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Урон
#1
Добрый день! подскажите как сделать стабильный одинаковый дамаг (Допустим лук я им бю 318, 325, 334 - а мне надо именно по 320. что бы дамаг не раскидывался. сборка L2jServer Gracia Final. заранее спасибо.
Ответ
#2
JokerMaxi Написал:Добрый день! подскажите как сделать стабильный одинаковый дамаг (Допустим лук я им бю 318, 325, 334 - а мне надо именно по 320. что бы дамаг не раскидывался. сборка L2jServer Gracia Final. заранее спасибо.

Formulas.java ->
calcPhysDam() метод ->
ищем похожее damage *= attacker.getRandomDamageMultiplier();
Удаляем строку и готово.
Ответ
#3
спасибо, но у меня в формуле нету damage *= attacker.getRandomDamageMultiplier();
Ответ
#4
Смотрите расчет по формулам.
[Изображение: 4e38c909fcd08c5fcdf363b54a62.png]
Ответ
#5
ребята извините за наглость, но я в java чуток понимаю... не могли бы подсказать? вот мои формулы.
[SPOILER="Formulas"]
/*
* 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;

import java.util.logging.Logger;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.SevenSigns;
import net.sf.l2j.gameserver.SevenSignsFestival;
import net.sf.l2j.gameserver.instancemanager.CastleManager;
import net.sf.l2j.gameserver.instancemanager.ClanHallManager;
import net.sf.l2j.gameserver.instancemanager.FortManager;
import net.sf.l2j.gameserver.instancemanager.SiegeManager;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2SiegeClan;
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.L2Playable;
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.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PetInstance;
import net.sf.l2j.gameserver.model.base.PlayerState;
import net.sf.l2j.gameserver.model.entity.Castle;
import net.sf.l2j.gameserver.model.entity.ClanHall;
import net.sf.l2j.gameserver.model.entity.Fort;
import net.sf.l2j.gameserver.model.entity.Siege;
import net.sf.l2j.gameserver.model.itemcontainer.Inventory;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.skills.conditions.ConditionPlayerState;
import net.sf.l2j.gameserver.skills.conditions.ConditionUsingItemType;
import net.sf.l2j.gameserver.skills.funcs.Func;
import net.sf.l2j.gameserver.templates.chars.L2PcTemplate;
import net.sf.l2j.gameserver.templates.effects.EffectTemplate;
import net.sf.l2j.gameserver.templates.item.L2Item;
import net.sf.l2j.gameserver.templates.item.L2Weapon;
import net.sf.l2j.gameserver.templates.item.L2WeaponType;
import net.sf.l2j.gameserver.templates.skills.L2SkillType;
import net.sf.l2j.gameserver.util.Util;
import net.sf.l2j.util.Rnd;

/**
* Global calculations, can be modified by server admins
*/
public final class Formulas
{

/** Regen Task period */
protected static final Logger _log = Logger.getLogger(L2Character.class.getName());
private static final int HP_REGENERATE_PERIOD = 3000; // 3 secs

public static final byte SHIELD_DEFENSE_FAILED = 0; // no shield defense
public static final byte SHIELD_DEFENSE_SUCCEED = 1; // normal shield defense
public static final byte SHIELD_DEFENSE_PERFECT_BLOCK = 2; // perfect block

public static final byte SKILL_REFLECT_FAILED = 0; // no reflect
public static final byte SKILL_REFLECT_SUCCEED = 1; // normal reflect, some damage reflected some other not
public static final byte SKILL_REFLECT_VENGEANCE = 2; // 100% of the damage affect both

private static final byte MELEE_ATTACK_RANGE = 40;

public static final int MAX_STAT_VALUE = 100;

private static final double[] STRCompute = new double[]{1.036, 34.845}; //{1.016, 28.515}; for C1
private static final double[] INTCompute = new double[]{1.020, 31.375}; //{1.020, 31.375}; for C1
private static final double[] DEXCompute = new double[]{1.009, 19.360}; //{1.009, 19.360}; for C1
private static final double[] WITCompute = new double[]{1.050, 20.000}; //{1.050, 20.000}; for C1
private static final double[] CONCompute = new double[]{1.030, 27.632}; //{1.015, 12.488}; for C1
private static final double[] MENCompute = new double[]{1.010, -0.060}; //{1.010, -0.060}; for C1

protected static final double[] WITbonus = new double[MAX_STAT_VALUE];
protected static final double[] MENbonus = new double[MAX_STAT_VALUE];
protected static final double[] INTbonus = new double[MAX_STAT_VALUE];
protected static final double[] STRbonus = new double[MAX_STAT_VALUE];
protected static final double[] DEXbonus = new double[MAX_STAT_VALUE];
protected static final double[] CONbonus = new double[MAX_STAT_VALUE];

// These values are 100% matching retail tables, no need to change and no need add
// calculation into the stat bonus when accessing (not efficient),
// better to have everything precalculated and use values directly (saves CPU)
static
{
for (int i=0; i < STRbonus.length; i++)
STRbonus[i] = Math.floor(Math.pow(STRCompute[0], i - STRCompute[1]) *100 +.5d) /100;
for (int i=0; i < INTbonus.length; i++)
INTbonus[i] = Math.floor(Math.pow(INTCompute[0], i - INTCompute[1]) *100 +.5d) /100;
for (int i=0; i < DEXbonus.length; i++)
DEXbonus[i] = Math.floor(Math.pow(DEXCompute[0], i - DEXCompute[1]) *100 +.5d) /100;
for (int i=0; i < WITbonus.length; i++)
WITbonus[i] = Math.floor(Math.pow(WITCompute[0], i - WITCompute[1]) *100 +.5d) /100;
for (int i=0; i < CONbonus.length; i++)
CONbonus[i] = Math.floor(Math.pow(CONCompute[0], i - CONCompute[1]) *100 +.5d) /100;
for (int i=0; i < MENbonus.length; i++)
MENbonus[i] = Math.floor(Math.pow(MENCompute[0], i - MENCompute[1]) *100 +.5d) /100;
}

static class FuncAddLevel3 extends Func
{
static final FuncAddLevel3[] _instancies = new FuncAddLevel3[Stats.NUM_STATS];

static Func getInstance(Stats stat)
{
int pos = stat.ordinal();
if (_instancies[pos] == null) _instancies[pos] = new FuncAddLevel3(stat);
return _instancies[pos];
}

private FuncAddLevel3(Stats pStat)
{
super(pStat, 0x10, null);
}

@Override
public void calc(Env env)
{
env.value += env.player.getLevel() / 3.0;
}
}

static class FuncMultLevelMod extends Func
{
static final FuncMultLevelMod[] _instancies = new FuncMultLevelMod[Stats.NUM_STATS];

static Func getInstance(Stats stat)
{
int pos = stat.ordinal();
if (_instancies[pos] == null) _instancies[pos] = new FuncMultLevelMod(stat);
return _instancies[pos];
}

private FuncMultLevelMod(Stats pStat)
{
super(pStat, 0x20, null);
}

@Override
public void calc(Env env)
{
env.value *= env.player.getLevelMod();
}
}

static class FuncMultRegenResting extends Func
{
static final FuncMultRegenResting[] _instancies = new FuncMultRegenResting[Stats.NUM_STATS];

/**
* Return the Func object corresponding to the state concerned.<BR><BR>
*/
static Func getInstance(Stats stat)
{
int pos = stat.ordinal();

if (_instancies[pos] == null) _instancies[pos] = new FuncMultRegenResting(stat);

return _instancies[pos];
}

/**
* Constructor of the FuncMultRegenResting.<BR><BR>
*/
private FuncMultRegenResting(Stats pStat)
{
super(pStat, 0x20, null);
setCondition(new ConditionPlayerState(PlayerState.RESTING, true));
}

/**
* Calculate the modifier of the state concerned.<BR><BR>
*/
@Override
public void calc(Env env)
{
if (!cond.test(env)) return;

env.value *= 1.45;
}
}

static class FuncPAtkMod extends Func
{
static final FuncPAtkMod _fpa_instance = new FuncPAtkMod();

static Func getInstance()
{
return _fpa_instance;
}

private FuncPAtkMod()
{
super(Stats.POWER_ATTACK, 0x30, null);
}

@Override
public void calc(Env env)
{
env.value *= STRbonus[env.player.getSTR()] * env.player.getLevelMod();
}
}

static class FuncMAtkMod extends Func
{
static final FuncMAtkMod _fma_instance = new FuncMAtkMod();

static Func getInstance()
{
return _fma_instance;
}

private FuncMAtkMod()
{
super(Stats.MAGIC_ATTACK, 0x20, null);
}

@Override
public void calc(Env env)
{
double intb = INTbonus[env.player.getINT()];
double lvlb = env.player.getLevelMod();
env.value *= (lvlb * lvlb) * (intb * intb);
}
}

static class FuncMDefMod extends Func
{
static final FuncMDefMod _fmm_instance = new FuncMDefMod();

static Func getInstance()
{
return _fmm_instance;
}

private FuncMDefMod()
{
super(Stats.MAGIC_DEFENCE, 0x20, null);
}

@Override
public void calc(Env env)
{
if (env.player instanceof L2PcInstance)
{
L2PcInstance p = (L2PcInstance) env.player;
if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LFINGER) != null) env.value -= 5;
if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RFINGER) != null) env.value -= 5;
if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEAR) != null) env.value -= 9;
if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_REAR) != null) env.value -= 9;
if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_NECK) != null) env.value -= 13;
}
env.value *= MENbonus[env.player.getMEN()] * env.player.getLevelMod();
}
}

static class FuncPDefMod extends Func
{
static final FuncPDefMod _fmm_instance = new FuncPDefMod();

static Func getInstance()
{
return _fmm_instance;
}

private FuncPDefMod()
{
super(Stats.POWER_DEFENCE, 0x20, null);
}

@Override
public void calc(Env env)
{
if (env.player instanceof L2PcInstance)
{
L2PcInstance p = (L2PcInstance) env.player;
boolean hasMagePDef = (p.getClassId().isMage() || p.getClassId().getId() == 0x31); // orc mystics are a special case
if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD) != null)
env.value -= 12;
L2ItemInstance chest = p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST);
if (chest != null)
env.value -= hasMagePDef ? 15 : 31;
if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS) != null || (chest != null && chest.getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR))
env.value -= hasMagePDef ? 8 : 18;
if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES) != null)
env.value -= 8;
if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET) != null)
env.value -= 7;
}
env.value *= env.player.getLevelMod();
}
}

static class FuncGatesPDefMod extends Func
{
static final FuncGatesPDefMod _fmm_instance = new FuncGatesPDefMod();

static Func getInstance()
{
return _fmm_instance;
}

private FuncGatesPDefMod()
{
super(Stats.POWER_DEFENCE, 0x20, null);
}

@Override
public void calc(Env env)
{
if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
env.value *= Config.ALT_SIEGE_DAWN_GATES_PDEF_MULT;
else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
env.value *= Config.ALT_SIEGE_DUSK_GATES_PDEF_MULT;
}
}

static class FuncGatesMDefMod extends Func
{
static final FuncGatesMDefMod _fmm_instance = new FuncGatesMDefMod();

static Func getInstance()
{
return _fmm_instance;
}

private FuncGatesMDefMod()
{
super(Stats.MAGIC_DEFENCE, 0x20, null);
}

@Override
public void calc(Env env)
{
if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
env.value *= Config.ALT_SIEGE_DAWN_GATES_MDEF_MULT;
else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
env.value *= Config.ALT_SIEGE_DUSK_GATES_MDEF_MULT;
}
}

static class FuncBowAtkRange extends Func
{
private static final FuncBowAtkRange _fbar_instance = new FuncBowAtkRange();

static Func getInstance()
{
return _fbar_instance;
}

private FuncBowAtkRange()
{
super(Stats.POWER_ATTACK_RANGE, 0x10, null);
setCondition(new ConditionUsingItemType(L2WeaponType.BOW.mask()));
}

@Override
public void calc(Env env)
{
if (!cond.test(env))
return;
// default is 40 and with bow should be 500
env.value += 460;
}
}

static class FuncCrossBowAtkRange extends Func
{
private static final FuncCrossBowAtkRange _fcb_instance = new FuncCrossBowAtkRange();

static Func getInstance()
{
return _fcb_instance;
}

private FuncCrossBowAtkRange()
{
super(Stats.POWER_ATTACK_RANGE, 0x10, null);
setCondition(new ConditionUsingItemType(L2WeaponType.CROSSBOW.mask()));
}

@Override
public void calc(Env env)
{
if (!cond.test(env))
return;
// default is 40 and with crossbow should be 400
env.value += 360;
}
}

static class FuncAtkAccuracy extends Func
{
static final FuncAtkAccuracy _faa_instance = new FuncAtkAccuracy();

static Func getInstance()
{
return _faa_instance;
}

private FuncAtkAccuracy()
{
super(Stats.ACCURACY_COMBAT, 0x10, null);
}

@Override
public void calc(Env env)
{
L2Character p = env.player;
//[Square(DEX)]*6 + lvl + weapon hitbonus;
env.value += Math.sqrt(p.getDEX()) * 6;
env.value += p.getLevel();
if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
if( p instanceof L2Summon) env.value += (p.getLevel() < 60) ? 4 : 5;
}
}

static class FuncAtkEvasion extends Func
{
static final FuncAtkEvasion _fae_instance = new FuncAtkEvasion();

static Func getInstance()
{
return _fae_instance;
}

private FuncAtkEvasion()
{
super(Stats.EVASION_RATE, 0x10, null);
}

@Override
public void calc(Env env)
{
L2Character p = env.player;
//[Square(DEX)]*6 + lvl;
env.value += Math.sqrt(p.getDEX()) * 6;
env.value += p.getLevel();
if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
}
}

static class FuncAtkCritical extends Func
{
static final FuncAtkCritical _fac_instance = new FuncAtkCritical();

static Func getInstance()
{
return _fac_instance;
}

private FuncAtkCritical()
{
super(Stats.CRITICAL_RATE, 0x09, null);
}

@Override
public void calc(Env env)
{
L2Character p = env.player;
if( p instanceof L2Summon) env.value = 40;
else if (p instanceof L2PcInstance && p.getActiveWeaponInstance() == null) env.value = 40;
else
{
env.value *= DEXbonus[p.getDEX()];
env.value *= 10;

}
env.baseValue = env.value;
}
}

static class FuncMAtkCritical extends Func
{
static final FuncMAtkCritical _fac_instance = new FuncMAtkCritical();

static Func getInstance()
{
return _fac_instance;
}

private FuncMAtkCritical()
{
super(Stats.MCRITICAL_RATE, 0x30, null);
}

@Override
public void calc(Env env)
{
L2Character p = env.player;
if(p instanceof L2Summon)
env.value = 8; // TODO: needs retail value
else if (p instanceof L2PcInstance && p.getActiveWeaponInstance() != null)
env.value *= WITbonus[p.getWIT()];
}
}

static class FuncMoveSpeed extends Func
{
static final FuncMoveSpeed _fms_instance = new FuncMoveSpeed();

static Func getInstance()
{
return _fms_instance;
}

private FuncMoveSpeed()
{
super(Stats.RUN_SPEED, 0x30, null);
}

@Override
public void calc(Env env)
{
L2PcInstance p = (L2PcInstance) env.player;
env.value *= DEXbonus[p.getDEX()];
}
}

static class FuncPAtkSpeed extends Func
{
static final FuncPAtkSpeed _fas_instance = new FuncPAtkSpeed();

static Func getInstance()
{
return _fas_instance;
}

private FuncPAtkSpeed()
{
super(Stats.POWER_ATTACK_SPEED, 0x20, null);
}

@Override
public void calc(Env env)
{
L2PcInstance p = (L2PcInstance) env.player;
env.value *= DEXbonus[p.getDEX()];
}
}

static class FuncMAtkSpeed extends Func
{
static final FuncMAtkSpeed _fas_instance = new FuncMAtkSpeed();

static Func getInstance()
{
return _fas_instance;
}

private FuncMAtkSpeed()
{
super(Stats.MAGIC_ATTACK_SPEED, 0x20, null);
}

@Override
public void calc(Env env)
{
L2PcInstance p = (L2PcInstance) env.player;
env.value *= WITbonus[p.getWIT()];
}
}

static class FuncHennaSTR extends Func
{
static final FuncHennaSTR _fh_instance = new FuncHennaSTR();

static Func getInstance()
{
return _fh_instance;
}

private FuncHennaSTR()
{
super(Stats.STAT_STR, 0x10, null);
}

@Override
public void calc(Env env)
{
// L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
L2PcInstance pc = (L2PcInstance) env.player;
if (pc != null) env.value += pc.getHennaStatSTR();
}
}

static class FuncHennaDEX extends Func
{
static final FuncHennaDEX _fh_instance = new FuncHennaDEX();

static Func getInstance()
{
return _fh_instance;
}

private FuncHennaDEX()
{
super(Stats.STAT_DEX, 0x10, null);
}

@Override
public void calc(Env env)
{
// L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
L2PcInstance pc = (L2PcInstance) env.player;
if (pc != null) env.value += pc.getHennaStatDEX();
}
}

static class FuncHennaINT extends Func
{
static final FuncHennaINT _fh_instance = new FuncHennaINT();

static Func getInstance()
{
return _fh_instance;
}

private FuncHennaINT()
{
super(Stats.STAT_INT, 0x10, null);
}

@Override
public void calc(Env env)
{
// L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
L2PcInstance pc = (L2PcInstance) env.player;
if (pc != null) env.value += pc.getHennaStatINT();
}
}

static class FuncHennaMEN extends Func
{
static final FuncHennaMEN _fh_instance = new FuncHennaMEN();

static Func getInstance()
{
return _fh_instance;
}

private FuncHennaMEN()
{
super(Stats.STAT_MEN, 0x10, null);
}

@Override
public void calc(Env env)
{
// L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
L2PcInstance pc = (L2PcInstance) env.player;
if (pc != null) env.value += pc.getHennaStatMEN();
}
}

static class FuncHennaCON extends Func
{
static final FuncHennaCON _fh_instance = new FuncHennaCON();

static Func getInstance()
{
return _fh_instance;
}

private FuncHennaCON()
{
super(Stats.STAT_CON, 0x10, null);
}

@Override
public void calc(Env env)
{
// L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
L2PcInstance pc = (L2PcInstance) env.player;
if (pc != null) env.value += pc.getHennaStatCON();
}
}

static class FuncHennaWIT extends Func
{
static final FuncHennaWIT _fh_instance = new FuncHennaWIT();

static Func getInstance()
{
return _fh_instance;
}

private FuncHennaWIT()
{
super(Stats.STAT_WIT, 0x10, null);
}

@Override
public void calc(Env env)
{
// L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
L2PcInstance pc = (L2PcInstance) env.player;
if (pc != null) env.value += pc.getHennaStatWIT();
}
}

static class FuncMaxHpAdd extends Func
{
static final FuncMaxHpAdd _fmha_instance = new FuncMaxHpAdd();

static Func getInstance()
{
return _fmha_instance;
}

private FuncMaxHpAdd()
{
super(Stats.MAX_HP, 0x10, null);
}

@Override
public void calc(Env env)
{
L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
int lvl = env.player.getLevel() - t.classBaseLevel;
double hpmod = t.lvlHpMod * lvl;
double hpmax = (t.lvlHpAdd + hpmod) * lvl;
double hpmin = (t.lvlHpAdd * lvl) + hpmod;
env.value += (hpmax + hpmin) / 2;
}
}

static class FuncMaxHpMul extends Func
{
static final FuncMaxHpMul _fmhm_instance = new FuncMaxHpMul();

static Func getInstance()
{
return _fmhm_instance;
}

private FuncMaxHpMul()
{
super(Stats.MAX_HP, 0x20, null);
}

@Override
public void calc(Env env)
{
L2PcInstance p = (L2PcInstance) env.player;
env.value *= CONbonus[p.getCON()];
}
}

static class FuncMaxCpAdd extends Func
{
static final FuncMaxCpAdd _fmca_instance = new FuncMaxCpAdd();

static Func getInstance()
{
return _fmca_instance;
}

private FuncMaxCpAdd()
{
super(Stats.MAX_CP, 0x10, null);
}

@Override
public void calc(Env env)
{
L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
int lvl = env.player.getLevel() - t.classBaseLevel;
double cpmod = t.lvlCpMod * lvl;
double cpmax = (t.lvlCpAdd + cpmod) * lvl;
double cpmin = (t.lvlCpAdd * lvl) + cpmod;
env.value += (cpmax + cpmin) / 2;
}
}

static class FuncMaxCpMul extends Func
{
static final FuncMaxCpMul _fmcm_instance = new FuncMaxCpMul();

static Func getInstance()
{
return _fmcm_instance;
}

private FuncMaxCpMul()
{
super(Stats.MAX_CP, 0x20, null);
}

@Override
public void calc(Env env)
{
L2PcInstance p = (L2PcInstance) env.player;
env.value *= CONbonus[p.getCON()];
}
}

static class FuncMaxMpAdd extends Func
{
static final FuncMaxMpAdd _fmma_instance = new FuncMaxMpAdd();

static Func getInstance()
{
return _fmma_instance;
}

private FuncMaxMpAdd()
{
super(Stats.MAX_MP, 0x10, null);
}

@Override
public void calc(Env env)
{
L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
int lvl = env.player.getLevel() - t.classBaseLevel;
double mpmod = t.lvlMpMod * lvl;
double mpmax = (t.lvlMpAdd + mpmod) * lvl;
double mpmin = (t.lvlMpAdd * lvl) + mpmod;
env.value += (mpmax + mpmin) / 2;
}
}

static class FuncMaxMpMul extends Func
{
static final FuncMaxMpMul _fmmm_instance = new FuncMaxMpMul();

static Func getInstance()
{
return _fmmm_instance;
}

private FuncMaxMpMul()
{
super(Stats.MAX_MP, 0x20, null);
}

@Override
public void calc(Env env)
{
L2PcInstance p = (L2PcInstance) env.player;
env.value *= MENbonus[p.getMEN()];
}
}

/**
* Return the period between 2 regenerations task (3s for L2Character, 5 min for L2DoorInstance).<BR><BR>
*/
public static int getRegeneratePeriod(L2Character cha)
{
if (cha instanceof L2DoorInstance) return HP_REGENERATE_PERIOD * 100; // 5 mins

return HP_REGENERATE_PERIOD; // 3s
}

/**
* Return the standard NPC Calculator set containing ACCURACY_COMBAT and EVASION_RATE.<BR><BR>
*
* <B><U> Concept</U> :</B><BR><BR>
* A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
* In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
*
* FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
*
* To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called <B>NPC_STD_CALCULATOR</B>.<BR><BR>
*
*/
public static Calculator[] getStdNPCCalculators()
{
Calculator[] std = new Calculator[Stats.NUM_STATS];

// Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());

// Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
std[Stats.EVASION_RATE.ordinal()] = new Calculator();
std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());

return std;
}

public static Calculator[] getStdDoorCalculators()
{
Calculator[] std = new Calculator[Stats.NUM_STATS];

// Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());

// Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
std[Stats.EVASION_RATE.ordinal()] = new Calculator();
std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());

//SevenSigns PDEF Modifier
std[Stats.POWER_DEFENCE.ordinal()].addFunc(FuncGatesPDefMod.getInstance());

//SevenSigns MDEF Modifier
std[Stats.MAGIC_DEFENCE.ordinal()].addFunc(FuncGatesMDefMod.getInstance());

return std;
}

/**
* Add basics Func objects to L2PcInstance and L2Summon.<BR><BR>
*
* <B><U> Concept</U> :</B><BR><BR>
* A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
* In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
*
* FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
*
* @param cha L2PcInstance or L2Summon that must obtain basic Func objects
*/
public static void addFuncsToNewCharacter(L2Character cha)
{
if (cha instanceof L2PcInstance)
{
cha.addStatFunc(FuncMaxHpAdd.getInstance());
cha.addStatFunc(FuncMaxHpMul.getInstance());
cha.addStatFunc(FuncMaxCpAdd.getInstance());
cha.addStatFunc(FuncMaxCpMul.getInstance());
cha.addStatFunc(FuncMaxMpAdd.getInstance());
cha.addStatFunc(FuncMaxMpMul.getInstance());
//cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
//cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_CP_RATE));
//cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
cha.addStatFunc(FuncBowAtkRange.getInstance());
cha.addStatFunc(FuncCrossBowAtkRange.getInstance());
//cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_ATTACK));
//cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_DEFENCE));
//cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.MAGIC_DEFENCE));
cha.addStatFunc(FuncPAtkMod.getInstance());
cha.addStatFunc(FuncMAtkMod.getInstance());
cha.addStatFunc(FuncPDefMod.getInstance());
cha.addStatFunc(FuncMDefMod.getInstance());
cha.addStatFunc(FuncAtkCritical.getInstance());
cha.addStatFunc(FuncMAtkCritical.getInstance());
cha.addStatFunc(FuncAtkAccuracy.getInstance());
cha.addStatFunc(FuncAtkEvasion.getInstance());
cha.addStatFunc(FuncPAtkSpeed.getInstance());
cha.addStatFunc(FuncMAtkSpeed.getInstance());
cha.addStatFunc(FuncMoveSpeed.getInstance());

cha.addStatFunc(FuncHennaSTR.getInstance());
cha.addStatFunc(FuncHennaDEX.getInstance());
cha.addStatFunc(FuncHennaINT.getInstance());
cha.addStatFunc(FuncHennaMEN.getInstance());
cha.addStatFunc(FuncHennaCON.getInstance());
cha.addStatFunc(FuncHennaWIT.getInstance());
}
else if (cha instanceof L2PetInstance)
{
cha.addStatFunc(FuncPAtkMod.getInstance());
cha.addStatFunc(FuncMAtkMod.getInstance());
cha.addStatFunc(FuncPDefMod.getInstance());
cha.addStatFunc(FuncMDefMod.getInstance());
}
else if (cha instanceof L2Summon)
{
//cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
//cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
cha.addStatFunc(FuncAtkCritical.getInstance());
cha.addStatFunc(FuncMAtkCritical.getInstance());
cha.addStatFunc(FuncAtkAccuracy.getInstance());
cha.addStatFunc(FuncAtkEvasion.getInstance());
}
}

/**
* Calculate the HP regen rate (base + modifiers).<BR><BR>
*/
public static final double calcHpRegen(L2Character cha)
{
double init = cha.getTemplate().baseHpReg;
double hpRegenMultiplier = cha.isRaid() ? Config.RAID_HP_REGEN_MULTIPLIER : Config.HP_REGEN_MULTIPLIER;
double hpRegenBonus = 0;

if (Config.L2JMOD_CHAMPION_ENABLE && cha.isChampion())
hpRegenMultiplier *= Config.L2JMOD_CHAMPION_HP_REGEN;

if (cha instanceof L2PcInstance)
{
L2PcInstance player = (L2PcInstance) cha;

// Calculate correct baseHpReg value for certain level of PC
init += (player.getLevel() > 10) ? ((player.getLevel()-1)/10.0) : 0.5;

// SevenSigns Festival modifier
if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
hpRegenMultiplier *= calcFestivalRegenModifier(player);
else
{
double siegeModifier = calcSiegeRegenModifer(player);
if (siegeModifier > 0) hpRegenMultiplier *= siegeModifier;
}

if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null)
{
int clanHallIndex = player.getClan().getHasHideout();
if (clanHallIndex > 0)
{
ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
if(clansHall != null)
if (clansHall.getFunction(ClanHall.FUNC_RESTORE_HP) != null)
hpRegenMultiplier *= 1+ (double)clansHall.getFunction(ClanHall.FUNC_RESTORE_HP).getLvl()/100;
}
}

if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null)
{
int castleIndex = player.getClan().getHasCastle();
if (castleIndex > 0)
{
Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
if(castle != null)
if (castle.getFunction(Castle.FUNC_RESTORE_HP) != null)
hpRegenMultiplier *= 1+ (double)castle.getFunction(Castle.FUNC_RESTORE_HP).getLvl()/100;
}
}

if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null)
{
int fortIndex = player.getClan().getHasFort();
if (fortIndex > 0)
{
Fort fort = FortManager.getInstance().getFortById(fortIndex);
if (fort != null)
if (fort.getFunction(Fort.FUNC_RESTORE_HP) != null)
hpRegenMultiplier *= 1+ (double)fort.getFunction(Fort.FUNC_RESTORE_HP).getLvl()/100;
}
}

// Mother Tree effect is calculated at last
if (player.isInsideZone(L2Character.ZONE_MOTHERTREE)) hpRegenBonus += 2;

// Calculate Movement bonus
if (player.isSitting()) hpRegenMultiplier *= 1.5; // Sitting
else if (!player.isMoving()) hpRegenMultiplier *= 1.1; // Staying
else if (player.isRunning()) hpRegenMultiplier *= 0.7; // Running

// Add CON bonus
init *= cha.getLevelMod() * CONbonus[cha.getCON()];
}
else if (cha instanceof L2PetInstance)
init = ((L2PetInstance) cha).getPetData().getPetRegenHP();

if (init < 1) init = 1;

return cha.calcStat(Stats.REGENERATE_HP_RATE, init, null, null) * hpRegenMultiplier + hpRegenBonus;
}

/**
* Calculate the MP regen rate (base + modifiers).<BR><BR>
*/
public static final double calcMpRegen(L2Character cha)
{
double init = cha.getTemplate().baseMpReg;
double mpRegenMultiplier = cha.isRaid() ? Config.RAID_MP_REGEN_MULTIPLIER : Config.MP_REGEN_MULTIPLIER;
double mpRegenBonus = 0;

if (cha instanceof L2PcInstance)
{
L2PcInstance player = (L2PcInstance) cha;

// Calculate correct baseMpReg value for certain level of PC
init += 0.3*((player.getLevel()-1)/10.0);

// SevenSigns Festival modifier
if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
mpRegenMultiplier *= calcFestivalRegenModifier(player);

// Mother Tree effect is calculated at last
if (player.isInsideZone(L2Character.ZONE_MOTHERTREE)) mpRegenBonus += 1;

if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null)
{
int clanHallIndex = player.getClan().getHasHideout();
if (clanHallIndex > 0)
{
ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
if(clansHall != null)
if (clansHall.getFunction(ClanHall.FUNC_RESTORE_MP) != null)
mpRegenMultiplier *= 1+ (double)clansHall.getFunction(ClanHall.FUNC_RESTORE_MP).getLvl()/100;
}
}

if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null)
{
int castleIndex = player.getClan().getHasCastle();
if (castleIndex > 0)
{
Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
if(castle != null)
if (castle.getFunction(Castle.FUNC_RESTORE_MP) != null)
mpRegenMultiplier *= 1+ (double)castle.getFunction(Castle.FUNC_RESTORE_MP).getLvl()/100;
}
}

if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null)
{
int fortIndex = player.getClan().getHasFort();
if (fortIndex > 0)
{
Fort fort = FortManager.getInstance().getFortById(fortIndex);
if(fort != null)
if (fort.getFunction(Fort.FUNC_RESTORE_MP) != null)
mpRegenMultiplier *= 1+ (double)fort.getFunction(Fort.FUNC_RESTORE_MP).getLvl()/100;
}
}

// Calculate Movement bonus
if (player.isSitting()) mpRegenMultiplier *= 1.5; // Sitting
else if (!player.isMoving()) mpRegenMultiplier *= 1.1; // Staying
else if (player.isRunning()) mpRegenMultiplier *= 0.7; // Running

// Add MEN bonus
init *= cha.getLevelMod() * MENbonus[cha.getMEN()];
}
else if (cha instanceof L2PetInstance)
init = ((L2PetInstance) cha).getPetData().getPetRegenMP();

if (init < 1) init = 1;

return cha.calcStat(Stats.REGENERATE_MP_RATE, init, null, null) * mpRegenMultiplier + mpRegenBonus;
}

/**
* Calculate the CP regen rate (base + modifiers).<BR><BR>
*/
public static final double calcCpRegen(L2Character cha)
{
double init = cha.getTemplate().baseHpReg;
double cpRegenMultiplier = Config.CP_REGEN_MULTIPLIER;
double cpRegenBonus = 0;

if (cha instanceof L2PcInstance)
{
L2PcInstance player = (L2PcInstance) cha;

// Calculate correct baseHpReg value for certain level of PC
init += (player.getLevel() > 10) ? ((player.getLevel()-1)/10.0) : 0.5;

// Calculate Movement bonus
if (player.isSitting()) cpRegenMultiplier *= 1.5; // Sitting
else if (!player.isMoving()) cpRegenMultiplier *= 1.1; // Staying
else if (player.isRunning()) cpRegenMultiplier *= 0.7; // Running
} else
{
// Calculate Movement bonus
if (!cha.isMoving()) cpRegenMultiplier *= 1.1; // Staying
else if (cha.isRunning()) cpRegenMultiplier *= 0.7; // Running
}

// Apply CON bonus
init *= cha.getLevelMod() * CONbonus[cha.getCON()];
if (init < 1) init = 1;

return cha.calcStat(Stats.REGENERATE_CP_RATE, init, null, null) * cpRegenMultiplier + cpRegenBonus;
}

@SuppressWarnings("deprecation")
public static final double calcFestivalRegenModifier(L2PcInstance activeChar)
{
final int[] festivalInfo = SevenSignsFestival.getInstance().getFestivalForPlayer(activeChar);
final int oracle = festivalInfo[0];
final int festivalId = festivalInfo[1];
int[] festivalCenter;

// If the player isn't found in the festival, leave the regen rate as it is.
if (festivalId < 0) return 0;

// Retrieve the X and Y coords for the center of the festival arena the player is in.
if (oracle == SevenSigns.CABAL_DAWN) festivalCenter = SevenSignsFestival.FESTIVAL_DAWN_PLAYER_SPAWNS[festivalId];
else festivalCenter = SevenSignsFestival.FESTIVAL_DUSK_PLAYER_SPAWNS[festivalId];

// Check the distance between the player and the player spawn point, in the center of the arena.
double distToCenter = activeChar.getDistance(festivalCenter[0], festivalCenter[1]);

if (Config.DEBUG)
_log.info("Distance: " + distToCenter + ", RegenMulti: " + (distToCenter * 2.5) / 50);

return 1.0 - (distToCenter * 0.0005); // Maximum Decreased Regen of ~ -65%;
}

public static final double calcSiegeRegenModifer(L2PcInstance activeChar)
{
if (activeChar == null || activeChar.getClan() == null) return 0;

Siege siege = SiegeManager.getInstance().getSiege(activeChar.getPosition().getX(),
activeChar.getPosition().getY(),
activeChar.getPosition().getZ());
if (siege == null || !siege.getIsInProgress()) return 0;

L2SiegeClan siegeClan = siege.getAttackerClan(activeChar.getClan().getClanId());
if (siegeClan == null || siegeClan.getFlag().isEmpty()
|| !Util.checkIfInRange(200, activeChar, siegeClan.getFlag().get(0), true)) return 0;

return 1.5; // If all is true, then modifer will be 50% more
}
/** Calculate blow damage based on cAtk */
public static double calcBlowDamage(L2Character attacker, L2Character target, L2Skill skill, byte shld, boolean ss)
{
double power = skill.getPower();
double damage = attacker.getPAtk(target);
damage+=calcValakasAttribute(attacker, target, skill);
double defence = target.getPDef(attacker);

// Def bonusses in PvP fight
if((attacker instanceof L2Playable)
&& (target instanceof L2Playable))
{
if(skill == null)
defence *= target.calcStat(Stats.PVP_PHYSICAL_DEF, 1, null, null);
else
defence *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
}

if(ss)
damage *= 2.;
switch(shld)
{
case SHIELD_DEFENSE_SUCCEED:
defence += target.getShldDef();
break;
case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
return 1;
}

if(ss && skill.getSSBoost()>0)
power *= skill.getSSBoost();

damage = attacker.calcStat(Stats.CRITICAL_DAMAGE, (damage+power), target, skill);
damage *= calcElemental(attacker, target, skill);
damage += attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 6.5;
damage *= target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, skill);

// get the natural vulnerability for the template
if (target instanceof L2Npc)
{
damage *= ((L2Npc) target).getTemplate().getVulnerability(Stats.DAGGER_WPN_VULN);
}
// get the vulnerability for the instance due to skills (buffs, passives, toggles, etc)
damage = target.calcStat(Stats.DAGGER_WPN_VULN, damage, target, null);
damage *= 70. / defence;
damage += Rnd.get() * attacker.getRandomDamage(target);

// Dmg bonusses in PvP fight
if((attacker instanceof L2Playable)
&& (target instanceof L2Playable))
{
if(skill == null)
damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
else
damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
}

return damage < 1 ? 1. : damage;
}
/** Calculated damage caused by ATTACK of attacker on target,
* called separatly for each weapon, if dual-weapon is used.
*
* @param attacker player or NPC that makes ATTACK
* @param target player or NPC, target of ATTACK
* @param miss one of ATTACK_XXX constants
* @param crit if the ATTACK have critical success
* @param dual if dual weapon is used
* @param ss if weapon item was charged by soulshot
* @return damage points
*/
public static final double calcPhysDam(L2Character attacker, L2Character target, L2Skill skill,
byte shld, boolean crit, boolean dual, boolean ss)
{
double damage = attacker.getPAtk(target);
double defence = target.getPDef(attacker);
damage+=calcValakasAttribute(attacker, target, skill);

// Def bonusses in PvP fight
if((attacker instanceof L2Playable)
&& (target instanceof L2Playable))
{
if(skill == null)
defence *= target.calcStat(Stats.PVP_PHYSICAL_DEF, 1, null, null);
else
defence *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
}

switch (shld)
{
case SHIELD_DEFENSE_SUCCEED:
if (!Config.ALT_GAME_SHIELD_BLOCKS)
defence += target.getShldDef();
break;
case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
return 1.;
}

if (ss) damage *= 2;
if (skill != null)
{
double skillpower = skill.getPower(attacker);
float ssboost = skill.getSSBoost();
if (ssboost <= 0)
damage += skillpower;
else if (ssboost > 0)
{
if (ss)
{
skillpower *= ssboost;
damage += skillpower;
}
else
damage += skillpower;
}
}

// defence modifier depending of the attacker weapon
L2Weapon weapon = attacker.getActiveWeaponItem();
Stats stat = null;
if (weapon != null && !attacker.isTransformed())
{
switch (weapon.getItemType())
{
case BOW:
stat = Stats.BOW_WPN_VULN;
break;
case CROSSBOW:
stat = Stats.CROSSBOW_WPN_VULN;
break;
case BLUNT:
stat = Stats.BLUNT_WPN_VULN;
break;
case DAGGER:
stat = Stats.DAGGER_WPN_VULN;
break;
case DUAL:
stat = Stats.DUAL_WPN_VULN;
break;
case DUALFIST:
stat = Stats.DUALFIST_WPN_VULN;
break;
case ETC:
stat = Stats.ETC_WPN_VULN;
break;
case FIST:
stat = Stats.FIST_WPN_VULN;
break;
case POLE:
stat = Stats.POLE_WPN_VULN;
break;
case SWORD:
stat = Stats.SWORD_WPN_VULN;
break;
case BIGSWORD:
stat = Stats.BIGSWORD_WPN_VULN;
break;
case BIGBLUNT:
stat = Stats.BIGBLUNT_WPN_VULN;
break;
case DUAL_DAGGER:
stat = Stats.DUALDAGGER_WPN_VULN;
break;
case RAPIER:
stat = Stats.RAPIER_WPN_VULN;
break;
case ANCIENT_SWORD:
stat = Stats.ANCIENT_WPN_VULN;
break;
case PET:
stat = Stats.PET_WPN_VULN;
break;
}
}


/*if (shld && !Config.ALT_GAME_SHIELD_BLOCKS)
{
defence += target.getShldDef();
}*/
//if (!(attacker instanceof L2RaidBossInstance) &&
/*
if ((attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance))
{
if (attacker instanceof L2RaidBossInstance) damage *= 1; // was 10 changed for temp fix
// else
// damage *= 2;
// if (attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance){
//damage = damage * attacker.getSTR() * attacker.getAccuracy() * 0.05 / defence;
// damage = damage * attacker.getSTR()* (attacker.getSTR() + attacker.getLevel()) * 0.025 / defence;
// damage += _rnd.nextDouble() * damage / 10 ;
}
*/
// else {
//if (skill == null)

if (crit)
{
//Finally retail like formula
damage = 2 * attacker.calcStat(Stats.CRITICAL_DAMAGE, 1, target, skill) * target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, null) * (70 * damage / defence);
//Crit dmg add is almost useless in normal hits...
damage += (attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 70 / defence);
}
else
damage = 70 * damage / defence;

// In C5 summons make 10 % less dmg in PvP.
if (attacker instanceof L2Summon && target instanceof L2PcInstance)
damage *= 0.9;

if (stat != null)
{
// get the vulnerability due to skills (buffs, passives, toggles, etc)
damage = target.calcStat(stat, damage, target, null);
if (target instanceof L2Npc)
{
// get the natural vulnerability for the template
damage *= ((L2Npc) target).getTemplate().getVulnerability(stat);
}
}

damage += Rnd.nextDouble() * damage / 10;
// damage += _rnd.nextDouble()* attacker.getRandomDamage(target);
// }
if (shld > 0 && Config.ALT_GAME_SHIELD_BLOCKS)
{
damage -= target.getShldDef();
if (damage < 0) damage = 0;
}

if (target instanceof L2Npc)
{
switch (((L2Npc) target).getTemplate().getRace())
{
case BEAST:
damage *= attacker.getPAtkMonsters(target);
break;
case ANIMAL:
damage *= attacker.getPAtkAnimals(target);
break;
case PLANT:
damage *= attacker.getPAtkPlants(target);
break;
case DRAGON:
damage *= attacker.getPAtkDragons(target);
break;
case BUG:
damage *= attacker.getPAtkInsects(target);
break;
case GIANT:
damage *= attacker.getPAtkGiants(target);
break;
default:
// nothing
break;
}
}

if (damage > 0 && damage < 1)
{
damage = 1;
}
else if (damage < 0)
{
damage = 0;
}

// Dmg bonusses in PvP fight
if((attacker instanceof L2Playable)
&& (target instanceof L2Playable))
{
if(skill == null)
damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
else
damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
}

damage *= calcElemental(attacker, target, skill);

return damage;
}

public static final double calcMagicDam(L2Character attacker, L2Character target, L2Skill skill,
byte shld, boolean ss, boolean bss, boolean mcrit)
{
double mAtk = attacker.getMAtk(target, skill);
double mDef = target.getMDef(attacker, skill);

// Pvp bonuses for def
if((attacker instanceof L2Playable)
&& (target instanceof L2Playable))
{
if(skill.isMagic())
mDef *= target.calcStat(Stats.PVP_MAGICAL_DEF, 1, null, null);
else
mDef *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
}

switch (shld)
{
case SHIELD_DEFENSE_SUCCEED:
mDef += target.getShldDef(); // kamael
break;
case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
return 1;
}

if (bss) mAtk *= 4;
else if (ss) mAtk *= 2;

double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower(attacker);

// In C5 summons make 10 % less dmg in PvP.
if(attacker instanceof L2Summon && target instanceof L2PcInstance) damage *= 0.9;

// if(attacker instanceof L2PcInstance && target instanceof L2PcInstance) damage *= 0.9; // PvP modifier (-10%)

// Failure calculation
if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(attacker, target, skill))
{
if (attacker instanceof L2PcInstance)
{
if (calcMagicSuccess(attacker, target, skill)
&& (target.getLevel() - attacker.getLevel()) <= 9)
{
if (skill.getSkillType() == L2SkillType.DRAIN)
attacker.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
else
attacker.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));

damage /= 2;
}
else
{
SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
sm.addCharName(target);
sm.addSkillName(skill);
attacker.sendPacket(sm);

damage = 1;
}
}

if (target instanceof L2PcInstance)
{
if (skill.getSkillType() == L2SkillType.DRAIN)
{
SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
sm.addCharName(attacker);
target.sendPacket(sm);
}
else
{
SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
sm.addCharName(attacker);
target.sendPacket(sm);
}
}
}
else if (mcrit)
{
if (attacker instanceof L2PcInstance && target instanceof L2PcInstance)
damage *= 2.5;
else
damage *= 3;
}

damage += Rnd.get() * attacker.getRandomDamage(target);
// Pvp bonuses for dmg
if((attacker instanceof L2Playable)
&& (target instanceof L2Playable))
{
if(skill.isMagic())
damage *= attacker.calcStat(Stats.PVP_MAGICAL_DMG, 1, null, null);
else
damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
}
//random magic damage
float rnd = Rnd.get(-20,20)/100+1;
damage *= rnd;
// CT2.3 general magic vuln
damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);

damage *= calcElemental(attacker, target, skill);

return damage;
}

public static final double calcMagicDam(L2CubicInstance attacker, L2Character target, L2Skill skill, boolean mcrit, byte shld)
{
double mAtk = attacker.getMAtk();
double mDef = target.getMDef(attacker.getOwner(), skill);

switch (shld)
{
case SHIELD_DEFENSE_SUCCEED:
mDef += target.getShldDef(); // kamael
break;
case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
return 1;
}

double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower();
L2PcInstance owner = attacker.getOwner();
// Failure calculation
if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(owner, target, skill))
{
if (calcMagicSuccess(owner, target, skill) && (target.getLevel() - skill.getMagicLevel()) <= 9){
if (skill.getSkillType() == L2SkillType.DRAIN)
owner.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
else
owner.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));

damage /= 2;
}
else
{
SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
sm.addCharName(target);
sm.addSkillName(skill);
owner.sendPacket(sm);

damage = 1;
}

if (target instanceof L2PcInstance)
{
if (skill.getSkillType() == L2SkillType.DRAIN)
{
SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
sm.addCharName(owner);
target.sendPacket(sm);
}
else
{
SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
sm.addCharName(owner);
target.sendPacket(sm);
}
}
}
else if (mcrit) damage *= 3;

// CT2.3 general magic vuln
damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);

damage *= calcElemental(owner, target, skill);

return damage;
}

/** Returns true in case of critical hit */
public static final boolean calcCrit(double rate, L2Character target)
{
final boolean success = rate > Rnd.get(1000);

// support for critical damage evasion
if (success)
{
if (target == null)
return true; // no effect

// little weird, but remember what CRIT_DAMAGE_EVASION > 1 increase chances to _evade_ crit hits
return Rnd.get((int)target.getStat().calcStat(Stats.CRIT_DAMAGE_EVASION, 100, null, null)) < 100;
}
return success;
}
/** Calculate value of blow success */
public static final boolean calcBlow(L2Character activeChar, L2Character target, int chance)
{
return activeChar.calcStat(Stats.BLOW_RATE, chance*(1.0+(activeChar.getDEX()-20)/100), target, null)>Rnd.get(100);
}
/** Calculate value of lethal chance */
public static final double calcLethal(L2Character activeChar, L2Character target, int baseLethal, int magiclvl)
{
double chance = 0;
if (magiclvl > 0)
{
int delta = ((magiclvl + activeChar.getLevel()) / 2) - 1 - target.getLevel();

// delta [-3,infinite)
if (delta >= -3)
{
chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
}
// delta [-9, -3[
else if (delta < -3 && delta >= -9)
{
// baseLethal
// chance = -1 * -----------
// (delta / 3)
chance = (-3) * (baseLethal / (delta));
}
//delta [-infinite,-9[
else
{
chance = baseLethal / 15;
}
}
else
{
chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
}
return 10 * activeChar.calcStat(Stats.LETHAL_RATE, chance, target, null);
}

public static final boolean calcLethalHit(L2Character activeChar, L2Character target, L2Skill skill)
{
if (!target.isRaid()
&& !(target instanceof L2DoorInstance)
&& !(target instanceof L2Npc && ((L2Npc) target).getNpcId() == 35062))
{
int chance = Rnd.get(1000);

//activeChar.sendMessage(Double.toString(chance));
//activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel())));
//activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel())));

// 2nd lethal effect activate (cp,hp to 1 or if target is npc then hp to 1)
if (skill.getLethalChance2() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel()))
{
if (target instanceof L2Npc)
target.reduceCurrentHp(target.getCurrentHp() - 1, activeChar, skill);
else if (target instanceof L2PcInstance) // If is a active player set his HP and CP to 1
{
L2PcInstance player = (L2PcInstance) target;
if (!player.isInvul())
{
if (!(activeChar instanceof L2PcInstance &&
(((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
{
player.setCurrentHp(1);
player.setCurrentCp(1);
player.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE_SUCCESSFUL));
}
}
}
activeChar.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE));
}
else if (skill.getLethalChance1() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel()))
{
if (target instanceof L2PcInstance)
{
L2PcInstance player = (L2PcInstance) target;
if (!player.isInvul())
{
if (!(activeChar instanceof L2PcInstance &&
(((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
{
player.setCurrentCp(1); // Set CP to 1
player.sendPacket(new SystemMessage(SystemMessageId.CP_DISAPPEARS_WHEN_HIT_WITH_A_HALF_KILL_SKILL));
}
}
}
else if (target instanceof L2Npc) // If is a monster remove first damage and after 50% of current hp
target.reduceCurrentHp(target.getCurrentHp() / 2, activeChar, skill);
activeChar.sendPacket(new SystemMessage(SystemMessageId.HALF_KILL));

}
else
return false;
}
else
return false;

return true;
}

public static final boolean calcMCrit(double mRate)
{
return mRate > Rnd.get(1000);
}

/** Returns true in case when ATTACK is canceled due to hit */
public static final boolean calcAtkBreak(L2Character target, double dmg)
{
if (target.getFusionSkill() != null)
return true;

double init = 0;

if (Config.ALT_GAME_CANCEL_CAST && target.isCastingNow()) init = 15;
if (Config.ALT_GAME_CANCEL_BOW && target.isAttackingNow())
{
L2Weapon wpn = target.getActiveWeaponItem();
if (wpn != null && wpn.getItemType() == L2WeaponType.BOW) init = 15;
}

if (target.isRaid() || target.isInvul() || init <= 0) return false; // No attack break

// Chance of break is higher with higher dmg
init += Math.sqrt(13*dmg);

// Chance is affected by target MEN
init -= (MENbonus[target.getMEN()] * 100 - 100);

// Calculate all modifiers for ATTACK_CANCEL
double rate = target.calcStat(Stats.ATTACK_CANCEL, init, null, null);

// Adjust the rate to be between 1 and 99
if (rate > 99) rate = 99;
else if (rate < 1) rate = 1;

return Rnd.get(100) < rate;
}

/** Calculate delay (in milliseconds) before next ATTACK */
public static final int calcPAtkSpd(L2Character attacker, L2Character target, double rate)
{
// measured Oct 2006 by Tank6585, formula by Sami
// attack speed 312 equals 1500 ms delay... (or 300 + 40 ms delay?)
if(rate < 2) return 2700;
else return (int)(470000/rate);
}

/** Calculate delay (in milliseconds) for skills cast */
public static final int calcAtkSpd(L2Character attacker, L2Skill skill, double skillTime)
{
if (skill.isMagic()) return (int) (skillTime * 333 / attacker.getMAtkSpd());
return (int) (skillTime * 333 / attacker.getPAtkSpd());
}

/** Returns true if hit missed (target evaded)
* Formula based on http://l2p.l2wh.com/nonskillattacks.html
**/
public static boolean calcHitMiss(L2Character attacker, L2Character target)
{
int delta = attacker.getAccuracy() - target.getEvasionRate(attacker);
int chance;
if (delta >= 10) chance = 980;
else
{
switch (delta)
{
case 9: chance = 975; break;
case 8: chance = 970; break;
case 7: chance = 965; break;
case 6: chance = 960; break;
case 5: chance = 955; break;
case 4: chance = 945; break;
case 3: chance = 935; break;
case 2: chance = 925; break;
case 1: chance = 915; break;
case 0: chance = 905; break;
case -1: chance = 890; break;
case -2: chance = 875; break;
case -3: chance = 860; break;
case -4: chance = 845; break;
case -5: chance = 830; break;
case -6: chance = 815; break;
case -7: chance = 800; break;
case -8: chance = 785; break;
case -9: chance = 770; break;
case -10: chance = 755; break;
case -11: chance = 735; break;
case -12: chance = 715; break;
case -13: chance = 695; break;
case -14: chance = 675; break;
case -15: chance = 655; break;
case -16: chance = 625; break;
case -17: chance = 595; break;
case -18: chance = 565; break;
case -19: chance = 535; break;
case -20: chance = 505; break;
case -21: chance = 455; break;
case -22: chance = 405; break;
case -23: chance = 355; break;
case -24: chance = 305; break;
default: chance = 275;
}
if(!attacker.isInFrontOfTarget())
{
if(attacker.isBehindTarget())
chance *= 1.2;
else // side
chance *= 1.1;
if (chance > 980)
chance = 980;
}
}
return chance < Rnd.get(1000);
}

/**
* Returns:<br>
* 0 = shield defense doesn't succeed<br>
* 1 = shield defense succeed<br>
* 2 = perfect block<br>
*
* @param attacker
* @param target
* @param sendSysMsg
* @return
*/
public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill, boolean sendSysMsg)
{
if (skill != null && skill.ignoreShield())
return 0;

double shldRate = target.calcStat(Stats.SHIELD_RATE, 0, attacker, null)
* DEXbonus[target.getDEX()];
if (shldRate == 0.0) return 0;
int degreeside = (int)target.calcStat(Stats.SHIELD_DEFENCE_ANGLE, 0, null, null) + 120;
if (degreeside < 360 && (!target.isFacing(attacker, degreeside)))
{
return 0;
}

byte shldSuccess = SHIELD_DEFENSE_FAILED;
// if attacker
// if attacker use bow and target wear shield, shield block rate is multiplied by 1.3 (30%)
L2Weapon at_weapon = attacker.getActiveWeaponItem();
if (at_weapon != null && at_weapon.getItemType() == L2WeaponType.BOW)
shldRate *= 1.3;

if (shldRate > 0 && 100 - Config.ALT_PERFECT_SHLD_BLOCK < Rnd.get(100))
{
shldSuccess = SHIELD_DEFENSE_PERFECT_BLOCK;
}
else if (shldRate > Rnd.get(100))
{
shldSuccess = SHIELD_DEFENSE_SUCCEED;
}

if (sendSysMsg && target instanceof L2PcInstance)
{
L2PcInstance enemy = (L2PcInstance)target;

switch (shldSuccess)
{
case SHIELD_DEFENSE_SUCCEED:
enemy.sendPacket(new SystemMessage(SystemMessageId.SHIELD_DEFENCE_SUCCESSFULL));
break;
case SHIELD_DEFENSE_PERFECT_BLOCK:
enemy.sendPacket(new SystemMessage(SystemMessageId.YOUR_EXCELLENT_SHIELD_DEFENSE_WAS_A_SUCCESS));
break;
}
}

return shldSuccess;
}

public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill)
{
return calcShldUse(attacker, target, skill, true);
}

public static byte calcShldUse(L2Character attacker, L2Character target)
{
return calcShldUse(attacker, target, null, true);
}

public static boolean calcMagicAffected(L2Character actor, L2Character target, L2Skill skill)
{
// TODO: CHECK/FIX THIS FORMULA UP!!
L2SkillType type = skill.getSkillType();
double defence = 0;
if (skill.isActive() && skill.isOffensive() && !skill.isNeutral())
defence = target.getMDef(actor, skill);

double attack = 2 * actor.getMAtk(target, skill) * calcSkillVulnerability(actor, target, skill);
double d = (attack - defence)/(attack + defence);
if (target.isRaid())
{
switch (type)
{
case CONFUSION:
case MUTE:
case PARALYZE:
case ROOT:
case FEAR:
case SLEEP:
case STUN:
case DEBUFF:
case AGGDEBUFF:
if ( d > 0 && Rnd.get(1000) == 1)
return true;
else
return false;
}
}

d += 0.5 * Rnd.nextGaussian();
return d > 0;
}

public static double calcSkillVulnerability(L2Character attacker, L2Character target, L2Skill skill)
{
double multiplier = 1; // initialize...

// Get the skill type to calculate its effect in function of base stats
// of the L2Character target
if (skill != null)
{
// first, get the natural template vulnerability values for the target
Stats stat = skill.getStat();
if (stat != null)
{
switch (stat)
{
case AGGRESSION:
multiplier *= target.getTemplate().baseAggressionVuln;
break;
case BLEED:
multiplier *= target.getTemplate().baseBleedVuln;
break;
case POISON:
multiplier *= target.getTemplate().basePoisonVuln;
break;
case STUN:
multiplier *= target.getTemplate().baseStunVuln;
break;
case ROOT:
multiplier *= target.getTemplate().baseRootVuln;
break;
case MOVEMENT:
multiplier *= target.getTemplate().baseMovementVuln;
break;
case CONFUSION:
multiplier *= target.getTemplate().baseConfusionVuln;
break;
case SLEEP:
multiplier *= target.getTemplate().baseSleepVuln;
break;
}
}
if (skill.getElement() > 0)
multiplier *= Math.sqrt(calcElemental(attacker, target, skill));

// Finally, calculate skilltype vulnerabilities
L2SkillType type = skill.getSkillType();

// For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
if (type != null && (type == L2SkillType.PDAM || type == L2SkillType.MDAM))
type = skill.getEffectType();

multiplier = calcSkillTypeVulnerability(multiplier, target, type);

}
return multiplier;
}

public static double calcSkillTypeVulnerability(double multiplier, L2Character target, L2SkillType type)
{
if (type != null)
{
switch (type)
{
case BLEED:
multiplier = target.calcStat(Stats.BLEED_VULN, multiplier, target, null);
break;
case POISON:
multiplier = target.calcStat(Stats.POISON_VULN, multiplier, target, null);
break;
case STUN:
multiplier = target.calcStat(Stats.STUN_VULN, multiplier, target, null);
break;
case PARALYZE:
multiplier = target.calcStat(Stats.PARALYZE_VULN, multiplier, target, null);
break;
case ROOT:
multiplier = target.calcStat(Stats.ROOT_VULN, multiplier, target, null);
break;
case SLEEP:
multiplier = target.calcStat(...
Ответ
#6
Меня уничтожает ваша внимательность:

а это что:

damage += Rnd.nextDouble() * damage / 10;
// damage += _rnd.nextDouble()* attacker.getRandomDamage(target);
// }

Удалите и всё будет нормально.

P.S. 1435 строка если исходник смотрите в notepad++
Ответ
#7
finfan Написал:Меня уничтожает ваша внимательность:

а это что:

damage += Rnd.nextDouble() * damage / 10;
// damage += _rnd.nextDouble()* attacker.getRandomDamage(target);
// }

Удалите и всё будет нормально.

P.S. 1435 строка если исходник смотрите в notepad++
Он искал по копипасту с форума)
Ответ
#8
если не ошибаюсь то эта строка:
Код:
damage += Rnd.get() * attacker.getRandomDamage(target);

а так же заметил ниже Rnd.get(-20, 20); тоже думаю оно
Ответ
#9
Спасибо огромное!!!!! а еще такое дело как написать что бы пушку нельзя было выбить и выбросить на землю? Сюда хочу вписать: <skill id="151000" levels="1" name="Armor's (ЕХ)">
<set name="target" val="TARGET_SELF"/>
<set name="skillType" val="BUFF"/>
<set name="operateType" val="OP_PASSIVE"/>
<for>
------------------
</for>
</skill>
что бы при заточке +6 вещь не выпадала. заранее спасибо!

Добавлено через 2 минуты
Ответ
#10
выучить яву и написать свой эффект к примеру, ставящий/снимающий флаг у персонажа, указывающий на запрет дропа вещей с определенными критериями.
Ответ


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