/* * 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 org.slf4j.Logger; import org.slf4j.LoggerFactory; 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.templates.item.L2WeaponType; import silentium.gameserver.templates.skills.L2SkillType; public class Pdam implements ISkillHandler { private static final Logger _log = LoggerFactory.getLogger(Pdam.class.getName()); private static final L2SkillType[] SKILL_IDS = { L2SkillType.PDAM, L2SkillType.FATAL }; @Override public void useSkill(final L2Character activeChar, final L2Skill skill, final L2Object... targets) { if (activeChar.isAlikeDead()) return; int damage = 0; _log.debug("Begin Skill processing in Pdam.java " + skill.getSkillType()); final L2ItemInstance weapon = activeChar.getActiveWeaponInstance(); final boolean soul = weapon != null && weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && weapon.getItemType() != L2WeaponType.DAGGER; for (final L2Character target : (L2Character[]) targets) { if (activeChar instanceof L2PcInstance && target instanceof L2PcInstance && ((L2PcInstance) target).isFakeDeath()) target.stopFakeDeath(true); else if (target.isDead()) continue; // Calculate skill evasion. As PDAM skillType is used for bow, make an exception with this weapon. final boolean skillIsEvaded = Formulas.calcPhysicalSkillEvasion(target, skill); if (weapon != null && weapon.getItemType() != L2WeaponType.BOW) { 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; } } final boolean dual = activeChar.isUsingDualWeapon(); final byte shld = Formulas.calcShldUse(activeChar, target); // PDAM critical chance not affected by buffs, only by STR. Only some skills are meant to crit. boolean crit = false; if (skill.getBaseCritRate() > 0) crit = Formulas.calcCrit(skill.getBaseCritRate() * 10 * Formulas.getSTRBonus(activeChar)); damage = !crit && (skill.getCondition() & L2Skill.COND_CRIT) != 0 ? 0 : (int) Formulas.calcPhysDam(activeChar, target, skill, shld, false, dual, soul); if (crit) damage *= 2; // PDAM Critical damage always 2x and not affected by buffs final byte reflect = Formulas.calcSkillReflect(target, skill); if (skill.hasEffects()) { final L2Effect[] effects; if ((reflect & Formulas.SKILL_REFLECT_SUCCEED) != 0) { activeChar.stopSkillEffects(skill.getId()); effects = skill.getEffects(target, activeChar); if (effects != null && effects.length > 0) activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(skill)); } else { // activate attacked effects, if any target.stopSkillEffects(skill.getId()); effects = skill.getEffects(activeChar, target, new Env(shld, false, false, false)); if (effects != null && effects.length > 0) target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(skill)); } } if (damage > 0) { activeChar.sendDamageMessage(target, damage, false, crit, false); // Possibility of a lethal strike Formulas.calcLethalHit(activeChar, target, skill); 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); } } else // No damage activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.ATTACK_FAILED)); } // 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 (soul && weapon != null) weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE); } @Override public L2SkillType[] getSkillIds() { return SKILL_IDS; } }