05-23-2017, 08:33 PM
День добрый, знаю что это мой второй пост подряд, но мне нужна срочная помощь, без вас я не справлюсь)
Использую сборку Мобиуса и наткнулся на такую проблему.
У магических скилов должен быть вампирик, но его нету, чтобы исправить это я начал смотреть Hadlers (авось исправлю) и нашел скрипт:
Тут идет именно конвертирование урона в HP ( формула), но если честно в Java я вообще не разбираюсь, можете ли дать подсказку/помощь? Был бы безмерно благодарен, также вот Handler для маг атаки:
И также вот этот скрипт меня тоже заинтересовал:
Я уже от отчаяния начал ставить атрибуты в XML)))
<effect name="VampiricAtack">
Но также без эффектно.
Использую сборку Мобиуса и наткнулся на такую проблему.
У магических скилов должен быть вампирик, но его нету, чтобы исправить это я начал смотреть Hadlers (авось исправлю) и нашел скрипт:
Код
Код:
/*
* This file is part of the L2J Mobius project.
*
* 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 handlers.effecthandlers;
import com.l2jmobius.commons.util.Rnd;
import com.l2jmobius.gameserver.enums.ShotType;
import com.l2jmobius.gameserver.model.StatsSet;
import com.l2jmobius.gameserver.model.actor.L2Attackable;
import com.l2jmobius.gameserver.model.actor.L2Character;
import com.l2jmobius.gameserver.model.effects.AbstractEffect;
import com.l2jmobius.gameserver.model.effects.L2EffectType;
import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.model.stats.BaseStats;
import com.l2jmobius.gameserver.model.stats.Formulas;
import com.l2jmobius.gameserver.model.stats.Stats;
/**
* Physical Attack HP Link effect implementation.<br>
* <b>Note</b>: Initial formula taken from PhysicalAttack.
* @author Adry_85, Nik
*/
public final class PhysicalAttackHpLink extends AbstractEffect
{
private final double _power;
private final double _criticalChance;
private final boolean _overHit;
public PhysicalAttackHpLink(StatsSet params)
{
_power = params.getDouble("power", 0);
_criticalChance = params.getDouble("criticalChance", 0);
_overHit = params.getBoolean("overHit", false);
}
@Override
public boolean calcSuccess(L2Character effector, L2Character effected, Skill skill)
{
return !Formulas.calcPhysicalSkillEvasion(effector, effected, skill);
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.PHYSICAL_ATTACK_HP_LINK;
}
@Override
public boolean isInstant()
{
return true;
}
@Override
public void instant(L2Character effector, L2Character effected, Skill skill, L2ItemInstance item)
{
if (effector.isAlikeDead())
{
return;
}
if (_overHit && effected.isAttackable())
{
((L2Attackable) effected).overhitEnabled(true);
}
final double attack = effector.getPAtk();
final double power = _power * (-((effected.getCurrentHp() * 2) / effected.getMaxHp()) + 2);
double defence = effected.getPDef();
switch (Formulas.calcShldUse(effector, effected))
{
case Formulas.SHIELD_DEFENSE_SUCCEED:
{
defence += effected.getShldDef();
break;
}
case Formulas.SHIELD_DEFENSE_PERFECT_BLOCK:
{
defence = -1;
break;
}
}
double damage = 1;
final boolean critical = (_criticalChance > 0) && ((BaseStats.STR.calcBonus(effector) * _criticalChance) > (Rnd.nextDouble() * 100));
if (defence != -1)
{
// Trait, elements
final double weaponTraitMod = Formulas.calcWeaponTraitBonus(effector, effected);
final double generalTraitMod = Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false);
final double attributeMod = Formulas.calcAttributeBonus(effector, effected, skill);
final double pvpPveMod = Formulas.calculatePvpPveBonus(effector, effected, skill, true);
final double randomMod = effector.getRandomDamageMultiplier();
// Skill specific mods.
final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon?
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef------------RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef
// ```````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^``````````````````````````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
final double baseMod = (wpnMod * ((attack * effector.getLevelMod()) + power + rangedBonus)) / defence;
damage = baseMod * ssmod * critMod * weaponTraitMod * generalTraitMod * attributeMod * pvpPveMod * randomMod;
damage = effector.getStat().getValue(Stats.PHYSICAL_SKILL_POWER, damage);
}
// Check if damage should be reflected.
Formulas.calcDamageReflected(effector, effected, skill, critical);
final double damageCap = effected.getStat().getValue(Stats.DAMAGE_LIMIT);
if (damageCap > 0)
{
damage = Math.min(damage, damageCap);
}
effected.reduceCurrentHp(damage, effector, skill, false, false, critical, false);
effector.sendDamageMessage(effected, skill, (int) damage, critical, false);
}
}
Тут идет именно конвертирование урона в HP ( формула), но если честно в Java я вообще не разбираюсь, можете ли дать подсказку/помощь? Был бы безмерно благодарен, также вот Handler для маг атаки:
код маг. handler
Код:
/*
* This file is part of the L2J Mobius project.
*
* 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 handlers.effecthandlers;
import com.l2jmobius.commons.util.Rnd;
import com.l2jmobius.gameserver.enums.ShotType;
import com.l2jmobius.gameserver.model.StatsSet;
import com.l2jmobius.gameserver.model.actor.L2Attackable;
import com.l2jmobius.gameserver.model.actor.L2Character;
import com.l2jmobius.gameserver.model.effects.AbstractEffect;
import com.l2jmobius.gameserver.model.effects.L2EffectType;
import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.model.stats.Formulas;
import com.l2jmobius.gameserver.model.stats.Stats;
/**
* Magical Attack effect implementation.
* @author Adry_85
*/
public final class MagicalAttack extends AbstractEffect
{
private final double _power;
private final boolean _overHit;
private final double _debuffModifier;
public MagicalAttack(StatsSet params)
{
_power = params.getDouble("power", 0);
_overHit = params.getBoolean("overHit", false);
_debuffModifier = params.getDouble("debuffModifier", 1);
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.MAGICAL_ATTACK;
}
@Override
public boolean isInstant()
{
return true;
}
@Override
public void instant(L2Character effector, L2Character effected, Skill skill, L2ItemInstance item)
{
// TODO: Unhardcode Cubic Skill to avoid double damage
if (effector.isAlikeDead() || (skill.getId() == 4049))
{
return;
}
if (effected.isPlayer() && effected.getActingPlayer().isFakeDeath())
{
effected.stopFakeDeath(true);
}
if (_overHit && effected.isAttackable())
{
((L2Attackable) effected).overhitEnabled(true);
}
final boolean sps = skill.useSpiritShot() && effector.isChargedShot(ShotType.SPIRITSHOTS);
final boolean bss = skill.useSpiritShot() && effector.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
final boolean mcrit = Formulas.calcCrit(skill.getMagicCriticalRate(), effector, effected, skill);
double damage = Formulas.calcMagicDam(effector, effected, skill, effector.getMAtk(), _power, effected.getMDef(), sps, bss, mcrit);
// Apply debuff mod
if (effected.getEffectList().hasDebuffs())
{
damage *= _debuffModifier;
}
// Manage attack or cast break of the target (calculating rate, sending message...)
if (!effected.isRaid() && Formulas.calcAtkBreak(effected, damage))
{
effected.breakAttack();
effected.breakCast();
}
// Shield Deflect Magic: Reflect all damage on caster.
if (effected.getStat().getValue(Stats.VENGEANCE_SKILL_MAGIC_DAMAGE, 0) > Rnd.get(100))
{
effector.reduceCurrentHp(damage, effected, skill, false, false, mcrit, true);
}
else
{
effected.reduceCurrentHp(damage, effector, skill, false, false, mcrit, false);
effector.sendDamageMessage(effected, skill, (int) damage, mcrit, false);
}
}
}
И также вот этот скрипт меня тоже заинтересовал:
PveMagicskill bonus attack
Код:
/*
* This file is part of the L2J Mobius project.
*
* 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 handlers.effecthandlers;
import com.l2jmobius.gameserver.model.StatsSet;
import com.l2jmobius.gameserver.model.stats.Stats;
/**
* @author Sdw
*/
public class PveMagicalSkillDamageBonus extends AbstractStatEffect
{
public PveMagicalSkillDamageBonus(StatsSet params)
{
super(params, Stats.PVE_MAGICAL_SKILL_DAMAGE);
}
}
Я уже от отчаяния начал ставить атрибуты в XML)))
<effect name="VampiricAtack">
Но также без эффектно.