09.09.2012, 23:47
|
#3
|
fin-ex.corp
Регистрация: 01.05.2009
Адрес: г. Новороссийск
Возраст: 34
Сообщений: 1,057
Отблагодарили 403 раз(а)
|
Re: L2SkillDrain
Цитата:
Сообщение от Visor
Это не тот код, тут не абсорбирует ничего
|
Скажите тогда семпай, сам код L2SkillDrain:
Свернуть ↑
Код:
/*
* 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 net.sf.l2j.gameserver.skills.l2skills;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.model.L2Effect;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.L2Npc;
import net.sf.l2j.gameserver.model.actor.L2Summon;
import net.sf.l2j.gameserver.model.actor.instance.L2CubicInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.gameserver.templates.StatsSet;
public class L2SkillDrain extends L2Skill
{
private final float _absorbPart;
private final int _absorbAbs;
public L2SkillDrain(StatsSet set)
{
super(set);
_absorbPart = set.getFloat("absorbPart", 0.f);
_absorbAbs = set.getInteger("absorbAbs", 0);
}
@Override
public void useSkill(L2Character activeChar, L2Object[] targets)
{
if (activeChar.isAlikeDead())
return;
boolean ss = false;
boolean bss = false;
for (L2Character target : (L2Character[]) targets)
{
if (target.isAlikeDead() && getTargetType() != SkillTargetType.TARGET_CORPSE_MOB)
continue;
if (activeChar != target && target.isInvul())
continue; // No effect on invulnerable chars unless they cast it themselves.
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)
{
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);
}
}
boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, this));
byte shld = Formulas.calcShldUse(activeChar, target, this);
int damage = (int) Formulas.calcMagicDam(activeChar, target, this, shld, ss, bss, mcrit);
int _drain = 0;
int _cp = (int) target.getCurrentCp();
int _hp = (int) target.getCurrentHp();
if (_cp > 0)
{
if (damage < _cp)
_drain = 0;
else
_drain = damage - _cp;
}
else if (damage > _hp)
_drain = _hp;
else
_drain = damage;
double hpAdd = _absorbAbs + _absorbPart * _drain;
double hp = ((activeChar.getCurrentHp() + hpAdd) > activeChar.getMaxHp() ? activeChar.getMaxHp() : (activeChar.getCurrentHp() + hpAdd));
activeChar.setCurrentHp(hp);
StatusUpdate suhp = new StatusUpdate(activeChar);
suhp.addAttribute(StatusUpdate.CUR_HP, (int) hp);
activeChar.sendPacket(suhp);
if (damage > 0 && (target.isDead() || getTargetType() != SkillTargetType.TARGET_ANY_CORPSE))
{
// Manage cast break of the target (calculating rate, sending message...)
Formulas.calcCastBreak(target, damage);
activeChar.sendDamageMessage(target, damage, mcrit, false, false);
target.reduceCurrentHp(damage, activeChar, this);
}
// Check to see if we should damage the target
if (damage > 0 && (!target.isDead() || getTargetType() != SkillTargetType.TARGET_CORPSE_MOB))
{
// Manage cast break of the target (calculating rate, sending message...)
//Formulas.calcCastBreak(target, damage);
activeChar.sendDamageMessage(target, damage, mcrit, false, false);
if (hasEffects() && getTargetType() != SkillTargetType.TARGET_CORPSE_MOB)
{
// ignoring vengance-like reflections
if ((Formulas.calcSkillReflect(target, this) & Formulas.SKILL_REFLECT_SUCCEED) > 0)
{
activeChar.stopSkillEffects(getId());
getEffects(target, activeChar);
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
sm.addSkillName(getId());
activeChar.sendPacket(sm);
}
else
{
// activate attacked effects, if any
target.stopSkillEffects(getId());
if (Formulas.calcSkillSuccess(activeChar, target, this, shld, false, ss, bss))
getEffects(activeChar, target);
else
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_RESISTED_YOUR_S2);
sm.addCharName(target);
sm.addSkillName(getDisplayId());
activeChar.sendPacket(sm);
}
}
}
target.reduceCurrentHp(damage, activeChar, this);
}
// Check to see if we should do the decay right after the cast
if (target.isDead() && getTargetType() == SkillTargetType.TARGET_CORPSE_MOB && target instanceof L2Npc)
{
((L2Npc) target).endDecayTask();
}
}
// effect self :]
L2Effect effect = activeChar.getFirstEffect(getId());
if (effect != null && effect.isSelfEffect())
{
// Replace old effect with new one.
effect.exit();
}
// cast self effect if any
getEffectsSelf(activeChar);
}
public void useCubicSkill(L2CubicInstance activeCubic, L2Object[] targets)
{
if (Config.DEBUG)
_log.info("L2SkillDrain: useCubicSkill()");
for (L2Character target : (L2Character[]) targets)
{
if (target.isAlikeDead() && getTargetType() != SkillTargetType.TARGET_CORPSE_MOB)
continue;
boolean mcrit = Formulas.calcMCrit(activeCubic.getMCriticalHit(target, this));
byte shld = Formulas.calcShldUse(activeCubic.getOwner(), target, this);
int damage = (int) Formulas.calcMagicDam(activeCubic, target, this, mcrit, shld);
if (Config.DEBUG)
_log.info("L2SkillDrain: useCubicSkill() -> damage = " + damage);
double hpAdd = _absorbAbs + _absorbPart * damage;
L2PcInstance owner = activeCubic.getOwner();
double hp = ((owner.getCurrentHp() + hpAdd) > owner.getMaxHp() ? owner.getMaxHp() : (owner.getCurrentHp() + hpAdd));
owner.setCurrentHp(hp);
StatusUpdate suhp = new StatusUpdate(owner);
suhp.addAttribute(StatusUpdate.CUR_HP, (int) hp);
owner.sendPacket(suhp);
// Check to see if we should damage the target
if (damage > 0 && (!target.isDead() || getTargetType() != SkillTargetType.TARGET_CORPSE_MOB))
{
target.reduceCurrentHp(damage, activeCubic.getOwner(), this);
// Manage cast break of the target (calculating rate, sending message...)
Formulas.calcCastBreak(target, damage);
owner.sendDamageMessage(target, damage, mcrit, false, false);
}
}
}
}
Свернуть ↑Развернуть ↓
не может быть, чтобы поправка вносилась не в нем...
|
|
|