicAffected(activeChar, target, skill); if (target.isInvul() || !acted) activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.MISSED_TARGET)); else { if (skill.hasEffects()) { final byte shld = Formulas.calcShldUse(activeChar, target, skill); target.stopSkillEffects(skill.getId()); if (Formulas.calcSkillSuccess(activeChar, target, skill, shld, false, ss, bss)) skill.getEffects(activeChar, target, new Env(shld, ss, false, bss)); else activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_RESISTED_YOUR_S2).addCharName(target).addSkillName(skill)); } final double damage = Formulas.calcManaDam(activeChar, target, skill, ss, bss); final double mp = damage > target.getCurrentMp() ? target.getCurrentMp() : damage; target.reduceCurrentMp(mp); if (damage > 0) target.stopEffectsOnDamage(true); if (target instanceof L2PcInstance) { final StatusUpdate sump = new StatusUpdate(target); sump.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp()); target.sendPacket(sump); target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S2_MP_HAS_BEEN_DRAINED_BY_S1).addCharName(activeChar).addNumber((int) mp)); } if (activeChar instanceof L2PcInstance) activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOUR_OPPONENTS_MP_WAS_REDUCED_BY_S1).addNumber((int) mp)); } } if (skill.hasSelfEffects()) { final L2Effect effect = activeChar.getFirstEffect(skill.getId()); if (effect != null && effect.isSelfEffect()) { // Replace old effect with new one. effect.exit(); } // cast self effect if any skill.getEffectsSelf(activeChar); } } @Override public L2SkillType[] getSkillIds() { return SKILL_IDS; } }