📄 l1magicinstance.java
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/*
* 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 2, 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* http://www.gnu.org/copyleft/gpl.html
*/
package l1j.server.server.model.Instance;
import java.util.Random;
import l1j.server.server.ActionCodes;
import l1j.server.server.serverpackets.S_AttackPacket;
import l1j.server.server.serverpackets.S_SkillSound;
public class L1MagicInstance {
public void UseMagicAttacke(L1PcInstance player, L1MonsterInstance npc) {
int targetobjid = npc.getId();
int magicMob = npc.getInt();
int rangeMonster = npc.getNpcTemplate().get_ranged();
int mobDmg = npc.getLevel() + 6;
int randomMobDmg = 0;
int useMagic = 0;
int bID = npc.getNpcTemplate().get_npcId();
if (rangeMonster == 1) {
// npc.sendPackets(new S_AttackPacket(player, targetobjid,
// ActionCodes.ACTION_SkillAttack));
npc.broadcastPacket(new S_AttackPacket(player, targetobjid,
ActionCodes.ACTION_SkillAttack));
} else {
if (magicMob == 99) {
Random random = new Random();
useMagic = random.nextInt(100) + 1;
}
}
if (useMagic > 80) {
Random random = new Random();
int useMagicA = random.nextInt(100) + 1;
if (useMagicA < 25) {
// npc.sendPackets(new S_AttackPacket(player, targetobjid,
// ActionCodes.ACTION_SkillAttack));
npc.broadcastPacket(new S_AttackPacket(player, targetobjid,
ActionCodes.ACTION_SkillAttack));
Random random2 = new Random();
randomMobDmg = (random2.nextInt(mobDmg) + 1) * 2;
// CalcHpPlayer (player, npc, randomMobDmg);
player.receiveDamage(npc, randomMobDmg, 0);
} else if (useMagicA >= 25 && useMagicA < 50) {
// npc.sendPackets(new S_AttackPacket(player, targetobjid,
// ActionCodes.ACTION_SkillBuff));
npc.broadcastPacket(new S_AttackPacket(player, targetobjid,
ActionCodes.ACTION_SkillBuff));
Random random2 = new Random();
randomMobDmg = (random2.nextInt(mobDmg) + 1) * 3;
// CalcHpPlayer (player, npc, randomMobDmg);
player.receiveDamage(npc, randomMobDmg, 0);
} else {
int bDmg = 5;
int mortalBlow = 0;
if (mortalBlow != 0) {
// npc.sendPackets(new S_SkillSound(player.get_objectId(),
// mortalBlow));
npc.broadcastPacket(new S_SkillSound(player.getId(),
mortalBlow));
Random random2 = new Random();
randomMobDmg = (random2.nextInt(mobDmg) + 1) * bDmg;
// CalcHpPlayer (player, npc, randomMobDmg);
player.receiveDamage(npc, randomMobDmg, 0);
} else {
// npc.sendPackets(new S_AttackPacket(player, targetobjid,
// ActionCodes.ACTION_AltAttack));
npc.broadcastPacket(new S_AttackPacket(player, targetobjid,
ActionCodes.ACTION_AltAttack));
Random random2 = new Random();
randomMobDmg = (random2.nextInt(mobDmg) + 1) * 2;
// CalcHpPlayer (player, npc, randomMobDmg);
player.receiveDamage(npc, randomMobDmg, 0);
}
}
} else {
// npc.sendPackets(new S_AttackPacket(player, targetobjid,
// ActionCodes.ACTION_Attack));
npc.broadcastPacket(new S_AttackPacket(player, targetobjid,
ActionCodes.ACTION_Attack));
Random random = new Random();
randomMobDmg = random.nextInt(mobDmg) + 1;
// CalcHpPlayer (player, npc, randomMobDmg);
player.receiveDamage(npc, randomMobDmg, 0);
}
}
/*
* private void CalcHpPlayer (L1PcInstance player, L1MonsterInstance npc,
* int dmg) { if (player.get_currentHp() > 0 && !player.is_isdead()) { int
* hp = player.get_currentHp() - dmg; if (hp <= 0) { if (player.is_isGm())
* player.gmhp(player); if (player.is_isGm() == false)
* npc.DeathPlayer(player, npc); } else { player.set_currentHp(player, hp); } }
* if (player.get_currentHp() <= 0 && player.is_isGm()) player.gmhp(player);
* if (player.get_currentHp() <= 0 && !player.is_isGm())
* npc.DeathPlayer(player, npc); }
*/
}
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