/*
* 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;
}
}