コード例 #1
0
ファイル: Spoil.java プロジェクト: RostMyr/aCis
  @Override
  public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) {
    if (!(activeChar instanceof L2PcInstance)) return;

    if (targets == null) return;

    for (L2Object tgt : targets) {
      if (!(tgt instanceof L2MonsterInstance)) continue;

      final L2MonsterInstance target = (L2MonsterInstance) tgt;
      if (target.isDead()) continue;

      if (target.getSpoilerId() != 0) {
        activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.ALREADY_SPOILED));
        continue;
      }

      if (Formulas.calcMagicSuccess(activeChar, (L2Character) tgt, skill)) {
        target.setSpoilerId(activeChar.getObjectId());
        activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.SPOIL_SUCCESS));
      } else
        activeChar.sendPacket(
            SystemMessage.getSystemMessage(SystemMessageId.S1_RESISTED_YOUR_S2)
                .addCharName(target)
                .addSkillName(skill.getId()));

      target.getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, activeChar);
    }
  }
コード例 #2
0
  @Override
  public String onSkillSee(
      L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) {
    // Caster is an allied.
    if (caster.isAlliedWithKetra()) {
      // Caster's skill is a positive effect ? Go further.
      switch (skill.getSkillType()) {
        case BUFF:
        case HEAL:
        case HEAL_PERCENT:
        case HEAL_STATIC:
        case BALANCE_LIFE:
        case HOT:
          for (L2Character target : (L2Character[]) targets) {
            // Character isn't existing, is dead or is current caster, we drop check.
            if (target == null || target.isDead() || target == caster) continue;

            // Target isn't a summon nor a player, we drop check.
            if (!(target instanceof L2Playable)) continue;

            // Retrieve the player behind that target.
            final L2PcInstance player = target.getActingPlayer();

            // If player is neutral or enemy, go further.
            if (!(player.isAlliedWithKetra())) {
              // If the NPC got that player registered in aggro list, go further.
              if (((L2Attackable) npc).containsTarget(player)) {
                // Save current target for future use.
                final L2Object oldTarget = npc.getTarget();

                // Curse the heretic or his pet.
                npc.setTarget((isPet && player.getPet() != null) ? caster.getPet() : caster);
                npc.doCast(FrequentSkill.VARKA_KETRA_PETRIFICATION.getSkill());

                // Revert to old target && drop the loop.
                npc.setTarget(oldTarget);
                break;
              }
            }
          }
          break;
      }
    }

    // Continue normal behavior.
    return super.onSkillSee(npc, caster, skill, targets, isPet);
  }
コード例 #3
0
ファイル: AbstractNpcAI.java プロジェクト: D3XV/D3X
  /**
   * Return the number of players in a defined radius.<br>
   * Dead players aren't counted, invisible ones is the boolean parameter.
   *
   * @param range : the radius.
   * @param npc : the object to make the test on.
   * @param invisible : true counts invisible characters.
   * @return the number of targets found.
   */
  public static int getPlayersCountInRadius(int range, L2Character npc, boolean invisible) {
    int count = 0;
    for (L2PcInstance player : npc.getKnownList().getKnownType(L2PcInstance.class)) {
      if (player.isDead()) continue;

      if (!invisible && player.getAppearance().getInvisible()) continue;

      if (Util.checkIfInRange(range, npc, player, true)) count++;
    }
    return count;
  }
コード例 #4
0
ファイル: ChanceSkillList.java プロジェクト: sonizs123/Acis
  private void makeCast(EffectChanceSkillTrigger effect, L2Character target) {
    try {
      if (effect == null || !effect.triggersChanceSkill()) return;

      L2Skill triggered =
          SkillTable.getInstance()
              .getInfo(effect.getTriggeredChanceId(), effect.getTriggeredChanceLevel());
      if (triggered == null) return;
      L2Character caster =
          triggered.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF
              ? _owner
              : effect.getEffector();

      if (caster == null
          || triggered.getSkillType() == L2SkillType.NOTDONE
          || caster.isSkillDisabled(triggered)) return;

      if (triggered.getReuseDelay() > 0) caster.disableSkill(triggered, triggered.getReuseDelay());

      L2Object[] targets = triggered.getTargetList(caster, false, target);

      if (targets.length == 0) return;

      L2Character firstTarget = (L2Character) targets[0];

      ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(triggered.getSkillType());

      _owner.broadcastPacket(
          new MagicSkillLaunched(_owner, triggered.getId(), triggered.getLevel(), targets));
      _owner.broadcastPacket(
          new MagicSkillUse(_owner, firstTarget, triggered.getId(), triggered.getLevel(), 0, 0));

      // Launch the magic skill and calculate its effects
      // TODO: once core will support all possible effects, use effects (not handler)
      if (handler != null) handler.useSkill(caster, triggered, targets);
      else triggered.useSkill(caster, targets);
    } catch (Exception e) {
      _log.log(Level.WARNING, "", e);
    }
  }
コード例 #5
0
ファイル: ChanceSkillList.java プロジェクト: sonizs123/Acis
  private void makeCast(L2Skill skill, L2Character target) {
    try {
      if (skill.getWeaponDependancy(_owner) && skill.checkCondition(_owner, target, false)) {
        if (skill
            .triggersChanceSkill()) // skill will trigger another skill, but only if its not chance
                                    // skill
        {
          skill =
              SkillTable.getInstance()
                  .getInfo(skill.getTriggeredChanceId(), skill.getTriggeredChanceLevel());
          if (skill == null || skill.getSkillType() == L2SkillType.NOTDONE) return;
        }

        if (_owner.isSkillDisabled(skill)) return;

        if (skill.getReuseDelay() > 0) _owner.disableSkill(skill, skill.getReuseDelay());

        L2Object[] targets = skill.getTargetList(_owner, false, target);

        if (targets.length == 0) return;

        L2Character firstTarget = (L2Character) targets[0];

        ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(skill.getSkillType());

        _owner.broadcastPacket(
            new MagicSkillLaunched(_owner, skill.getId(), skill.getLevel(), targets));
        _owner.broadcastPacket(
            new MagicSkillUse(_owner, firstTarget, skill.getId(), skill.getLevel(), 0, 0));

        // Launch the magic skill and calculate its effects
        // TODO: once core will support all possible effects, use effects (not handler)
        if (handler != null) handler.useSkill(_owner, skill, targets);
        else skill.useSkill(_owner, targets);
      }
    } catch (Exception e) {
      _log.log(Level.WARNING, "", e);
    }
  }
コード例 #6
0
ファイル: GladiatorAI.java プロジェクト: RostMyr/aCis
 @Override
 protected int chooseSkillToUseItOnSomeBitch(L2FpInstance player, L2Character enemy) {
   if (!isCurrentHpLowerThan(enemy, 90) && !enemy.isRaid() && !player.isMoving())
     return TRIPLE_SLASH;
   L2Effect effectVS = player.getFirstEffect(VICIOUS_STANCE);
   if (isCurrentHpLowerThan(player, 50) || getMyAttackersCount(player) > 2) {
     if (effectVS == null) {
       return VICIOUS_STANCE;
     }
   } else if (effectVS != null) {
     effectVS.exit();
   }
   return 0;
 }
コード例 #7
0
ファイル: ChanceSkillList.java プロジェクト: sonizs123/Acis
  public void onChanceSkillEvent(int event, L2Character target) {
    if (_owner.isDead()) return;

    for (Map.Entry<IChanceSkillTrigger, ChanceCondition> entry : entrySet()) {
      IChanceSkillTrigger trigger = entry.getKey();
      ChanceCondition cond = entry.getValue();

      if (cond != null && cond.trigger(event)) {
        if (trigger instanceof L2Skill) makeCast((L2Skill) trigger, target);
        else if (trigger instanceof EffectChanceSkillTrigger)
          makeCast((EffectChanceSkillTrigger) trigger, target);
      }
    }
  }
コード例 #8
0
ファイル: AbstractNpcAI.java プロジェクト: D3XV/D3X
  /**
   * Under that barbarian name, return the number of players in front, back and sides of the npc.
   * <br>
   * Dead players aren't counted, invisible ones is the boolean parameter.
   *
   * @param range : the radius.
   * @param npc : the object to make the test on.
   * @param invisible : true counts invisible characters.
   * @return an array composed of front, back and side targets number.
   */
  public static int[] getPlayersCountInPositions(int range, L2Character npc, boolean invisible) {
    int frontCount = 0;
    int backCount = 0;
    int sideCount = 0;

    for (L2PcInstance player : npc.getKnownList().getKnownType(L2PcInstance.class)) {
      if (player.isDead()) continue;

      if (!invisible && player.getAppearance().getInvisible()) continue;

      if (!Util.checkIfInRange(range, npc, player, true)) continue;

      if (player.isInFrontOf(npc)) frontCount++;
      else if (player.isBehind(npc)) backCount++;
      else sideCount++;
    }

    int[] array = {frontCount, backCount, sideCount};
    return array;
  }
コード例 #9
0
ファイル: CharStatus.java プロジェクト: Barrog/aCis
  public void reduceHp(
      double value, L2Character attacker, boolean awake, boolean isDOT, boolean isHPConsumption) {
    if (getActiveChar().isDead()) return;

    // invul handling
    if (getActiveChar().isInvul()) {
      // other chars can't damage
      if (attacker != getActiveChar()) return;

      // only DOT and HP consumption allowed for damage self
      if (!isDOT && !isHPConsumption) return;
    }

    if (attacker != null) {
      final L2PcInstance attackerPlayer = attacker.getActingPlayer();
      if (attackerPlayer != null
          && attackerPlayer.isGM()
          && !attackerPlayer.getAccessLevel().canGiveDamage()) return;
    }

    if (!isDOT && !isHPConsumption) {
      getActiveChar().stopEffectsOnDamage(awake);

      if (getActiveChar().isStunned() && Rnd.get(10) == 0) getActiveChar().stopStunning(true);

      if (getActiveChar().isImmobileUntilAttacked())
        getActiveChar().stopImmobileUntilAttacked(null);
    }

    if (value > 0) // Reduce Hp if any
    setCurrentHp(Math.max(getCurrentHp() - value, 0));

    // Die if character is mortal
    if (getActiveChar().getCurrentHp() < 0.5 && getActiveChar().isMortal()) {
      getActiveChar().abortAttack();
      getActiveChar().abortCast();

      getActiveChar().doDie(attacker);
    }
  }
コード例 #10
0
ファイル: ConfirmDlg.java プロジェクト: sonizs123/Acis
 public ConfirmDlg addCharName(L2Character cha) {
   if (cha instanceof L2Npc) return addNpcName((L2Npc) cha);
   if (cha instanceof L2PcInstance) return addPcName((L2PcInstance) cha);
   if (cha instanceof L2Summon) return addNpcName((L2Summon) cha);
   return addString(cha.getName());
 }