/* * 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.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; public class Mdam implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.MDAM, L2SkillType.DEATHLINK }; @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); } } // 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); } } for (final L2Character target : (L2Character[]) targets) { if (activeChar instanceof L2PcInstance && target instanceof L2PcInstance && ((L2PcInstance) target).isFakeDeath()) target.stopFakeDeath(true); else if (target.isDead()) continue; final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, skill)); final byte shld = Formulas.calcShldUse(activeChar, target, skill); final byte reflect = Formulas.calcSkillReflect(target, skill); final int damage = (int) Formulas.calcMagicDam(activeChar, target, skill, shld, ss, bss, mcrit); if (damage > 0) { // Manage cast break of the target (calculating rate, sending message...) Formulas.calcCastBreak(target, damage); // vengeance reflected damage if ((reflect & Formulas.SKILL_REFLECT_VENGEANCE) != 0) activeChar.reduceCurrentHp(damage, target, skill); else { activeChar.sendDamageMessage(target, damage, mcrit, false, false); target.reduceCurrentHp(damage, activeChar, skill); } if (skill.hasEffects()) { if ((reflect & Formulas.SKILL_REFLECT_SUCCEED) != 0) // reflect skill effects { activeChar.stopSkillEffects(skill.getId()); skill.getEffects(target, activeChar); activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(skill)); } else { // activate attacked effects, if any 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.getDisplayId())); } } } } // self Effect :] if (skill.hasSelfEffects()) { final L2Effect effect = activeChar.getFirstEffect(skill.getId()); if (effect != null && effect.isSelfEffect()) { // Replace old effect with new one. effect.exit(); } skill.getEffectsSelf(activeChar); } if (skill.isSuicideAttack()) activeChar.doDie(activeChar); } @Override public L2SkillType[] getSkillIds() { return SKILL_IDS; } }