/* * 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 . */ 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.ClanHallManager; import net.sf.l2j.gameserver.instancemanager.SiegeManager; import net.sf.l2j.gameserver.model.Inventory; import net.sf.l2j.gameserver.model.L2Character; import net.sf.l2j.gameserver.model.L2SiegeClan; import net.sf.l2j.gameserver.model.L2Skill; import net.sf.l2j.gameserver.model.L2Summon; import net.sf.l2j.gameserver.model.L2Skill.SkillType; import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance; import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.model.actor.instance.L2PetInstance; import net.sf.l2j.gameserver.model.entity.ClanHall; import net.sf.l2j.gameserver.model.entity.Siege; import net.sf.l2j.gameserver.network.SystemMessageId; import net.sf.l2j.gameserver.serverpackets.SystemMessage; import net.sf.l2j.gameserver.skills.conditions.ConditionPlayerState; import net.sf.l2j.gameserver.skills.conditions.ConditionUsingItemType; import net.sf.l2j.gameserver.skills.conditions.ConditionPlayerState.CheckPlayerState; import net.sf.l2j.gameserver.skills.funcs.Func; import net.sf.l2j.gameserver.templates.L2Armor; import net.sf.l2j.gameserver.templates.L2PcTemplate; import net.sf.l2j.gameserver.templates.L2Weapon; import net.sf.l2j.gameserver.templates.L2WeaponType; 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 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.

*/ 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.

*/ private FuncMultRegenResting(Stats pStat) { super(pStat, 0x20, null); setCondition(new ConditionPlayerState(CheckPlayerState.RESTING, true)); } /** * Calculate the modifier of the state concerned.

*/ @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; if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST) != null) env.value -= hasMagePDef ? 15 : 31; if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS) != null) 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 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 200 env.value += 160; } } 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 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(); } } static class FuncAtkCritical extends Func { static final FuncAtkCritical _fac_instance = new FuncAtkCritical(); static Func getInstance() { return _fac_instance; } private FuncAtkCritical() { super(Stats.CRITICAL_RATE, 0x30, 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; if(env.value > Config.MAX_PCRIT_RATE) env.value = Config.MAX_PCRIT_RATE; } } } 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; else if (p instanceof L2PcInstance && p.getActiveWeaponInstance() == null) env.value = 8; else { env.value *= WITbonus[p.getWIT()]; if(env.value > Config.MAX_MCRIT_RATE) env.value = Config.MAX_MCRIT_RATE; } } } 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()]; } } private static final Formulas _instance = new Formulas(); public static Formulas getInstance() { return _instance; } private Formulas() { } /** * Return the period between 2 regenerations task (3s for L2Character, 5 min for L2DoorInstance).

*/ public 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.

* * Concept :

* 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 :

* * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()

* * To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called NPC_STD_CALCULATOR.

* */ public 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; } /** * Add basics Func objects to L2PcInstance and L2Summon.

* * Concept :

* 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 :

* * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()

* * @param cha L2PcInstance or L2Summon that must obtain basic Func objects */ public 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).

*/ public 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+ clansHall.getFunction(ClanHall.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()]; } if (init < 1) init = 1; return cha.calcStat(Stats.REGENERATE_HP_RATE, init, null, null) * hpRegenMultiplier + hpRegenBonus; } /** * Calculate the MP regen rate (base + modifiers).

*/ public 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+ clansHall.getFunction(ClanHall.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()]; } if (init < 1) init = 1; return cha.calcStat(Stats.REGENERATE_MP_RATE, init, null, null) * mpRegenMultiplier + mpRegenBonus; } /** * Calculate the CP regen rate (base + modifiers).

*/ public 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 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 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().size() == 0 || !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 double calcBlowDamage(L2Character attacker, L2Character target, L2Skill skill, boolean shld, boolean ss) { if (target.isInvul()) return 0; double power = skill.getPower(); double damage = attacker.getPAtk(target); double defence = target.getPDef(attacker); if(ss) damage *= 2.; if(shld) defence += target.getShldDef(); if(ss && skill.getSSBoost()>0) power *= skill.getSSBoost(); //Multiplier should be removed, it's false ?? // TODO: Check if CritVuln effects whole part of CritDmg. damage += 1.5*(attacker.calcStat(Stats.CRITICAL_DAMAGE, damage+power, target, skill) * target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, skill != null ? skill : null)); // get the natural vulnerability for the template if (target instanceof L2NpcInstance) { damage *= ((L2NpcInstance) 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); // Sami: Must be removed, after armor resistances are checked. // These values are a quick fix to balance dagger gameplay and give // armor resistances vs dagger. daggerWpnRes could also be used if a skill // was given to all classes. The values here try to be a compromise. // They were originally added in a late C4 rev (2289). if (target instanceof L2PcInstance) { L2Armor armor = ((L2PcInstance)target).getActiveChestArmorItem(); if (armor != null) { if(((L2PcInstance)target).isWearingHeavyArmor()) damage /= 1.2; // 2 } } 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 final double calcPhysDam(L2Character attacker, L2Character target, L2Skill skill, boolean shld, boolean crit, boolean dual, boolean ss) { if (target.isInvul()) return 0; if (attacker instanceof L2PcInstance) { L2PcInstance pcInst = (L2PcInstance)attacker; if (pcInst.isGM() && pcInst.getAccessLevel() < Config.GM_CAN_GIVE_DAMAGE) return 0; } double damage = attacker.getPAtk(target); double defence = target.getPDef(attacker); if (ss) damage *= 2; if (skill != null) { double skillpower = skill.getPower(); float ssboost = skill.getSSBoost(); if (ssboost <= 0) damage += skillpower; else if (ssboost > 0) { if (ss) { skillpower *= ssboost; damage += skillpower; } else damage += skillpower; } } // In C5 summons make 10 % less dmg in PvP. if(attacker instanceof L2Summon && target instanceof L2PcInstance) damage *= 0.9; // defence modifier depending of the attacker weapon L2Weapon weapon = attacker.getActiveWeaponItem(); Stats stat = null; if (weapon != null && !attacker.charIsTransformed()) { switch (weapon.getItemType()) { case BOW: stat = Stats.BOW_WPN_VULN; break; case CROSSBOW: stat = Stats.CROSSBOW_WPN_VULN; break; case BLUNT: case BIGBLUNT: 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: //TODO: have a proper resistance/vulnerability for Big swords stat = Stats.SWORD_WPN_VULN; break; } } if (crit) damage += (attacker.getCriticalDmg(target, damage) * target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, skill != null ? skill : null)); 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) damage = 70 * damage / defence; if (stat != null) { // get the vulnerability due to skills (buffs, passives, toggles, etc) damage = target.calcStat(stat, damage, target, null); if (target instanceof L2NpcInstance) { // get the natural vulnerability for the template damage *= ((L2NpcInstance) target).getTemplate().getVulnerability(stat); } } damage += Rnd.nextDouble() * damage / 10; // damage += _rnd.nextDouble()* attacker.getRandomDamage(target); // } if (shld && Config.ALT_GAME_SHIELD_BLOCKS) { damage -= target.getShldDef(); if (damage < 0) damage = 0; } if (target instanceof L2NpcInstance) { switch (((L2NpcInstance) target).getTemplate().getRace()) { case UNDEAD: damage *= attacker.getPAtkUndead(target); break; 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 L2PcInstance || attacker instanceof L2Summon) && (target instanceof L2PcInstance || target instanceof L2Summon)) { 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; } public final double calcMagicDam(L2Character attacker, L2Character target, L2Skill skill, boolean ss, boolean bss, boolean mcrit) { if (target.isInvul()) return 0; if (attacker instanceof L2PcInstance) { L2PcInstance pcInst = (L2PcInstance)attacker; if (pcInst.isGM() && pcInst.getAccessLevel() < Config.GM_CAN_GIVE_DAMAGE) return 0; } double mAtk = attacker.getMAtk(target, skill); double mDef = target.getMDef(attacker, skill); if (bss) mAtk *= 4; else if (ss) mAtk *= 2; double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower(attacker) * calcSkillVulnerability(target, skill); // 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() == SkillType.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.S1_WAS_UNAFFECTED_BY_S2); sm.addString(target.getName()); sm.addSkillName(skill.getId()); attacker.sendPacket(sm); damage = 1; } } if (target instanceof L2PcInstance) { if (skill.getSkillType() == SkillType.DRAIN) { SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_S1_DRAIN); sm.addString(attacker.getName()); target.sendPacket(sm); } else { SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_S1_MAGIC); sm.addString(attacker.getName()); target.sendPacket(sm); } } } else if (mcrit) damage *= 4; // Pvp bonusses for dmg if((attacker instanceof L2PcInstance || attacker instanceof L2Summon) && (target instanceof L2PcInstance || target instanceof L2Summon)) { 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); } return damage; } /** Returns true in case of critical hit */ public final boolean calcCrit(double rate) { return rate > Rnd.get(1000); } /** Calcul value of blow success */ public 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); } /** Calcul value of lethal chance */ public final double calcLethal(L2Character activeChar, L2Character target, int baseLethal) { return activeChar.calcStat(Stats.LETHAL_RATE, (baseLethal*((double)activeChar.getLevel()/target.getLevel())), target, null); } public final boolean calcLethalHit(L2Character activeChar, L2Character target, L2Skill skill) { if (!target.isRaid() && !(target instanceof L2DoorInstance) && !(target instanceof L2NpcInstance && ((L2NpcInstance) target).getNpcId() == 35062)) { int chance = Rnd.get(100); // 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())) { if (target instanceof L2NpcInstance) target.reduceCurrentHp(target.getCurrentHp() - 1, activeChar); else if (target instanceof L2PcInstance) // If is a active player set his HP and CP to 1 { L2PcInstance player = (L2PcInstance) target; if (!player.isInvul()) { player.setCurrentHp(1); player.setCurrentCp(1); } } activeChar.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE)); } else if (skill.getLethalChance1() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance1())) { if (target instanceof L2PcInstance) { L2PcInstance player = (L2PcInstance) target; if (!player.isInvul()) player.setCurrentCp(1); // Set CP to 1 } else if (target instanceof L2NpcInstance) // If is a monster remove first damage and after 50% of current hp target.reduceCurrentHp(target.getCurrentHp() / 2, activeChar); activeChar.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE)); } else return false; } else return false; return true; } public final boolean calcMCrit(double mRate) { return mRate > Rnd.get(1000); } /** Returns true in case when ATTACK is canceled due to hit */ public final boolean calcAtkBreak(L2Character target, double dmg) { if (target instanceof L2PcInstance) { if (((L2PcInstance)target).getForceBuff() != null) return true; } double init = 0; if (Config.ALT_GAME_CANCEL_CAST && target.isCastingNow()) init = 50; if (Config.ALT_GAME_CANCEL_BOW && target.isAttackingNow()) { L2Weapon wpn = target.getActiveWeaponItem(); if (wpn != null && wpn.getItemType() == L2WeaponType.BOW) init = 15; } if (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 final int calcPAtkSpd(@SuppressWarnings("unused") L2Character attacker, @SuppressWarnings("unused") 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 final int calcMAtkSpd(L2Character attacker, @SuppressWarnings("unused") L2Character target, L2Skill skill, double skillTime) { if (skill.isMagic()) return (int) (skillTime * 333 / attacker.getMAtkSpd()); return (int) (skillTime * 333 / attacker.getPAtkSpd()); } /** Calculate delay (in milliseconds) for skills cast */ public final int calcMAtkSpd(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 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 true if shield defence successful */ public boolean calcShldUse(L2Character attacker, L2Character target) { L2Weapon at_weapon = attacker.getActiveWeaponItem(); double shldRate = target.calcStat(Stats.SHIELD_RATE, 0, attacker, null) * DEXbonus[target.getDEX()]; if (shldRate == 0.0) return false; int degreeside = (int)target.calcStat(Stats.SHIELD_DEFENCE_ANGLE, 0, null, null) + 120; if (degreeside < 360 && (!target.isFacing(attacker, degreeside))) { return false; } // if attacker // if attacker use bow and target wear shield, shield block rate is multiplied by 1.3 (30%) if (at_weapon != null && at_weapon.getItemType() == L2WeaponType.BOW) shldRate *= 1.3; return shldRate > Rnd.get(100); } public boolean calcMagicAffected(L2Character actor, L2Character target, L2Skill skill) { // TODO: CHECK/FIX THIS FORMULA UP!! SkillType type = skill.getSkillType(); double defence = 0; if (skill.isActive() && skill.isOffensive()) defence = target.getMDef(actor, skill); double attack = 2 * actor.getMAtk(target, skill) * calcSkillVulnerability(target, skill); double d = (attack - defence)/(attack + defence); if (target.isRaid() && (type == SkillType.CONFUSION || type == SkillType.MUTE || type == SkillType.PARALYZE || type == SkillType.ROOT || type == SkillType.FEAR || type == SkillType.SLEEP || type == SkillType.STUN || type == SkillType.DEBUFF || type == SkillType.AGGDEBUFF)) { if ( d > 0 && Rnd.get(1000) == 1) return true; else return false; } d += 0.5 * Rnd.nextGaussian(); return d > 0; } public double calcSkillVulnerability(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; case FIRE: multiplier *= target.getTemplate().baseFireVuln; break; case WIND: multiplier *= target.getTemplate().baseWindVuln; break; case WATER: multiplier *= target.getTemplate().baseWaterVuln; break; case EARTH: multiplier *= target.getTemplate().baseEarthVuln; break; case HOLY: multiplier *= target.getTemplate().baseHolyVuln; break; case DARK: multiplier *= target.getTemplate().baseDarkVuln; break; } } // Next, calculate the elemental vulnerabilities switch (skill.getElement()) { case L2Skill.ELEMENT_EARTH: multiplier = target.calcStat(Stats.EARTH_VULN, multiplier, target, skill); break; case L2Skill.ELEMENT_FIRE: multiplier = target.calcStat(Stats.FIRE_VULN, multiplier, target, skill); break; case L2Skill.ELEMENT_WATER: multiplier = target.calcStat(Stats.WATER_VULN, multiplier, target, skill); break; case L2Skill.ELEMENT_WIND: multiplier = target.calcStat(Stats.WIND_VULN, multiplier, target, skill); break; case L2Skill.ELEMENT_HOLY: multiplier = target.calcStat(Stats.HOLY_VULN, multiplier, target, skill); break; case L2Skill.ELEMENT_DARK: multiplier = target.calcStat(Stats.DARK_VULN, multiplier, target, skill); break; } // Finally, calculate skilltype vulnerabilities SkillType type = skill.getSkillType(); // For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...) if (type != null && (type == SkillType.PDAM || type == SkillType.MDAM)) type = skill.getEffectType(); 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(Stats.SLEEP_VULN, multiplier, target, null); break; case MUTE: case FEAR: case BETRAY: case AGGREDUCE_CHAR: multiplier = target.calcStat(Stats.DERANGEMENT_VULN, multiplier, target, null); break; case CONFUSION: multiplier = target.calcStat(Stats.CONFUSION_VULN, multiplier, target, null); break; case DEBUFF: case WEAKNESS: multiplier = target.calcStat(Stats.DEBUFF_VULN, multiplier, target, null); break; default: ; } } } return multiplier; } public double calcSkillStatModifier(SkillType type, L2Character target) { double multiplier = 1; if (type == null) return multiplier; switch (type) { case STUN: case BLEED: multiplier = 2 - Math.sqrt(CONbonus[target.getCON()]); break; case POISON: case SLEEP: case DEBUFF: case WEAKNESS: case ERASE: case ROOT: case MUTE: case FEAR: case BETRAY: case CONFUSION: case AGGREDUCE_CHAR: case PARALYZE: multiplier = 2 - Math.sqrt(MENbonus[target.getMEN()]); break; default: return multiplier; } if (multiplier < 0) multiplier = 0; return multiplier; } public boolean calcSkillSuccess(L2Character attacker, L2Character target, L2Skill skill, boolean ss, boolean sps, boolean bss) { SkillType type = skill.getSkillType(); if (target.isRaid() && (type == SkillType.CONFUSION || type == SkillType.MUTE || type == SkillType.PARALYZE || type == SkillType.ROOT || type == SkillType.FEAR || type == SkillType.SLEEP || type == SkillType.STUN || type == SkillType.DEBUFF || type == SkillType.AGGDEBUFF)) return false; // these skills should not work on RaidBoss int value = (int) skill.getPower(); int lvlDepend = skill.getLevelDepend(); if (type == SkillType.PDAM || type == SkillType.MDAM) // For additional effects on PDAM skills (like STUN, SHOCK,...) { value = skill.getEffectPower(); type = skill.getEffectType(); } // TODO: Temporary fix for skills with EffectPower = 0 or EffectType not set if (value == 0 || type == null) { if (skill.getSkillType() == SkillType.PDAM) { value = 50; type = SkillType.STUN; } if (skill.getSkillType() == SkillType.MDAM) { value = 30; type = SkillType.PARALYZE; } } // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set if (value == 0) value = (type == SkillType.PARALYZE) ? 50 : (type == SkillType.FEAR)? 40 : 80; if (lvlDepend == 0) lvlDepend = (type == SkillType.PARALYZE || type == SkillType.FEAR) ? 1 : 2; // TODO: Temporary fix for NPC skills with MagicLevel not set // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend; int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()) - target.getLevel()) * lvlDepend; double statmodifier = calcSkillStatModifier(type, target); double resmodifier = calcSkillVulnerability(target, skill); int ssmodifier = 100; if (bss) ssmodifier = 200; else if (sps) ssmodifier = 150; else if (ss) ssmodifier = 150; int rate = (int) ((value * statmodifier + lvlmodifier) * resmodifier); if (skill.isMagic()) rate = (int) (rate * Math.pow((double) attacker.getMAtk(target, skill) / target.getMDef(attacker, skill), 0.2)); if (rate > 99) rate = 99; else if (rate < 1) rate = 1; if (ssmodifier != 100) { if (rate > 10000 / (100 + ssmodifier)) rate = 100 - (100 - rate) * 100 / ssmodifier; else rate = rate * ssmodifier / 100; } if (Config.DEVELOPER) _log.info(skill.getName() + ": " + value + ", " + statmodifier + ", " + lvlmodifier + ", " + resmodifier + ", " + ((int) (Math.pow((double) attacker.getMAtk(target, skill) / target.getMDef(attacker, skill), 0.2) * 100) - 100) + ", " + ssmodifier + " ==> " + rate); return (Rnd.get(100) < rate); } public boolean calcMagicSuccess(L2Character attacker, L2Character target, L2Skill skill) { double lvlDifference = (target.getLevel() - (skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel())); int rate = Math.round((float)(Math.pow(1.3, lvlDifference) * 100)); return (Rnd.get(10000) > rate); } public boolean calculateUnlockChance(L2Skill skill) { int level = skill.getLevel(); int chance = 0; switch (level) { case 1: chance = 30; break; case 2: chance = 50; break; case 3: chance = 75; break; case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 14: chance = 100; break; } if (Rnd.get(120) > chance) return false; return true; } public double calcManaDam(L2Character attacker, L2Character target, L2Skill skill, boolean ss, boolean bss) { //Mana Burnt = (SQR(M.Atk)*Power*(Target Max MP/97))/M.Def double mAtk = attacker.getMAtk(target, skill); double mDef = target.getMDef(attacker, skill); double mp = target.getMaxMp(); if (bss) mAtk *= 4; else if (ss) mAtk *= 2; double damage = (Math.sqrt(mAtk) * skill.getPower(attacker) * (mp/97)) / mDef; damage *= calcSkillVulnerability(target, skill); return damage; } public double calculateSkillResurrectRestorePercent(double baseRestorePercent, int casterWIT) { double restorePercent = baseRestorePercent; double modifier = WITbonus[casterWIT]; if(restorePercent != 100 && restorePercent != 0) { restorePercent = baseRestorePercent * modifier; if(restorePercent - baseRestorePercent > 20.0) restorePercent = baseRestorePercent + 20.0; } if(restorePercent > 100) restorePercent = 100; if(restorePercent < baseRestorePercent) restorePercent = baseRestorePercent; return restorePercent; } public double getSTRBonus(L2Character activeChar) { return STRbonus[activeChar.getSTR()]; } }