/* * 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.instance.L2PcInstance; import silentium.gameserver.network.SystemMessageId; import silentium.gameserver.network.serverpackets.SystemMessage; import silentium.gameserver.skills.Formulas; import silentium.gameserver.templates.item.L2WeaponType; import silentium.gameserver.templates.skills.L2SkillType; /** * @author _tomciaaa_ */ public class StrSiegeAssault implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.STRSIEGEASSAULT }; @Override public void useSkill(final L2Character activeChar, final L2Skill skill, final L2Object... targets) { if (!(activeChar instanceof L2PcInstance)) return; final L2PcInstance player = (L2PcInstance) activeChar; // Checks if (player.checkIfOkToUseStriderSiegeAssault(skill)) { // damage calculation int damage = 0; for (final L2Character target : (L2Character[]) targets) { final L2ItemInstance weapon = activeChar.getActiveWeaponInstance(); if (target.isAlikeDead()) continue; final boolean dual = activeChar.isUsingDualWeapon(); final byte shld = Formulas.calcShldUse(activeChar, target); final boolean crit = Formulas.calcCrit(activeChar.getCriticalHit(target, skill)); final boolean soul = weapon != null && weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && weapon.getItemType() != L2WeaponType.DAGGER; damage = !crit && (skill.getCondition() & L2Skill.COND_CRIT) != 0 ? 0 : (int) Formulas.calcPhysDam(activeChar, target, skill, shld, crit, dual, soul); if (damage > 0) { activeChar.sendDamageMessage(target, damage, false, false, false); target.reduceCurrentHp(damage, activeChar, skill); } else activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.ATTACK_FAILED)); if (soul && weapon != null) weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE); } } } @Override public L2SkillType[] getSkillIds() { return SKILL_IDS; } }