Package net.sf.l2j.gameserver.skills

Examples of net.sf.l2j.gameserver.skills.Env


          L2Effect vicious = activeChar.getFirstEffect(312);
          if(vicious != null && damage > 1)
          {
            for(Func func: vicious.getStatFuncs())
            {
              Env env = new Env();
              env.player = activeChar;
              env.target = target;
              env.skill = skill;
              env.value = damage;
              func.calc(env);
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    // If no Func object found, no modifier is applied
    if (c == null || c.size() == 0)
      return init;

    // Create and init an Env object to pass parameters to the Calculator
    Env env = new Env();
    env.player = _activeChar;
    env.target = target;
    env.skill = skill;
    env.value = init;
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    {
      List<Func> funcs = new FastList<Func>();
      if (_funcTemplates != null)
      {
        for (FuncTemplate t : _funcTemplates) {
          Env env = new Env();
          env.player = player;
          env.item = instance;
          Func f = t.getFunc(env, instance);
          if (f != null)
            funcs.add(f);
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    {
      List<Func> funcs = new FastList<Func>();
      if (_funcTemplates != null)
      {
        for (FuncTemplate t : _funcTemplates) {
          Env env = new Env();
          env.player = player;
          env.item = instance;
          Func f = t.getFunc(env, instance);
          if (f != null)
            funcs.add(f);
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    {
    if (_funcTemplates == null)
      return _emptyFunctionSet;
      List<Func> funcs = new FastList<Func>();
    for (FuncTemplate t : _funcTemplates) {
        Env env = new Env();
        env.player = player;
        env.target = player;
        env.item = instance;
        Func f = t.getFunc(env, this); // skill is owner
        if (f != null)
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    {
    if (_effectTemplates == null)
      return _emptyEffectSet;
      List<L2Effect> effects = new FastList<L2Effect>();
    for (EffectTemplate et : _effectTemplates) {
        Env env = new Env();
        env.player = player;
        env.target = player;
        env.item = instance;
        L2Effect e = et.getEffect(env);
        if (e != null)
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        Condition preCondition = _preCondition;
        if(itemOrWeapon) preCondition = _itemPreCondition;
        if (preCondition == null) return true;

        Env env = new Env();
        env.player = activeChar;
        if (target instanceof L2Character) // TODO: object or char?
          env.target = (L2Character)target;
        env.skill = this;
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            && !(player instanceof L2Summon)) return _emptyFunctionSet;
        if (_funcTemplates == null) return _emptyFunctionSet;
        List<Func> funcs = new FastList<Func>();
        for (FuncTemplate t : _funcTemplates)
        {
            Env env = new Env();
            env.player = player;
            env.skill = this;
            Func f = t.getFunc(env, this); // skill is owner
            if (f != null) funcs.add(f);
        }
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        List<L2Effect> effects = new FastList<L2Effect>();

        for (EffectTemplate et : _effectTemplates)
        {
            Env env = new Env();
            env.player = effector;
            env.target = effected;
            env.skill = this;
            L2Effect e = et.getEffect(env);
            if (e != null) effects.add(e);
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        List<L2Effect> effects = new FastList<L2Effect>();

        for (EffectTemplate et : _effectTemplatesSelf)
        {
            Env env = new Env();
            env.player = effector;
            env.target = effector;
            env.skill = this;
            L2Effect e = et.getEffect(env);
            if (e != null)
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