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Разные значения моба MP/XP
#1
Привет, сборка l2Jserver (HF), хочу настроить MP/XP у моба но тут такая ситуация.
Если выделить моба через Shift покажет одно значение, если залезть в конфигурацию моба - значение в конфигурации другое.

Так как настроить значения моба согласно его конфигурации? И почему значение конфигурации расходятся с реальным значением моба на сервере.

[Изображение: Fh0QC73eZKI.jpg]

Настройки не какие не крутил.


Файлы вложений
.jpg   Снимок.jpg (Размер: 20.21 KB / Загрузок: 7)
:Olen':
Ответ
#2
Вы не забывайте что пассивки, бонусы CON, MEN так же действуют на нпц, как и на игрока.
Ответ
#3
Melcor Написал:Вы не забывайте что пассивки, бонусы CON, MEN так же действуют на нпц, как и на игрока.
Я не так давно работаю с Java серверами, где я могу посмотреть эти бонусы? И как правильно мне их убрать.
:Olen':
Ответ
#4
Foru Написал:Я не так давно работаю с Java серверами, где я могу посмотреть эти бонусы? И как правильно мне их убрать.

1. Пассивные скиллы мобов (просто берутся и удаляются у моба)
2. Различные бонусы. Можно запретить их в Formulas. Но это повлияет на всех (!) мобов.
m0nster.art - clear client patches, linkz to utils & code.
Гадаю по капче.
Ответ
#5
Pointer*Rage Написал:1. Пассивные скиллы мобов (просто берутся и удаляются у моба)
2. Различные бонусы. Можно запретить их в Formulas. Но это повлияет на всех (!) мобов.

Я пробовал затереть у моба пассивные скилы на мп и хп, но результат остался тот же.

[Изображение: IebFUK6roVI.jpg]

Второй вариант:
Я нашёл указанный файл Formulas.java открыл его и быстренько пробежал, судя по названию обьектов этот файл отвечает за механику атак спида/ рейта крита и прочее.
Что именно нужно поправить в этом файле что бы убрать эти бонусы у мобов и сделать возможность добавлять эти бонусы только через xml конфигурацию при необходимости.

[SPOILER="Formulas.java"]
[CODE]
/*
* Copyright © 2004-2015 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server 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.
*
* L2J Server 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 com.l2jserver.gameserver.model.stats;

import java.util.ArrayList;
import java.util.List;
import java.util.logging.Logger;

import com.l2jserver.Config;
import com.l2jserver.gameserver.SevenSigns;
import com.l2jserver.gameserver.SevenSignsFestival;
import com.l2jserver.gameserver.data.xml.impl.HitConditionBonusData;
import com.l2jserver.gameserver.data.xml.impl.KarmaData;
import com.l2jserver.gameserver.enums.ShotType;
import com.l2jserver.gameserver.instancemanager.CastleManager;
import com.l2jserver.gameserver.instancemanager.ClanHallManager;
import com.l2jserver.gameserver.instancemanager.FortManager;
import com.l2jserver.gameserver.instancemanager.SiegeManager;
import com.l2jserver.gameserver.instancemanager.ZoneManager;
import com.l2jserver.gameserver.model.L2SiegeClan;
import com.l2jserver.gameserver.model.StatsSet;
import com.l2jserver.gameserver.model.actor.L2Attackable;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.instance.L2CubicInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PetInstance;
import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance;
import com.l2jserver.gameserver.model.actor.instance.L2StaticObjectInstance;
import com.l2jserver.gameserver.model.effects.L2EffectType;
import com.l2jserver.gameserver.model.entity.Castle;
import com.l2jserver.gameserver.model.entity.ClanHall;
import com.l2jserver.gameserver.model.entity.Fort;
import com.l2jserver.gameserver.model.entity.Siege;
import com.l2jserver.gameserver.model.items.L2Armor;
import com.l2jserver.gameserver.model.items.L2Item;
import com.l2jserver.gameserver.model.items.L2Weapon;
import com.l2jserver.gameserver.model.items.type.ArmorType;
import com.l2jserver.gameserver.model.items.type.WeaponType;
import com.l2jserver.gameserver.model.skills.BuffInfo;
import com.l2jserver.gameserver.model.skills.Skill;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncArmorSet;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncAtkAccuracy;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncAtkCritical;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncAtkEvasion;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncGatesMDefMod;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncGatesPDefMod;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncHenna;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncMAtkCritical;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncMAtkMod;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncMAtkSpeed;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncMDefMod;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncMaxCpMul;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncMaxHpMul;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncMaxMpMul;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncMoveSpeed;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncPAtkMod;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncPAtkSpeed;
import com.l2jserver.gameserver.model.stats.functions.formulas.FuncPDefMod;
import com.l2jserver.gameserver.model.zone.ZoneId;
import com.l2jserver.gameserver.model.zone.type.L2CastleZone;
import com.l2jserver.gameserver.model.zone.type.L2ClanHallZone;
import com.l2jserver.gameserver.model.zone.type.L2FortZone;
import com.l2jserver.gameserver.model.zone.type.L2MotherTreeZone;
import com.l2jserver.gameserver.network.Debug;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.gameserver.util.Util;
import com.l2jserver.util.Rnd;

/**
* Global calculations.
*/
public final class Formulas
{
private static final Logger _log = Logger.getLogger(Formulas.class.getName());

/** Regeneration Task period. */
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

private static final byte MELEE_ATTACK_RANGE = 40;

/**
* Return the period between 2 regeneration task (3s for L2Character, 5 min for L2DoorInstance).
* @param cha
* @return
*/
public static int getRegeneratePeriod(L2Character cha)
{
return cha.isDoor() ? HP_REGENERATE_PERIOD * 100 : HP_REGENERATE_PERIOD;
}

/**
* Return the standard NPC Calculator set containing ACCURACY_COMBAT and EVASION_RATE.<br>
* <B><U>Concept</U>:</B><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>
* FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<br>
* To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called <B>NPC_STD_CALCULATOR</B>.<br>
* @return
*/
public static Calculator[] getStdNPCCalculators()
{
Calculator[] std = new Calculator[Stats.NUM_STATS];

std[Stats.MAX_HP.ordinal()] = new Calculator();
std[Stats.MAX_HP.ordinal()].addFunc(FuncMaxHpMul.getInstance());

std[Stats.MAX_MP.ordinal()] = new Calculator();
std[Stats.MAX_MP.ordinal()].addFunc(FuncMaxMpMul.getInstance());

std[Stats.POWER_ATTACK.ordinal()] = new Calculator();
std[Stats.POWER_ATTACK.ordinal()].addFunc(FuncPAtkMod.getInstance());

std[Stats.MAGIC_ATTACK.ordinal()] = new Calculator();
std[Stats.MAGIC_ATTACK.ordinal()].addFunc(FuncMAtkMod.getInstance());

std[Stats.POWER_DEFENCE.ordinal()] = new Calculator();
std[Stats.POWER_DEFENCE.ordinal()].addFunc(FuncPDefMod.getInstance());

std[Stats.MAGIC_DEFENCE.ordinal()] = new Calculator();
std[Stats.MAGIC_DEFENCE.ordinal()].addFunc(FuncMDefMod.getInstance());

std[Stats.CRITICAL_RATE.ordinal()] = new Calculator();
std[Stats.CRITICAL_RATE.ordinal()].addFunc(FuncAtkCritical.getInstance());

std[Stats.MCRITICAL_RATE.ordinal()] = new Calculator();
std[Stats.MCRITICAL_RATE.ordinal()].addFunc(FuncMAtkCritical.getInstance());

std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());

std[Stats.EVASION_RATE.ordinal()] = new Calculator();
std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());

std[Stats.POWER_ATTACK_SPEED.ordinal()] = new Calculator();
std[Stats.POWER_ATTACK_SPEED.ordinal()].addFunc(FuncPAtkSpeed.getInstance());

std[Stats.MAGIC_ATTACK_SPEED.ordinal()] = new Calculator();
std[Stats.MAGIC_ATTACK_SPEED.ordinal()].addFunc(FuncMAtkSpeed.getInstance());

std[Stats.MOVE_SPEED.ordinal()] = new Calculator();
std[Stats.MOVE_SPEED.ordinal()].addFunc(FuncMoveSpeed.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()] = new Calculator();
std[Stats.POWER_DEFENCE.ordinal()].addFunc(FuncGatesPDefMod.getInstance());

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

return std;
}

/**
* Add basics Func objects to L2PcInstance and L2Summon.<br>
* <B><U>Concept</U>:</B><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>
* FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<br>
* @param cha L2PcInstance or L2Summon that must obtain basic Func objects
*/
public static void addFuncsToNewCharacter(L2Character cha)
{
if (cha.isPlayer())
{
cha.addStatFunc(FuncMaxHpMul.getInstance());
cha.addStatFunc(FuncMaxCpMul.getInstance());
cha.addStatFunc(FuncMaxMpMul.getInstance());
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(FuncHenna.getInstance(Stats.STAT_STR));
cha.addStatFunc(FuncHenna.getInstance(Stats.STAT_DEX));
cha.addStatFunc(FuncHenna.getInstance(Stats.STAT_INT));
cha.addStatFunc(FuncHenna.getInstance(Stats.STAT_MEN));
cha.addStatFunc(FuncHenna.getInstance(Stats.STAT_CON));
cha.addStatFunc(FuncHenna.getInstance(Stats.STAT_WIT));

cha.addStatFunc(FuncArmorSet.getInstance(Stats.STAT_STR));
cha.addStatFunc(FuncArmorSet.getInstance(Stats.STAT_DEX));
cha.addStatFunc(FuncArmorSet.getInstance(Stats.STAT_INT));
cha.addStatFunc(FuncArmorSet.getInstance(Stats.STAT_MEN));
cha.addStatFunc(FuncArmorSet.getInstance(Stats.STAT_CON));
cha.addStatFunc(FuncArmorSet.getInstance(Stats.STAT_WIT));
}
else if (cha.isSummon())
{
cha.addStatFunc(FuncMaxHpMul.getInstance());
cha.addStatFunc(FuncMaxMpMul.getInstance());
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(FuncMoveSpeed.getInstance());
cha.addStatFunc(FuncPAtkSpeed.getInstance());
cha.addStatFunc(FuncMAtkSpeed.getInstance());
}
}

/**
* Calculate the HP regen rate (base + modifiers).
* @param cha
* @return
*/
public static final double calcHpRegen(L2Character cha)
{
double init = cha.isPlayer() ? cha.getActingPlayer().getTemplate().getBaseHpRegen(cha.getLevel()) : cha.getTemplate().getBaseHpReg();
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.isPlayer())
{
L2PcInstance player = cha.getActingPlayer();

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

if (player.isInsideZone(ZoneId.CLAN_HALL) && (player.getClan() != null) && (player.getClan().getHideoutId() > 0))
{
L2ClanHallZone zone = ZoneManager.getInstance().getZone(player, L2ClanHallZone.class);
int posChIndex = zone == null ? -1 : zone.getResidenceId();
int clanHallIndex = player.getClan().getHideoutId();
if ((clanHallIndex > 0) && (clanHallIndex == posChIndex))
{
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(ZoneId.CASTLE) && (player.getClan() != null) && (player.getClan().getCastleId() > 0))
{
L2CastleZone zone = ZoneManager.getInstance().getZone(player, L2CastleZone.class);
int posCastleIndex = zone == null ? -1 : zone.getResidenceId();
int castleIndex = player.getClan().getCastleId();
if ((castleIndex > 0) && (castleIndex == posCastleIndex))
{
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(ZoneId.FORT) && (player.getClan() != null) && (player.getClan().getFortId() > 0))
{
L2FortZone zone = ZoneManager.getInstance().getZone(player, L2FortZone.class);
int posFortIndex = zone == null ? -1 : zone.getResidenceId();
int fortIndex = player.getClan().getFortId();
if ((fortIndex > 0) && (fortIndex == posFortIndex))
{
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(ZoneId.MOTHER_TREE))
{
L2MotherTreeZone zone = ZoneManager.getInstance().getZone(player, L2MotherTreeZone.class);
int hpBonus = zone == null ? 0 : zone.getHpRegenBonus();
hpRegenBonus += hpBonus;
}

// 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() * BaseStats.CON.calcBonus(cha);
}
else if (cha.isPet())
{
init = ((L2PetInstance) cha).getPetLevelData().getPetRegenHP() * Config.PET_HP_REGEN_MULTIPLIER;
}

return (cha.calcStat(Stats.REGENERATE_HP_RATE, Math.max(1, init), null, null) * hpRegenMultiplier) + hpRegenBonus;
}

/**
* Calculate the MP regen rate (base + modifiers).
* @param cha
* @return
*/
public static final double calcMpRegen(L2Character cha)
{
double init = cha.isPlayer() ? cha.getActingPlayer().getTemplate().getBaseMpRegen(cha.getLevel()) : cha.getTemplate().getBaseMpReg();
double mpRegenMultiplier = cha.isRaid() ? Config.RAID_MP_REGEN_MULTIPLIER : Config.MP_REGEN_MULTIPLIER;
double mpRegenBonus = 0;

if (cha.isPlayer())
{
L2PcInstance player = cha.getActingPlayer();

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

// Mother Tree effect is calculated at last'
if (player.isInsideZone(ZoneId.MOTHER_TREE))
{
L2MotherTreeZone zone = ZoneManager.getInstance().getZone(player, L2MotherTreeZone.class);
int mpBonus = zone == null ? 0 : zone.getMpRegenBonus();
mpRegenBonus += mpBonus;
}

if (player.isInsideZone(ZoneId.CLAN_HALL) && (player.getClan() != null) && (player.getClan().getHideoutId() > 0))
{
L2ClanHallZone zone = ZoneManager.getInstance().getZone(player, L2ClanHallZone.class);
int posChIndex = zone == null ? -1 : zone.getResidenceId();
int clanHallIndex = player.getClan().getHideoutId();
if ((clanHallIndex > 0) && (clanHallIndex == posChIndex))
{
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(ZoneId.CASTLE) && (player.getClan() != null) && (player.getClan().getCastleId() > 0))
{
L2CastleZone zone = ZoneManager.getInstance().getZone(player, L2CastleZone.class);
int posCastleIndex = zone == null ? -1 : zone.getResidenceId();
int castleIndex = player.getClan().getCastleId();
if ((castleIndex > 0) && (castleIndex == posCastleIndex))
{
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(ZoneId.FORT) && (player.getClan() != null) && (player.getClan().getFortId() > 0))
{
L2FortZone zone = ZoneManager.getInstance().getZone(player, L2FortZone.class);
int posFortIndex = zone == null ? -1 : zone.getResidenceId();
int fortIndex = player.getClan().getFortId();
if ((fortIndex > 0) && (fortIndex == posFortIndex))
{
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() * BaseStats.MEN.calcBonus(cha);
}
else if (cha.isPet())
{
init = ((L2PetInstance) cha).getPetLevelData().getPetRegenMP() * Config.PET_MP_REGEN_MULTIPLIER;
}

return (cha.calcStat(Stats.REGENERATE_MP_RATE, Math.max(1, init), null, null) * mpRegenMultiplier) + mpRegenBonus;
}

/**
* Calculates the CP regeneration rate (base + modifiers).
* @param player the player
* @return the CP regeneration rate
*/
public static final double calcCpRegen(L2PcInstance player)
{
// With CON bonus
final double init = player.getActingPlayer().getTemplate().getBaseCpRegen(player.getLevel()) * player.getLevelMod() * BaseStats.CON.calcBonus(player);
double cpRegenMultiplier = Config.CP_REGEN_MULTIPLIER;
if (player.isSitting())
{
cpRegenMultiplier *= 1.5; // Sitting
}
else if (!player.isMoving())
{
cpRegenMultiplier *= 1.1; // Staying
}
else if (player.isRunning())
{
cpRegenMultiplier *= 0.7; // Running
}
return player.calcStat(Stats.REGENERATE_CP_RATE, Math.max(1, init), null, null) * cpRegenMultiplier;
}

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.calculateDistance(festivalCenter[0], festivalCenter[1], 0, false, false);

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 calcSiegeRegenModifier(L2PcInstance activeChar)
{
if ((activeChar == null) || (activeChar.getClan() == null))
{
return 0;
}

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

L2SiegeClan siegeClan = siege.getAttackerClan(activeChar.getClan().getId());
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 modifier will be 50% more
}

public static double calcBlowDamage(L2Character attacker, L2Character target, Skill skill, byte shld, boolean ss)
{
double defence = target.getPDef(attacker);

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

final boolean isPvP = attacker.isPlayable() && target.isPlayable();
final boolean isPvE = attacker.isPlayable() && target.isAttackable();
double power = skill.getPower(isPvP, isPvE);
double damage = 0;
double proximityBonus = attacker.isBehindTarget() ? 1.2 : attacker.isInFrontOfTarget() ? 1 : 1.1; // Behind: +20% - Side: +10% (TODO: values are unconfirmed, possibly custom, remove or update when confirmed);
double ssboost = ss ? 2 : 1;
double pvpBonus = 1;

if (isPvP)
{
// Damage bonuses in PvP fight
pvpBonus = attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
// Defense bonuses in PvP fight
defence *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
}

// Initial damage
double baseMod = ((77 * (power + (attacker.getPAtk(target) * ssboost))) / defence);
// Critical
double criticalMod = (attacker.calcStat(Stats.CRITICAL_DAMAGE, 1, target, skill));
double criticalVulnMod = (target.calcStat(Stats.DEFENCE_CRITICAL_DAMAGE, 1, target, skill));
double criticalAddMod = ((attacker.getStat().calcStat(Stats.CRITICAL_DAMAGE_ADD, 0) * 6.1 * 77) / defence);
double criticalAddVuln = target.calcStat(Stats.DEFENCE_CRITICAL_DAMAGE_ADD, 0, target, skill);
// Trait, elements
double weaponTraitMod = calcWeaponTraitBonus(attacker, target);
double generalTraitMod = calcGeneralTraitBonus(attacker, target, skill.getTraitType(), false);
double attributeMod = calcAttributeBonus(attacker, target, skill);
double weaponMod = attacker.getRandomDamageMultiplier();

double penaltyMod = 1;
if ((target instanceof L2Attackable) && !target.isRaid() && !target.isRaidMinion() && (target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY) && (attacker.getActingPlayer() != null) && ((target.getLevel() - attacker.getActingPlayer().getLevel()) >= 2))
{
int lvlDiff = target.getLevel() - attacker.getActingPlayer().getLevel() - 1;
if (lvlDiff >= Config.NPC_SKILL_DMG_PENALTY.size())
{
penaltyMod *= Config.NPC_SKILL_DMG_PENALTY.get(Config.NPC_SKILL_DMG_PENALTY.size() - 1);
}
else
{
penaltyMod *= Config.NPC_SKILL_DMG_PENALTY.get(lvlDiff);
}
}

damage = (baseMod * criticalMod * criticalVulnMod * proximityBonus * pvpBonus) + criticalAddMod + criticalAddVuln;
damage *= weaponTraitMod;
damage *= generalTraitMod;
damage *= attributeMod;
damage *= weaponMod;
damage *= penaltyMod;

if (attacker.isDebug())
{
final StatsSet set = new StatsSet();
set.set("skillPower", skill.getPower(isPvP, isPvE));
set.set("ssboost", ssboost);
set.set("proximityBonus", proximityBonus);
set.set("pvpBonus", pvpBonus);
set.set("baseMod", baseMod);
set.set("criticalMod", criticalMod);
set.set("criticalVulnMod", criticalVulnMod);
set.set("criticalAddMod", criticalAddMod);
set.set("criticalAddVuln", criticalAddVuln);
set.set("weaponTraitMod", weaponTraitMod);
set.set("generalTraitMod", generalTraitMod);
set.set("attributeMod", attributeMod);
set.set("weaponMod", weaponMod);
set.set("penaltyMod", penaltyMod);
set.set("damage", (int) damage);
Debug.sendSkillDebug(attacker, target, skill, set);
}

return Math.max(damage, 1);
}

public static double calcBackstabDamage(L2Character attacker, L2Character target, Skill skill, byte shld, boolean ss)
{
double defence = target.getPDef(attacker);

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

boolean isPvP = attacker.isPlayable() && target.isPlayer();
boolean isPvE = attacker.isPlayable() && target.isAttackable();
double damage = 0;
double proximityBonus = attacker.isBehindTarget() ? 1.2 : attacker.isInFrontOfTarget() ? 1 : 1.1; // Behind: +20% - Side: +10% (TODO: values are unconfirmed, possibly custom, remove or update when confirmed)
double ssboost = ss ? 2 : 1;
double pvpBonus = 1;

if (isPvP)
{
// Damage bonuses in PvP fight
pvpBonus = attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
// Defense bonuses in PvP fight
defence *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
}

// Initial damage
double baseMod = ((77 * (skill.getPower(isPvP, isPvE) + attacker.getPAtk(target))) / defence) * ssboost;
// Critical
double criticalMod = (attacker.calcStat(Stats.CRITICAL_DAMAGE, 1, target, skill));
double criticalVulnMod = (target.calcStat(Stats.DEFENCE_CRITICAL_DAMAGE, 1, target, skill));
double criticalAddMod = ((attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 6.1 * 77) / defence);
double criticalAddVuln = target.calcStat(Stats.DEFENCE_CRITICAL_DAMAGE_ADD, 0, target, skill);
// Trait, elements
double generalTraitMod = calcGeneralTraitBonus(attacker, target, skill.getTraitType(), false);
double attributeMod = calcAttributeBonus(attacker, target, skill);
double weaponMod = attacker.getRandomDamageMultiplier();

double penaltyMod = 1;
if (target.isAttackable() && !target.isRaid() && !target.isRaidMinion() && (target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY) && (attacker.getActingPlayer() != null) && ((target.getLevel() - attacker.getActingPlayer().getLevel()) >= 2))
{
int lvlDiff = target.getLevel() - attacker.getActingPlayer().getLevel() - 1;
if (lvlDiff >= Config.NPC_SKILL_DMG_PENALTY.size())
{
penaltyMod *= Config.NPC_SKILL_DMG_PENALTY.get(Config.NPC_SKILL_DMG_PENALTY.size() - 1);
}
else
{
penaltyMod *= Config.NPC_SKILL_DMG_PENALTY.get(lvlDiff);
}

}

damage = (baseMod * criticalMod * criticalVulnMod * proximityBonus * pvpBonus) + criticalAddMod + criticalAddVuln;
damage *= generalTraitMod;
damage *= attributeMod;
damage *= weaponMod;
damage *= penaltyMod;

if (attacker.isDebug())
{
final StatsSet set = new StatsSet();
set.set("skillPower", skill.getPower(isPvP, isPvE));
set.set("ssboost", ssboost);
set.set("proximityBonus", proximityBonus);
set.set("pvpBonus", pvpBonus);
set.set("baseMod", baseMod);
set.set("criticalMod", criticalMod);
set.set("criticalVulnMod", criticalVulnMod);
set.set("criticalAddMod", criticalAddMod);
set.set("criticalAddVuln", criticalAddVuln);
set.set("generalTraitMod", generalTraitMod);
set.set("attributeMod", attributeMod);
set.set("weaponMod", weaponMod);
set.set("penaltyMod", penaltyMod);
set.set("damage", (int) damage);
Debug.sendSkillDebug(attacker, target, skill, set);
}

return Math.max(damage, 1);
}

/**
* Calculated damage caused by ATTACK of attacker on target.
* @param attacker player or NPC that makes ATTACK
* @param target player or NPC, target of ATTACK
* @param skill
* @param shld
* @param crit if the ATTACK have critical success
* @param ss if weapon item was charged by soulshot
* @return
*/
public static final double calcPhysDam(L2Character attacker, L2Character target, Skill skill, byte shld, boolean crit, boolean ss)
{
final boolean isPvP = attacker.isPlayable() && target.isPlayable();
final boolean isPvE = attacker.isPlayable() && target.isAttackable();
double damage = attacker.getPAtk(target);
double defence = target.getPDef(attacker);

// Defense bonuses in PvP fight
if (isPvP)
{
defence *= (skill == null) ? target.calcStat(Stats.PVP_PHYSICAL_DEF, 1, null, null) : 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.;
}
}

// Add soulshot boost.
int ssBoost = ss ? 2 : 1;
damage = (skill != null) ? ((damage * ssBoost) + skill.getPower(attacker, target, isPvP, isPvE)) : (damage * ssBoost);

if (crit)
{
// Finally retail like formula
damage = 2 * attacker.calcStat(Stats.CRITICAL_DAMAGE, 1, target, skill) * target.calcStat(Stats.DEFENCE_CRITICAL_DAMAGE, 1, 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);
damage += target.calcStat(Stats.DEFENCE_CRITICAL_DAMAGE_ADD, 0, target, skill);
}
else
{
damage = (70 * damage) / defence;
}

damage *= calcAttackTraitBonus(attacker, target);

// Weapon random damage
damage *= attacker.getRandomDamageMultiplier();
if ((shld > 0) && Config.ALT_GAME_SHIELD_BLOCKS)
{
damage -= target.getShldDef();
if (damage < 0)
{
damage = 0;
}
}

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

// Dmg bonuses in PvP fight
if (isPvP)
{
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);
}
}

// Physical skill dmg boost
if (skill != null)
{
damage = attacker.calcStat(Stats.PHYSICAL_SKILL_POWER, damage, null, null);
}

damage *= calcAttributeBonus(attacker, target, skill);
if (target.isAttackable())
{
final L2Weapon weapon = attacker.getActiveWeaponItem();
if ((weapon != null) && ((weapon.getItemType() == WeaponType.BOW) || (weapon.getItemType() == WeaponType.CROSSBOW)))
{
if (skill != null)
{
damage *= attacker.calcStat(Stats.PVE_BOW_SKILL_DMG, 1, null, null);
}
else
{
damage *= attacker.calcStat(Stats.PVE_BOW_DMG, 1, null, null);
}
}
else
{
damage *= attacker.calcStat(Stats.PVE_PHYSICAL_DMG, 1, null, null);
}
if (!target.isRaid() && !target.isRaidMinion() && (target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY) && (attacker.getActingPlayer() != null) && ((target.getLevel() - attacker.getActingPlayer().getLevel()) >= 2))
{
int lvlDiff = target.getLevel() - attacker.getActingPlayer().getLevel() - 1;
if (skill != null)
{
if (lvlDiff >= Config.NPC_SKILL_DMG_PENALTY.size())
{
damage *= Config.NPC_SKILL_DMG_PENALTY.get(Config.NPC_SKILL_DMG_PENALTY.size() - 1);
}
else
{
damage *= Config.NPC_SKILL_DMG_PENALTY.get(lvlDiff);
}
}
else if (crit)
{
if (lvlDiff >= Config.NPC_CRIT_DMG_PENALTY.size())
{
damage *= Config.NPC_CRIT_DMG_PENALTY.get(Config.NPC_CRIT_DMG_PENALTY.size() - 1);
}
else
{
damage *= Config.NPC_CRIT_DMG_PENALTY.get(lvlDiff);
}
}
else
{
if (lvlDiff >= Config.NPC_DMG_PENALTY.size())
{
damage *= Config.NPC_DMG_PENALTY.get(Config.NPC_DMG_PENALTY.size() - 1);
}
else
{
damage *= Config.NPC_DMG_PENALTY.get(lvlDiff);
}
}
}
}
return damage;
}

public static final double calcMagicDam(L2Character attacker, L2Character target, Skill skill, byte shld, boolean sps, boolean bss, boolean mcrit)
{
int mDef = target.getMDef(attacker, skill);
switch (shld)
{
case SHIELD_DEFENSE_SUCCEED:
{
mDef += target.getShldDef();
break;
}
case SHIELD_DEFENSE_PERFECT_BLOCK:
{
return 1;
}
}

int mAtk = attacker.getMAtk(target, skill);
final boolean isPvP = attacker.isPlayable() && target.isPlayable();
final boolean isPvE = attacker.isPlayable() && target.isAttackable();

// PvP bonuses for defense
if (isPvP)
{
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);
}
}

// Bonus Spirit shot
mAtk *= bss ? 4 : sps ? 2 : 1;
// MDAM Formula.
double damage = ((91 * Math.sqrt(mAtk)) / mDef) * skill.getPower(attacker, target, isPvP, isPvE);

// Failure calculation
if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(attacker, target, skill))
{
if (attacker.isPlayer())
{
if (calcMagicSuccess(attacker, target, skill) && ((target.getLevel() - attacker.getLevel()) <= 9))
{
if (skill.hasEffectType(L2EffectType.HP_DRAIN))
{
attacker.sendPacket(SystemMessageId.DRAIN_HALF_SUCCESFUL);
}
else
{
attacker.sendPacket(SystemMessageId.ATTACK_FAILED);
}
damage /= 2;
}
else
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
sm.addCharName(target);
sm.addSkillName(skill);
attacker.sendPacket(sm);
damage = 1;
}
}

if (target.isPlayer())
{
final SystemMessage sm = (skill.hasEffectType(L2EffectType.HP_DRAIN)) ? SystemMessage.getSystemMessage(SystemMessageId.RESISTED_C1_DRAIN) : SystemMessage.getSystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
sm.addCharName(attacker);
target.sendPacket(sm);
}
}
else if (mcrit)
{
damage *= attacker.isPlayer() && target.isPlayer() ? 2.5 : 3;
damage *= attacker.calcStat(Stats.MAGIC_CRIT_DMG, 1, null, null);
}

// Weapon random damage
damage *= attacker.getRandomDamageMultiplier();

// PvP bonuses for damage
if (isPvP)
{
Stats stat = skill.isMagic() ? Stats.PVP_MAGICAL_DMG : Stats.PVP_PHYS_SKILL_DMG;
damage *= attacker.calcStat(stat, 1, null, null);
}

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

if (target.isAttackable())
{
damage *= attacker.calcStat(Stats.PVE_MAGICAL_DMG, 1, null, null);
if (!target.isRaid() && !target.isRaidMinion() && (target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY) && (attacker.getActingPlayer() != null) && ((target.getLevel() - attacker.getActingPlayer().getLevel()) >= 2))
{
int lvlDiff = target.getLevel() - attacker.getActingPlayer().getLevel() - 1;
if (lvlDiff >= Config.NPC_SKILL_DMG_PENALTY.size())
{
damage *= Config.NPC_SKILL_DMG_PENALTY.get(Config.NPC_SKILL_DMG_PENALTY.size() - 1);
}
else
{
damage *= Config.NPC_SKILL_DMG_PENALTY.get(lvlDiff);
}
}
}
return damage;
}

public static final double calcMagicDam(L2CubicInstance attacker, L2Character target, Skill skill, boolean mcrit, byte shld)
{
int 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;
}

int mAtk = attacker.getCubicPower();
final boolean isPvP = target.isPlayable();
final boolean isPvE = target.isAttackable();

// Cubics MDAM Formula (similar to PDAM formula, but using 91 instead of 70, also resisted by mDef).
double damage = 91 * ((mAtk + skill.getPower(isPvP, isPvE)) / mDef);

// Failure calculation
L2PcInstance owner = attacker.getOwner();
if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(owner, target, skill))
{
if (calcMagicSuccess(owner, target, skill) && ((target.getLevel() - skill.getMagicLevel()) <= 9))
{
if (skill.hasEffectType(L2EffectType.HP_DRAIN))
{
owner.sendPacket(SystemMessageId.DRAIN_HALF_SUCCESFUL);
}
else
{
owner.sendPacket(SystemMessageId.ATTACK_FAILED);
}
damage /= 2;
}
else
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
sm.addCharName(target);
sm.addSkillName(skill);
owner.sendPacket(sm);
damage = 1;
}

if (target.isPlayer())
{
if (skill.hasEffectType(L2EffectType.HP_DRAIN))
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
sm.addCharName(owner);
target.sendPacket(sm);
}
else
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
sm.addCharName(owner);
target.sendPacket(sm);
}
}
}
else if (mcrit)
{
damage *= 3;
}

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

if (target.isAttackable())
{
damage *= attacker.getOwner().calcStat(Stats.PVE_MAGICAL_DMG, 1, null, null);
if (!target.isRaid() && !target.isRaidMinion() && (target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY) && (attacker.getOwner() != null) && ((target.getLevel() - attacker.getOwner().getLevel()) >= 2))
{
int lvlDiff = target.getLevel() - attacker.getOwner().getLevel() - 1;
if (lvlDiff >= Config.NPC_SKILL_DMG_PENALTY.size())
{
damage *= Config.NPC_SKILL_DMG_PENALTY.get(Config.NPC_SKILL_DMG_PENALTY.size() - 1);
}
else
{
damage *= Config.NPC_SKILL_DMG_PENALTY.get(lvlDiff);
}
}
}
return damage;
}

/**
* Returns true in case of critical hit
* @param rate
* @param skill
* @param target
* @return
*/
public static final boolean calcCrit(double rate, boolean skill, L2Character target)
{
double finalRate = target.getStat().calcStat(Stats.DEFENCE_CRITICAL_RATE, rate, null, null) + target.getStat().calcStat(Stats.DEFENCE_CRITICAL_RATE_ADD, 0, null, null);
return finalRate > Rnd.get(1000);
}

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

/**
* @param target
* @param dmg
* @return true in case when ATTACK is canceled due to hit
*/
public static final boolean calcAtkBreak(L2Character target, double dmg)
{
if (target.isChanneling())
{
return false;
}

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() == WeaponType.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 -= ((BaseStats.MEN.calcBonus(target) * 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
rate = Math.max(Math.min(rate, 99), 1);

return Rnd.get(100) < rate;
}

/**
* Calculate delay (in milliseconds) before next ATTACK
* @param attacker
* @param target
* @param rate
* @return
*/
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;
}
return (int) (470000 / rate);
}

/**
* Calculate delay (in milliseconds) for skills cast
* @param attacker
* @param skill
* @param skillTime
* @return
*/
public static final int calcAtkSpd(L2Character attacker, Skill skill, double skillTime)
{
if (skill.isMagic())
{
return (int) ((skillTime / attacker.getMAtkSpd()) * 333);
}
return (int) ((skillTime / attacker.getPAtkSpd()) * 300);
}

/**
* Formula based on http://l2p.l2wh.com/nonskillattacks.html
* @param attacker
* @param target
* @return {@code true} if hit missed (target evaded), {@code false} otherwise.
*/
public static boolean calcHitMiss(L2Character attacker, L2Character target)
{
int chance = (80 + (2 * (attacker.getAccuracy() - target.getEvasionRate(attacker)))) * 10;

// Get additional bonus from the conditions when you are attacking
chance *= HitConditionBonusData.getInstance().getConditionBonus(attacker, target);

chance = Math.max(chance, 200);
chance = Math.min(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 skill
* @param sendSysMsg
* @return
*/
public static byte calcShldUse(L2Character attacker, L2Character target, Skill skill, boolean sendSysMsg)
{
if ((skill != null) && skill.ignoreShield())
{
return 0;
}

L2Item item = target.getSecondaryWeaponItem();
if ((item == null) || !(item instanceof L2Armor) || (((L2Armor) item).getItemType() == ArmorType.SIGIL))
{
return 0;
}

double shldRate = target.calcStat(Stats.SHIELD_RATE, 0, attacker, null) * BaseStats.DEX.calcBonus(target);
if (shldRate <= 1e-6)
{
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() == WeaponType.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.isPlayer())
{
L2PcInstance enemy = target.getActingPlayer();

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

return shldSuccess;
}

public static byte calcShldUse(L2Character attacker, L2Character target, Skill 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, Skill skill)
{
// TODO: CHECK/FIX THIS FORMULA UP!!
double defence = 0;
if (skill.isActive() && skill.isBad())
{
defence = target.getMDef(actor, skill);
}

double attack = 2 * actor.getMAtk(target, skill) * calcGeneralTraitBonus(actor, target, skill.getTraitType(), false);
double d = (attack - defence) / (attack + defence);

if (skill.isDebuff())
{
if (target.calcStat(Stats.DEBUFF_IMMUNITY, 0, null, skill) > 0)
{
return false;
}
}

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

public static double calcLvlBonusMod(L2Character attacker, L2Character target, Skill skill)
{
int attackerLvl = skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel();
double skillLvlBonusRateMod = 1 + (skill.getLvlBonusRate() / 100.);
double lvlMod = 1 + ((attackerLvl - target.getLevel()) / 100.);
return skillLvlBonusRateMod * lvlMod;
}

/**
* Calculates the effect landing success.<br>
* @param attacker the attacker
* @param target the target
* @param skill the skill
* @return {@code true} if the effect lands
*/
public static boolean calcEffectSuccess(L2Character attacker, L2Character target, Skill skill)
{
// StaticObjects can not receive continuous effects.
if (target.isDoor() || (target instanceof L2SiegeFlagInstance) || (target instanceof L2StaticObjectInstance))
{
return false;
}

if (skill.isDebuff() && (target.calcStat(Stats.DEBUFF_IMMUNITY, 0, attacker, skill) > 0))
{
final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
sm.addCharName(target);
sm.addSkillName(skill);
attacker.sendPacket(sm);
return false;
}

final int activateRate = skill.getActivateRate();
if ((activateRate == -1) || (skill.getBasicProperty() == BaseStats.NONE))
{
return true;
}

int magicLevel = skill.getMagicLevel();
if (magicLevel <= -1)
{
magicLevel = target.getLevel() + 3;
}

int targetBaseStat = 0;
switch (skill.getBasicProperty())
{
case STR:
targetBaseStat = target.getSTR();
break;
case DEX:
targetBaseStat = target.getDEX();
break;
case CON:
targetBaseStat = target.getCON();
break;
case INT:
targetBaseStat = target.getINT();
break;
case MEN:
targetBaseStat = target.getMEN();
break;
case WIT:
targetBaseStat = target.getWIT();
break;
}

final double baseMod = ((((((magicLevel - target.getLevel()) + 3) * skill.getLvlBonusRate()) + activateRate) + 30.0) - targetBaseStat);
final double elementMod = calcAttributeBonus(attacker, target, skill);
final double traitMod = calcGeneralTraitBonus(attacker, target, skill.getTraitType(), false);
final double buffDebuffMod = 1 + (target.calcStat(skill.isDebuff() ? Stats.DEBUFF_VULN : Stats.BUFF_VULN, 1, null, null) / 100);
double mAtkMod = 1;

if (skill.isMagic())
{
double mAtk = attacker.getMAtk(null, null);
double val = 0;
if (attacker.isChargedShot(ShotType.BLESSED_SPIRITSHOTS))
{
val = mAtk * 3.0;// 3.0 is the blessed spiritshot multiplier
}
val += mAtk;
val = (Math.sqrt(val) / target.getMDef(null, null)) * 11.0;
mAtkMod = val;
}

final double rate = baseMod * elementMod * traitMod * mAtkMod * buffDebuffMod;
final double finalRate = traitMod > 0 ? Util.constrain(rate, skill.getMinChance(), skill.getMaxChance()) : 0;

if (attacker.isDebug())
{
final StatsSet set = new StatsSet();
set.set("baseMod", baseMod);
set.set("elementMod", elementMod);
set.set("traitMod", traitMod);
set.set("mAtkMod", mAtkMod);
set.set("buffDebuffMod", buffDebuffMod);
set.set("rate", rate);
set.set("finalRate", finalRate);
Debug.sendSkillDebug(attacker, target, skill, set);
}

if (finalRate <= Rnd.get(100))
{
final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
sm.addCharName(target);
sm.addSkillName(skill);
attacker.sendPacket(sm);
return false;
}
return true;
}

public static boolean calcCubicSkillSuccess(L2CubicInstance attacker, L2Character target, Skill skill, byte shld)
{
if (skill.isDebuff())
{
if (skill.getPower() == -1)
{
return true;
}
else if (target.calcStat(Stats.DEBUFF_IMMUNITY, 0, null, skill) > 0)
{
return false;
}
}

// Perfect Shield Block.
if (shld == SHIELD_DEFENSE_PERFECT_BLOCK)
{
return false;
}

// if target reflect this skill then the effect will fail
if (calcBuffDebuffReflection(target, skill))
{
return false;
}

// Calculate BaseRate.
double baseRate = skill.getPower();
double statMod = skill.getBasicProperty().calcBonus(target);
double rate = (baseRate / statMod);

// Resist Modifier.
double resMod = calcGeneralTraitBonus(attacker.getOwner(), target, skill.getTraitType(), false);
rate *= resMod;

// Lvl Bonus Modifier.
double lvlBonusMod = calcLvlBonusMod(attacker.getOwner(), target, skill);
rate *= lvlBonusMod;

// Element Modifier.
double elementMod = calcAttributeBonus(attacker.getOwner(), target, skill);
rate *= elementMod;

// Add Matk/Mdef Bonus (TODO: Pending)

// Check the Rate Limits.
final double finalRate = Util.constrain(rate, skill.getMinChance(), skill.getMaxChance());

if (attacker.getOwner().isDebug())
{
final StatsSet set = new StatsSet();
set.set("baseMod", baseRate);
set.set("resMod", resMod);
set.set("statMod", statMod);
set.set("elementMod", elementMod);
set.set("lvlBonusMod", lvlBonusMod);
set.set("rate", rate);
set.set("finalRate", finalRate);
Debug.sendSkillDebug(attacker.getOwner(), target, skill, set);
}

return (Rnd.get(100) < finalRate);
}

public static boolean calcMagicSuccess(L2Character attacker, L2Character target, Skill skill)
{
if (skill.getPower() == -1)
{
return true;
}

// FIXME: Fix this LevelMod Formula.
int lvlDifference = (target.getLevel() - (skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()));
double lvlModifier = Math.pow(1.3, lvlDifference);
float targetModifier = 1;
if (target.isAttackable() && !target.isRaid() && !target.isRaidMinion() && (target.getLevel() >= Config.MIN_NPC_LVL_MAGIC_PENALTY) && (attacker.getActingPlayer() != null) && ((target.getLevel() - attacker.getActingPlayer().getLevel()) >= 3))
{
int lvlDiff = target.getLevel() - attacker.getActingPlayer().getLevel() - 2;
if (lvlDiff >= Config.NPC_SKILL_CHANCE_PENALTY.size())
{
targetModifier = Config.NPC_SKILL_CHANCE_PENALTY.get(Config.NPC_SKILL_CHANCE_PENALTY.size() - 1);
}
else
{
targetModifier = Config.NPC_SKILL_CHANCE_PENALTY.get(lvlDiff);
}
}
// general magic resist
final double resModifier = target.calcStat(Stats.MAGIC_SUCCESS_RES, 1, null, skill);
int rate = 100 - Math.round((float) (lvlModifier * targetModifier * resModifier));

if (attacker.isDebug())
{
final StatsSet set = new StatsSet();
set.set("lvlDifference", lvlDifference);
set.set("lvlModifier", lvlModifier);
set.set("resModifier", resModifier);
set.set("targetModifier", targetModifier);
set.set("rate", rate);
Debug.sendSkillDebug(attacker, target, skill, set);
}

return (Rnd.get(100) < rate);
}

public static double calcManaDam(L2Character attacker, L2Character target, Skill skill, byte shld, boolean sps, boolean bss, boolean mcrit)
{
// Formula: (SQR(M.Atk)*Power*(Target Max MP/97))/M.Def
double mAtk = attacker.getMAtk(target, skill);
double mDef = target.getMDef(attacker, skill);
final boolean isPvP = attacker.isPlayable() && target.isPlayable();
final boolean isPvE = attacker.isPlayable() && target.isAttackable();
double mp = target.getMaxMp();

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

// Bonus Spiritshot
mAtk *= bss ? 4 : sps ? 2 : 1;

double damage = (Math.sqrt(mAtk) * skill.getPower(attacker, target, isPvP, isPvE) * (mp / 97)) / mDef;
damage *= calcGeneralTraitBonus(attacker, target, skill.getTraitType(), false);

if (target.isAttackable())
{
damage *= attacker.calcStat(Stats.PVE_MAGICAL_DMG, 1, null, null);
if (!target.isRaid() && !target.isRaidMinion() && (target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY) && (attacker.getActingPlayer() != null) && ((target.getLevel() - attacker.getActingPlayer().getLevel()) >= 2))
{
int lvlDiff = target.getLevel() - attacker.getActingPlayer().getLevel() - 1;
if (lvlDiff >= Config.NPC_SKILL_DMG_PENALTY.size())
{
damage *= Config.NPC_SKILL_DMG_PENALTY.get(Config.NPC_SKILL_DMG_PENALTY.size() - 1);
}
else
{
damage *= Config.NPC_SKILL_DMG_PENALTY.get(lvlDiff);
}
}
}

// Failure calculation
if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(attacker, target, skill))
{
if (attacker.isPlayer())
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.DAMAGE_DECREASED_BECAUSE_C1_RESISTED_C2_MAGIC);
sm.addCharName(target);
sm.addCharName(attacker);
attacker.sendPacket(sm);
damage /= 2;
}

if (target.isPlayer())
{
SystemMessage sm2 = SystemMessage.getSystemMessage(SystemMessageId.C1_WEAKLY_RESISTED_C2_MAGIC);
sm2.addCharName(target);
sm2.addCharName(attacker);
target.sendPacket(sm2);
}
}

if (mcrit)
{
damage *= 3;
attacker.sendPacket(SystemMessageId.CRITICAL_HIT_MAGIC);
}
return damage;
}

public static double calculateSkillResurrectRestorePercent(double baseRestorePercent, L2Character caster)
{
if ((baseRestorePercent == 0) || (baseRestorePercent == 100))
{
return baseRestorePercent;
}

double restorePercent = baseRestorePercent * BaseStats.WIT.calcBonus(caster);
if ((restorePercent - baseRestorePercent) > 20.0)
{
restorePercent += 20.0;
}

restorePercent = Math.max(restorePercent, baseRestorePercent);
restorePercent = Math.min(restorePercent, 90.0);

return restorePercent;
}

public static boolean calcPhysicalSkillEvasion(L2Character activeChar, L2Character target, Skill skill)
{
if (skill.isMagic() || skill.isDebuff())
{
return false;
}
if (Rnd.get(100) < target.calcStat(Stats.P_SKILL_EVASION, 0, null, skill))
{
if (activeChar.isPlayer())
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_DODGES_ATTACK);
sm.addString(target.getName());
activeChar.getActingPlayer().sendPacket(sm);
}
if (target.isPlayer())
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.AVOIDED_C1_ATTACK2);
sm.addString(activeChar.getName());
target.getActingPlayer().sendPacket(sm);
}
return true;
}
return false;
}

public static boolean calcSkillMastery(L2Character actor, Skill sk)
{
// Static Skills are not affected by Skill Mastery.
if (sk.isStatic())
{
return false;
}

final int val = (int) actor.getStat().calcStat(Stats.SKILL_CRITICAL, 0, null, null);

if (val == 0)
{
return false;
}

if (actor.isPlayer())
{
double initVal = 0;
switch (val)
{
case 1:
{
initVal = (BaseStats.STR).calcBonus(actor);
break;
}
case 4:
{
initVal = (BaseStats.INT).calcBonus(actor);
break;
}
}
initVal *= actor.getStat().calcStat(Stats.SKILL_CRITICAL_PROBABILITY, 1, null, null);
return (Rnd.get(100) < initVal);
}

return false;
}

/**
* Calculates the Attribute Bonus
* @param attacker
* @param target
* @param skill Can be {@code null} if there is no skill used for the attack.
* @return The attribute bonus
*/
public static double calcAttributeBonus(L2Character attacker, L2Character target, Skill skill)
{
int attack_attribute;
int defence_attribute;

if (skill != null)
{
if (skill.getElement() == -1)
{
attack_attribute = 0;
defence_attribute = target.getDefenseElementValue((byte) -1);
}
else
{
if (attacker.getAttackElement() == skill.getElement())
{
attack_attribute = attacker.getAttackElementValue(attacker.getAttackElement()) + skill.getElementPower();
defence_attribute = target.getDefenseElementValue(attacker.getAttackElement());
}
else
{
attack_attribute = skill.getElementPower();
defence_attribute = target.getDefenseElementValue(skill.getElement());
}
}
}
else
{
attack_attribute = attacker.getAttackElementValue(attacker.getAttackElement());
defence_attribute = target.getDefenseElementValue(attacker.getAttackElement());
}

double attack_attribute_mod = 0;
double defence_attribute_mod = 0;

if (attack_attribute >= 450)
{
if (defence_attribute >= 450)
{
attack_attribute_mod = 0.06909;
defence_attribute_mod = 0.078;
}
// On retail else if (attack_attribute >= 350), can be considered a typo
else if (defence_attribute >= 350)
{
attack_attribute_mod = 0.0887;
defence_attribute_mod = 0.1007;
}
else
{
attack_attribute_mod = 0.129;
defence_attribute_mod = 0.1473;
}
}
else if (attack_attribute >= 300)
{
if (defence_attribute >= 300)
{
attack_attribute_mod = 0.0887;
defence_attribute_mod = 0.1007;
}
else if (defence_attribute >= 150)
{
attack_attribute_mod = 0.129;
defence_attribute_mod = 0.1473;
}
else
{
attack_attribute_mod = 0.25;
defence_attribute_mod = 0.2894;
}
}
else if (attack_attribute >= 150)
{
if (defence_attribute >= 150)
{
attack_attribute_mod = 0.129;
defence_attribute_mod = 0.1473;
}
else if (defence_attribute >= 0)
{
attack_attribute_mod = 0.25;
defence_attribute_mod = 0.2894;
}
else
{
attack_attribute_mod = 0.4;
defence_attribute_mod = 0.55;
}
}
else if (attack_attribute >= -99)
{
if (defence_attribute >= 0)
{
attack_attribute_mod = 0.25;
defence_attribute_mod = 0.2894;
}
else
{
attack_attribute_mod = 0.4;
defence_attribute_mod = 0.55;
}
}
else
{
if (defence_attribute >= 450)
{
attack_attribute_mod = 0.06909;
defence_attribute_mod = 0.078;
}
else if (defence_attribute >= 350)
{
attack_attribute_mod = 0.0887;
defence_attribute_mod = 0.1007;
}
else
{
attack_attribute_mod = 0.129;
defence_attribute_mod = 0.1473;
}
}

int attribute_diff = attack_attribute - defence_attribute;
double min;
double max;
if (attribute_diff >= 300)
{
max = 100.0;
min = -50;
}
else if (attribute_diff >= 150)
{
max = 70.0;
min = -50;
}
else if (attribute_diff >= -150)
{
max = 40.0;
min = -50;
}
else if (attribute_diff >= -300)
{
max = 40.0;
min = -60;
}
else
{
max = 40.0;
min = -80;
}

attack_attribute += 100;
attack_attribute *= attack_attribute;

attack_attribute_mod = (attack_attribute / 144.0) * attack_attribute_mod;

defence_attribute += 100;
defence_attribute *= defence_attribute;

defence_attribute_mod = (defence_attribute / 169.0) * defence_attribute_mod;

double attribute_mod_diff = attack_attribute_mod - defence_attribute_mod;

attribute_mod_diff = Util.constrain(attribute_mod_diff, min, max);

double result = (attribute_mod_diff / 100.0) + 1;

if (attacker.isPlayer() && target.isPlayer() && (result < 1.0))
{
result = 1.0;
}

return result;
}

public static void calcDamageReflected(L2Character attacker, L2Character target, Skill skill, boolean crit)
{
// Only melee skills can be reflected
if (skill.isMagic() || (skill.getCastRange() > MELEE_ATTACK_RANGE))
{
return;
}

final double chance = target.calcStat(Stats.VENGEANCE_SKILL_PHYSICAL_DAMAGE, 0, target, skill);
if (Rnd.get(100) < chance)
{
if (target.isPlayer())
{
final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.COUNTERED_C1_ATTACK);
sm.addCharName(attacker);
target.sendPacket(sm);
}
if (attacker.isPlayer())
{
final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_PERFORMING_COUNTERATTACK);
sm.addCharName(target);
attacker.sendPacket(sm);
}

double counterdmg = (((target.getPAtk(attacker) * 10.0) * 70.0) / attacker.getPDef(target));
counterdmg *= calcWeaponTraitBonus(attacker, target);
counterdmg *= calcGeneralTraitBonus(attacker, target, skill.getTraitType(), false);
counterdmg *= calcAttributeBonus(attacker, target, skill);

attacker.reduceCurrentHp(counterdmg, target, skill);
if (crit) // TODO: It counters multiple times depending on how much effects skill has not on critical, but gotta be verified first!
{
attacker.reduceCurrentHp(counterdmg, target, skill);
}
}
}

/**
* Calculate buff/debuff reflection.
* @param target
* @param skill
* @return {@code true} if reflect, {@code false} otherwise.
*/
public static boolean calcBuffDebuffReflection(L2Character target, Skill skill)
{
if (!skill.isDebuff() || (skill.getActivateRate() == -1))
{
return false;
}
final double reflectChance = target.calcStat(skill.isMagic() ? Stats.REFLECT_SKILL_MAGIC : Stats.REFLECT_SKILL_PHYSIC, 0, null, skill);
return reflectChance > Rnd.get(100);
}

/**
* Calculate damage caused by falling
* @param cha
* @param fallHeight
* @return damage
*/
public static double calcFallDam(L2Character cha, int fallHeight)
{
if (!Config.ENABLE_FALLING_DAMAGE || (fallHeight < 0))
{
return 0;
}
final double damage = cha.calcStat(Stats.FALL, (fallHeight * cha.getMaxHp()) / 1000.0, null, null);
return damage;
}

public static boolean calcBlowSuccess(L2Character activeChar, L2Character target, Skill skill)
{
double dexMod = BaseStats.DEX.calcBonus(activeChar);
// Apply DEX Mod.
double blowChance = skill.getBlowChance();
// Apply Position Bonus (TODO: values are unconfirmed, possibly custom, remove or update when confirmed).
double sideMod = (activeChar.isInFrontOfTarget()) ? 1 : (activeChar.isBehindTarget()) ? 2 : 1.5;
// Apply all mods.
double baseRate = blowChance * dexMod * sideMod;
// Apply blow rates
double rate = activeChar.calcStat(Stats.BLOW_RATE, baseRate, target, null);
// Debug
if (activeChar.isDebug())
{
final StatsSet set = new StatsSet();
set.set("dexMod", dexMod);
set.set("blowChance", blowChance);
set.set("sideMod", sideMod);
set.set("baseRate", baseRate);
set.set("rate", rate);
Debug.sendSkillDebug(activeChar, target, skill, set);
}
return Rnd.get(100) < rate;
}
...
:Olen':
Ответ
#6
что мешает делать обратные расчеты, чтобы высчитать какие базовые значения надо задавать в хмлках, чтобы получить конечный результат в игре?
формулы получения конечных значений из базовых для многих стат известны еще со времен С0.

к примеру я тоже храню в хмлках базовые значения хп/мп/атаки/защиты и при загрузке данных просто высчитываю конечные из них. зная формулы - можно произветси и обратный расчет.
Код:
// в xml мы храним базовые значения mp/hp/patk/matk/pdef/mdef, так что перед использованием из них надо вычислить конечные значения
for (NpcTemplate template : _npcs.valueCollection())
{
    double lvlMod = LevelBonusHolder.getBonus(template.getLevel());
    double conMod = BaseStatsBonusHolder.getBonus(BaseStats.CON, template.getBaseStatAttributes().getCON());
    double menMod = BaseStatsBonusHolder.getBonus(BaseStats.MEN, template.getBaseStatAttributes().getMEN());
    double strMod = BaseStatsBonusHolder.getBonus(BaseStats.STR, template.getBaseStatAttributes().getSTR());
    double intMod = BaseStatsBonusHolder.getBonus(BaseStats.INT, template.getBaseStatAttributes().getINT());

    template.setBaseHpMax(template.getBaseHpMax() * conMod);
    template.setBaseMpMax(template.getBaseMpMax() * menMod);
    template.setBasePAtk(template.getBasePAtk() * strMod * lvlMod);
    template.setBaseMAtk(template.getBaseMAtk() * intMod * intMod * lvlMod * lvlMod);
    template.setBasePDef(template.getBasePDef() * lvlMod);
    template.setBaseMDef(template.getBaseMDef() * menMod * lvlMod);
}
Ответ
#7
Gaikotsu Написал:что мешает делать обратные расчеты, чтобы высчитать какие базовые значения надо задавать в хмлках, чтобы получить конечный результат в игре?
формулы получения конечных значений из базовых для многих стат известны еще со времен С0.

к примеру я тоже храню в хмлках базовые значения хп/мп/атаки/защиты и при загрузке данных просто высчитываю конечные из них. зная формулы - можно произветси и обратный расчет.
Код:
// в xml мы храним базовые значения mp/hp/patk/matk/pdef/mdef, так что перед использованием из них надо вычислить конечные значения
for (NpcTemplate template : _npcs.valueCollection())
{
    double lvlMod = LevelBonusHolder.getBonus(template.getLevel());
    double conMod = BaseStatsBonusHolder.getBonus(BaseStats.CON, template.getBaseStatAttributes().getCON());
    double menMod = BaseStatsBonusHolder.getBonus(BaseStats.MEN, template.getBaseStatAttributes().getMEN());
    double strMod = BaseStatsBonusHolder.getBonus(BaseStats.STR, template.getBaseStatAttributes().getSTR());
    double intMod = BaseStatsBonusHolder.getBonus(BaseStats.INT, template.getBaseStatAttributes().getINT());

    template.setBaseHpMax(template.getBaseHpMax() * conMod);
    template.setBaseMpMax(template.getBaseMpMax() * menMod);
    template.setBasePAtk(template.getBasePAtk() * strMod * lvlMod);
    template.setBaseMAtk(template.getBaseMAtk() * intMod * intMod * lvlMod * lvlMod);
    template.setBasePDef(template.getBasePDef() * lvlMod);
    template.setBaseMDef(template.getBaseMDef() * menMod * lvlMod);
}

Я впервые что-то меняю на Java сервере, да и самим языком Java я не знаком, поэтому я не в курсе устройств Java серверов.

Но зачем задавать в xml неявные значения для формул расчёта конечного значения? Почему нельзя задать конечное значение в xml документе и уже из него брать это оригинальное значение без манипуляции с формулами?

Если я правильно вас понял мне нужно сделать вот так.

Код:
for (NpcTemplate template : _npcs.valueCollection())
{
      
    double lvlMod = LevelBonusHolder.getBonus(template.getLevel());
        double conMod = BaseStatsBonusHolder.getBonus(BaseStats.CON, template.getBaseStatAttributes().getCON());
    double menMod = BaseStatsBonusHolder.getBonus(BaseStats.MEN, template.getBaseStatAttributes().getMEN());
        double strMod = BaseStatsBonusHolder.getBonus(BaseStats.STR, template.getBaseStatAttributes().getSTR());
    double intMod = BaseStatsBonusHolder.getBonus(BaseStats.INT, template.getBaseStatAttributes().getINT());

    template.setBaseHpMax(template.getBaseHpMax() /** conMod*/);
    template.setBaseMpMax(template.getBaseMpMax() /** menMod*/);
    template.setBasePAtk(template.getBasePAtk() * strMod * lvlMod);
    template.setBaseMAtk(template.getBaseMAtk() * intMod * intMod * lvlMod * lvlMod);
    template.setBasePDef(template.getBasePDef() * lvlMod);
    template.setBaseMDef(template.getBaseMDef() * menMod * lvlMod);
}


Вы не могли бы мне пальцем ткнуть - "это заменить на это".
:Olen':
Ответ
#8
можно и конечные значения задавать, но у многих, как и у меня, под рукой обычно есть офф скрипты если не той хроники, которой у тебя сборка, то хотя бы достаточно близкой. и многие данные удобно брать именно оттуда. ну а в офф сервере именно базовые значения хранятся.
ну или к примеру взять этрею и хроники выше - там вобще значения хп/мп для всех нпс можно взять прямо из клиентских данных, и там опять же именно базовые значения.

Добавлено через 2 минуты
Foru Написал:Вы не могли бы мне пальцем ткнуть - "это заменить на это".
если честно - лень.

тут объяснять и объяснять, а если ты говоришь что в яве новичок, то это еще то испытание терпения и нервов.

а код я чисто ради примера показал, чтобы показать что за формулы используются в расчете стат - у тебя не будет такого в твоей сборке, свой я сам писал.
Ответ
#9
Gaikotsu Написал:можно и конечные значения задавать, но у многих, как и у меня, под рукой обычно есть офф скрипты если не той хроники, которой у тебя сборка, то хотя бы достаточно близкой. и многие данные удобно брать именно оттуда. ну а в офф сервере именно базовые значения хранятся.
ну или к примеру взять этрею и хроники выше - там вобще значения хп/мп для всех нпс можно взять прямо из клиентских данных, и там опять же именно базовые значения.

Добавлено через 2 минуты

если честно - лень.

тут объяснять и объяснять, а если ты говоришь что в яве новичок, то это еще то испытание терпения и нервов.

а код я чисто ради примера показал, чтобы показать что за формулы используются в расчете стат - у тебя не будет такого в твоей сборке, свой я сам писал.

Если я в Java новичёк то это не значит что я не могу понять смысл того или иного ворожения в коде :face2:.

Всё по оффу, исходя из вашей формулы (База * Бонус = Конечный результат).

Но в моём случае значение "Бонуса должно быть = 1" дабы значение базы = официальному значению ХП моба по оффу.

Жду ответа от более не ленивых, как мне поправить значение Бонуса в моём случае для всех мобов.

Так же интересует: Исходя из чего рассчитывается бонус.
:Olen':
Ответ
#10
бонус считается от значений con, str и т.д. у нпс - каждое значение этих стат имеет свое значение бонуса.
таблицы этих бонусов опять же можно найти в самом сервере - оыбчно в виде хмлки в дп.
левелбонус дак вобще примитивен - 1 + (level - 11) / 100
Ответ


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