Formulas.java 88 KB

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  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package com.l2jserver.gameserver.skills;
  16. import java.util.logging.Logger;
  17. import com.l2jserver.Config;
  18. import com.l2jserver.gameserver.SevenSigns;
  19. import com.l2jserver.gameserver.SevenSignsFestival;
  20. import com.l2jserver.gameserver.instancemanager.CastleManager;
  21. import com.l2jserver.gameserver.instancemanager.ClanHallManager;
  22. import com.l2jserver.gameserver.instancemanager.FortManager;
  23. import com.l2jserver.gameserver.instancemanager.SiegeManager;
  24. import com.l2jserver.gameserver.instancemanager.ZoneManager;
  25. import com.l2jserver.gameserver.model.L2ItemInstance;
  26. import com.l2jserver.gameserver.model.L2SiegeClan;
  27. import com.l2jserver.gameserver.model.L2Skill;
  28. import com.l2jserver.gameserver.model.actor.L2Attackable;
  29. import com.l2jserver.gameserver.model.actor.L2Character;
  30. import com.l2jserver.gameserver.model.actor.L2Npc;
  31. import com.l2jserver.gameserver.model.actor.L2Playable;
  32. import com.l2jserver.gameserver.model.actor.L2Summon;
  33. import com.l2jserver.gameserver.model.actor.instance.L2CubicInstance;
  34. import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
  35. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  36. import com.l2jserver.gameserver.model.actor.instance.L2PetInstance;
  37. import com.l2jserver.gameserver.model.base.PlayerState;
  38. import com.l2jserver.gameserver.model.entity.Castle;
  39. import com.l2jserver.gameserver.model.entity.ClanHall;
  40. import com.l2jserver.gameserver.model.entity.Fort;
  41. import com.l2jserver.gameserver.model.entity.Siege;
  42. import com.l2jserver.gameserver.model.itemcontainer.Inventory;
  43. import com.l2jserver.gameserver.model.zone.L2ZoneType;
  44. import com.l2jserver.gameserver.model.zone.type.L2CastleZone;
  45. import com.l2jserver.gameserver.model.zone.type.L2ClanHallZone;
  46. import com.l2jserver.gameserver.model.zone.type.L2FortZone;
  47. import com.l2jserver.gameserver.model.zone.type.L2MotherTreeZone;
  48. import com.l2jserver.gameserver.network.SystemMessageId;
  49. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  50. import com.l2jserver.gameserver.skills.conditions.ConditionPlayerState;
  51. import com.l2jserver.gameserver.skills.conditions.ConditionUsingItemType;
  52. import com.l2jserver.gameserver.skills.funcs.Func;
  53. import com.l2jserver.gameserver.templates.chars.L2PcTemplate;
  54. import com.l2jserver.gameserver.templates.effects.EffectTemplate;
  55. import com.l2jserver.gameserver.templates.item.L2Item;
  56. import com.l2jserver.gameserver.templates.item.L2Weapon;
  57. import com.l2jserver.gameserver.templates.item.L2WeaponType;
  58. import com.l2jserver.gameserver.templates.skills.L2SkillType;
  59. import com.l2jserver.gameserver.util.Util;
  60. import com.l2jserver.util.Rnd;
  61. /**
  62. * Global calculations, can be modified by server admins
  63. */
  64. public final class Formulas
  65. {
  66. // level difference reductions
  67. private static final int MAGIC_FAIL_RATE = 3;
  68. private static final double DAMAGE_REDUCTION = 0.66;
  69. /** Regen Task period */
  70. protected static final Logger _log = Logger.getLogger(L2Character.class.getName());
  71. private static final int HP_REGENERATE_PERIOD = 3000; // 3 secs
  72. public static final byte SHIELD_DEFENSE_FAILED = 0; // no shield defense
  73. public static final byte SHIELD_DEFENSE_SUCCEED = 1; // normal shield defense
  74. public static final byte SHIELD_DEFENSE_PERFECT_BLOCK = 2; // perfect block
  75. public static final byte SKILL_REFLECT_FAILED = 0; // no reflect
  76. public static final byte SKILL_REFLECT_SUCCEED = 1; // normal reflect, some damage reflected some other not
  77. public static final byte SKILL_REFLECT_VENGEANCE = 2; // 100% of the damage affect both
  78. private static final byte MELEE_ATTACK_RANGE = 40;
  79. public static final int MAX_STAT_VALUE = 100;
  80. private static final double[] STRCompute = new double[]{1.036, 34.845}; //{1.016, 28.515}; for C1
  81. private static final double[] INTCompute = new double[]{1.020, 31.375}; //{1.020, 31.375}; for C1
  82. private static final double[] DEXCompute = new double[]{1.009, 19.360}; //{1.009, 19.360}; for C1
  83. private static final double[] WITCompute = new double[]{1.050, 20.000}; //{1.050, 20.000}; for C1
  84. private static final double[] CONCompute = new double[]{1.030, 27.632}; //{1.015, 12.488}; for C1
  85. private static final double[] MENCompute = new double[]{1.010, -0.060}; //{1.010, -0.060}; for C1
  86. protected static final double[] WITbonus = new double[MAX_STAT_VALUE];
  87. protected static final double[] MENbonus = new double[MAX_STAT_VALUE];
  88. protected static final double[] INTbonus = new double[MAX_STAT_VALUE];
  89. protected static final double[] STRbonus = new double[MAX_STAT_VALUE];
  90. protected static final double[] DEXbonus = new double[MAX_STAT_VALUE];
  91. protected static final double[] CONbonus = new double[MAX_STAT_VALUE];
  92. // These values are 100% matching retail tables, no need to change and no need add
  93. // calculation into the stat bonus when accessing (not efficient),
  94. // better to have everything precalculated and use values directly (saves CPU)
  95. static
  96. {
  97. for (int i = 0; i < STRbonus.length; i++)
  98. STRbonus[i] = Math.floor(Math.pow(STRCompute[0], i - STRCompute[1]) * 100 + .5d) / 100;
  99. for (int i = 0; i < INTbonus.length; i++)
  100. INTbonus[i] = Math.floor(Math.pow(INTCompute[0], i - INTCompute[1]) * 100 + .5d) / 100;
  101. for (int i = 0; i < DEXbonus.length; i++)
  102. DEXbonus[i] = Math.floor(Math.pow(DEXCompute[0], i - DEXCompute[1]) * 100 + .5d) / 100;
  103. for (int i = 0; i < WITbonus.length; i++)
  104. WITbonus[i] = Math.floor(Math.pow(WITCompute[0], i - WITCompute[1]) * 100 + .5d) / 100;
  105. for (int i = 0; i < CONbonus.length; i++)
  106. CONbonus[i] = Math.floor(Math.pow(CONCompute[0], i - CONCompute[1]) * 100 + .5d) / 100;
  107. for (int i = 0; i < MENbonus.length; i++)
  108. MENbonus[i] = Math.floor(Math.pow(MENCompute[0], i - MENCompute[1]) * 100 + .5d) / 100;
  109. }
  110. static class FuncAddLevel3 extends Func
  111. {
  112. static final FuncAddLevel3[] _instancies = new FuncAddLevel3[Stats.NUM_STATS];
  113. static Func getInstance(Stats stat)
  114. {
  115. int pos = stat.ordinal();
  116. if (_instancies[pos] == null) _instancies[pos] = new FuncAddLevel3(stat);
  117. return _instancies[pos];
  118. }
  119. private FuncAddLevel3(Stats pStat)
  120. {
  121. super(pStat, 0x10, null);
  122. }
  123. @Override
  124. public void calc(Env env)
  125. {
  126. env.value += env.player.getLevel() / 3.0;
  127. }
  128. }
  129. static class FuncMultLevelMod extends Func
  130. {
  131. static final FuncMultLevelMod[] _instancies = new FuncMultLevelMod[Stats.NUM_STATS];
  132. static Func getInstance(Stats stat)
  133. {
  134. int pos = stat.ordinal();
  135. if (_instancies[pos] == null) _instancies[pos] = new FuncMultLevelMod(stat);
  136. return _instancies[pos];
  137. }
  138. private FuncMultLevelMod(Stats pStat)
  139. {
  140. super(pStat, 0x20, null);
  141. }
  142. @Override
  143. public void calc(Env env)
  144. {
  145. env.value *= env.player.getLevelMod();
  146. }
  147. }
  148. static class FuncMultRegenResting extends Func
  149. {
  150. static final FuncMultRegenResting[] _instancies = new FuncMultRegenResting[Stats.NUM_STATS];
  151. /**
  152. * Return the Func object corresponding to the state concerned.<BR><BR>
  153. */
  154. static Func getInstance(Stats stat)
  155. {
  156. int pos = stat.ordinal();
  157. if (_instancies[pos] == null) _instancies[pos] = new FuncMultRegenResting(stat);
  158. return _instancies[pos];
  159. }
  160. /**
  161. * Constructor of the FuncMultRegenResting.<BR><BR>
  162. */
  163. private FuncMultRegenResting(Stats pStat)
  164. {
  165. super(pStat, 0x20, null);
  166. setCondition(new ConditionPlayerState(PlayerState.RESTING, true));
  167. }
  168. /**
  169. * Calculate the modifier of the state concerned.<BR><BR>
  170. */
  171. @Override
  172. public void calc(Env env)
  173. {
  174. if (!cond.test(env)) return;
  175. env.value *= 1.45;
  176. }
  177. }
  178. static class FuncPAtkMod extends Func
  179. {
  180. static final FuncPAtkMod _fpa_instance = new FuncPAtkMod();
  181. static Func getInstance()
  182. {
  183. return _fpa_instance;
  184. }
  185. private FuncPAtkMod()
  186. {
  187. super(Stats.POWER_ATTACK, 0x30, null);
  188. }
  189. @Override
  190. public void calc(Env env)
  191. {
  192. env.value *= STRbonus[env.player.getSTR()] * env.player.getLevelMod();
  193. }
  194. }
  195. static class FuncMAtkMod extends Func
  196. {
  197. static final FuncMAtkMod _fma_instance = new FuncMAtkMod();
  198. static Func getInstance()
  199. {
  200. return _fma_instance;
  201. }
  202. private FuncMAtkMod()
  203. {
  204. super(Stats.MAGIC_ATTACK, 0x20, null);
  205. }
  206. @Override
  207. public void calc(Env env)
  208. {
  209. double intb = INTbonus[env.player.getINT()];
  210. double lvlb = env.player.getLevelMod();
  211. env.value *= (lvlb * lvlb) * (intb * intb);
  212. }
  213. }
  214. static class FuncMDefMod extends Func
  215. {
  216. static final FuncMDefMod _fmm_instance = new FuncMDefMod();
  217. static Func getInstance()
  218. {
  219. return _fmm_instance;
  220. }
  221. private FuncMDefMod()
  222. {
  223. super(Stats.MAGIC_DEFENCE, 0x20, null);
  224. }
  225. @Override
  226. public void calc(Env env)
  227. {
  228. if (env.player instanceof L2PcInstance)
  229. {
  230. L2PcInstance p = (L2PcInstance) env.player;
  231. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LFINGER) != null)
  232. env.value -= 5;
  233. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RFINGER) != null)
  234. env.value -= 5;
  235. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEAR) != null)
  236. env.value -= 9;
  237. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_REAR) != null)
  238. env.value -= 9;
  239. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_NECK) != null)
  240. env.value -= 13;
  241. }
  242. env.value *= MENbonus[env.player.getMEN()] * env.player.getLevelMod();
  243. }
  244. }
  245. static class FuncPDefMod extends Func
  246. {
  247. static final FuncPDefMod _fmm_instance = new FuncPDefMod();
  248. static Func getInstance()
  249. {
  250. return _fmm_instance;
  251. }
  252. private FuncPDefMod()
  253. {
  254. super(Stats.POWER_DEFENCE, 0x20, null);
  255. }
  256. @Override
  257. public void calc(Env env)
  258. {
  259. if (env.player instanceof L2PcInstance)
  260. {
  261. L2PcInstance p = (L2PcInstance) env.player;
  262. boolean hasMagePDef = (p.getClassId().isMage() || p.getClassId().getId() == 0x31); // orc mystics are a special case
  263. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD) != null)
  264. env.value -= 12;
  265. L2ItemInstance chest = p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST);
  266. if (chest != null)
  267. env.value -= hasMagePDef ? 15 : 31;
  268. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS) != null || (chest != null && chest.getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR))
  269. env.value -= hasMagePDef ? 8 : 18;
  270. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES) != null)
  271. env.value -= 8;
  272. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET) != null)
  273. env.value -= 7;
  274. }
  275. env.value *= env.player.getLevelMod();
  276. }
  277. }
  278. static class FuncGatesPDefMod extends Func
  279. {
  280. static final FuncGatesPDefMod _fmm_instance = new FuncGatesPDefMod();
  281. static Func getInstance()
  282. {
  283. return _fmm_instance;
  284. }
  285. private FuncGatesPDefMod()
  286. {
  287. super(Stats.POWER_DEFENCE, 0x20, null);
  288. }
  289. @Override
  290. public void calc(Env env)
  291. {
  292. if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
  293. env.value *= Config.ALT_SIEGE_DAWN_GATES_PDEF_MULT;
  294. else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
  295. env.value *= Config.ALT_SIEGE_DUSK_GATES_PDEF_MULT;
  296. }
  297. }
  298. static class FuncGatesMDefMod extends Func
  299. {
  300. static final FuncGatesMDefMod _fmm_instance = new FuncGatesMDefMod();
  301. static Func getInstance()
  302. {
  303. return _fmm_instance;
  304. }
  305. private FuncGatesMDefMod()
  306. {
  307. super(Stats.MAGIC_DEFENCE, 0x20, null);
  308. }
  309. @Override
  310. public void calc(Env env)
  311. {
  312. if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
  313. env.value *= Config.ALT_SIEGE_DAWN_GATES_MDEF_MULT;
  314. else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
  315. env.value *= Config.ALT_SIEGE_DUSK_GATES_MDEF_MULT;
  316. }
  317. }
  318. static class FuncBowAtkRange extends Func
  319. {
  320. private static final FuncBowAtkRange _fbar_instance = new FuncBowAtkRange();
  321. static Func getInstance()
  322. {
  323. return _fbar_instance;
  324. }
  325. private FuncBowAtkRange()
  326. {
  327. super(Stats.POWER_ATTACK_RANGE, 0x10, null);
  328. setCondition(new ConditionUsingItemType(L2WeaponType.BOW.mask()));
  329. }
  330. @Override
  331. public void calc(Env env)
  332. {
  333. if (!cond.test(env))
  334. return;
  335. // default is 40 and with bow should be 500
  336. env.value += 460;
  337. }
  338. }
  339. static class FuncCrossBowAtkRange extends Func
  340. {
  341. private static final FuncCrossBowAtkRange _fcb_instance = new FuncCrossBowAtkRange();
  342. static Func getInstance()
  343. {
  344. return _fcb_instance;
  345. }
  346. private FuncCrossBowAtkRange()
  347. {
  348. super(Stats.POWER_ATTACK_RANGE, 0x10, null);
  349. setCondition(new ConditionUsingItemType(L2WeaponType.CROSSBOW.mask()));
  350. }
  351. @Override
  352. public void calc(Env env)
  353. {
  354. if (!cond.test(env))
  355. return;
  356. // default is 40 and with crossbow should be 400
  357. env.value += 360;
  358. }
  359. }
  360. static class FuncAtkAccuracy extends Func
  361. {
  362. static final FuncAtkAccuracy _faa_instance = new FuncAtkAccuracy();
  363. static Func getInstance()
  364. {
  365. return _faa_instance;
  366. }
  367. private FuncAtkAccuracy()
  368. {
  369. super(Stats.ACCURACY_COMBAT, 0x10, null);
  370. }
  371. @Override
  372. public void calc(Env env)
  373. {
  374. L2Character p = env.player;
  375. //[Square(DEX)]*6 + lvl + weapon hitbonus;
  376. env.value += Math.sqrt(p.getDEX()) * 6;
  377. env.value += p.getLevel();
  378. if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
  379. if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
  380. if( p instanceof L2Summon) env.value += (p.getLevel() < 60) ? 4 : 5;
  381. }
  382. }
  383. static class FuncAtkEvasion extends Func
  384. {
  385. static final FuncAtkEvasion _fae_instance = new FuncAtkEvasion();
  386. static Func getInstance()
  387. {
  388. return _fae_instance;
  389. }
  390. private FuncAtkEvasion()
  391. {
  392. super(Stats.EVASION_RATE, 0x10, null);
  393. }
  394. @Override
  395. public void calc(Env env)
  396. {
  397. L2Character p = env.player;
  398. //[Square(DEX)]*6 + lvl;
  399. env.value += Math.sqrt(p.getDEX()) * 6;
  400. env.value += p.getLevel();
  401. if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
  402. if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
  403. }
  404. }
  405. static class FuncAtkCritical extends Func
  406. {
  407. static final FuncAtkCritical _fac_instance = new FuncAtkCritical();
  408. static Func getInstance()
  409. {
  410. return _fac_instance;
  411. }
  412. private FuncAtkCritical()
  413. {
  414. super(Stats.CRITICAL_RATE, 0x09, null);
  415. }
  416. @Override
  417. public void calc(Env env)
  418. {
  419. L2Character p = env.player;
  420. if( p instanceof L2Summon) env.value = 40;
  421. else if (p instanceof L2PcInstance && p.getActiveWeaponInstance() == null) env.value = 40;
  422. else
  423. {
  424. env.value *= DEXbonus[p.getDEX()];
  425. env.value *= 10;
  426. }
  427. env.baseValue = env.value;
  428. }
  429. }
  430. static class FuncMAtkCritical extends Func
  431. {
  432. static final FuncMAtkCritical _fac_instance = new FuncMAtkCritical();
  433. static Func getInstance()
  434. {
  435. return _fac_instance;
  436. }
  437. private FuncMAtkCritical()
  438. {
  439. super(Stats.MCRITICAL_RATE, 0x30, null);
  440. }
  441. @Override
  442. public void calc(Env env)
  443. {
  444. L2Character p = env.player;
  445. if(p instanceof L2Summon)
  446. env.value = 8; // TODO: needs retail value
  447. else if (p instanceof L2PcInstance && p.getActiveWeaponInstance() != null)
  448. env.value *= WITbonus[p.getWIT()];
  449. }
  450. }
  451. static class FuncMoveSpeed extends Func
  452. {
  453. static final FuncMoveSpeed _fms_instance = new FuncMoveSpeed();
  454. static Func getInstance()
  455. {
  456. return _fms_instance;
  457. }
  458. private FuncMoveSpeed()
  459. {
  460. super(Stats.RUN_SPEED, 0x30, null);
  461. }
  462. @Override
  463. public void calc(Env env)
  464. {
  465. L2PcInstance p = (L2PcInstance) env.player;
  466. env.value *= DEXbonus[p.getDEX()];
  467. }
  468. }
  469. static class FuncPAtkSpeed extends Func
  470. {
  471. static final FuncPAtkSpeed _fas_instance = new FuncPAtkSpeed();
  472. static Func getInstance()
  473. {
  474. return _fas_instance;
  475. }
  476. private FuncPAtkSpeed()
  477. {
  478. super(Stats.POWER_ATTACK_SPEED, 0x20, null);
  479. }
  480. @Override
  481. public void calc(Env env)
  482. {
  483. L2PcInstance p = (L2PcInstance) env.player;
  484. env.value *= DEXbonus[p.getDEX()];
  485. }
  486. }
  487. static class FuncMAtkSpeed extends Func
  488. {
  489. static final FuncMAtkSpeed _fas_instance = new FuncMAtkSpeed();
  490. static Func getInstance()
  491. {
  492. return _fas_instance;
  493. }
  494. private FuncMAtkSpeed()
  495. {
  496. super(Stats.MAGIC_ATTACK_SPEED, 0x20, null);
  497. }
  498. @Override
  499. public void calc(Env env)
  500. {
  501. L2PcInstance p = (L2PcInstance) env.player;
  502. env.value *= WITbonus[p.getWIT()];
  503. }
  504. }
  505. static class FuncHennaSTR extends Func
  506. {
  507. static final FuncHennaSTR _fh_instance = new FuncHennaSTR();
  508. static Func getInstance()
  509. {
  510. return _fh_instance;
  511. }
  512. private FuncHennaSTR()
  513. {
  514. super(Stats.STAT_STR, 0x10, null);
  515. }
  516. @Override
  517. public void calc(Env env)
  518. {
  519. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  520. L2PcInstance pc = (L2PcInstance) env.player;
  521. if (pc != null) env.value += pc.getHennaStatSTR();
  522. }
  523. }
  524. static class FuncHennaDEX extends Func
  525. {
  526. static final FuncHennaDEX _fh_instance = new FuncHennaDEX();
  527. static Func getInstance()
  528. {
  529. return _fh_instance;
  530. }
  531. private FuncHennaDEX()
  532. {
  533. super(Stats.STAT_DEX, 0x10, null);
  534. }
  535. @Override
  536. public void calc(Env env)
  537. {
  538. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  539. L2PcInstance pc = (L2PcInstance) env.player;
  540. if (pc != null) env.value += pc.getHennaStatDEX();
  541. }
  542. }
  543. static class FuncHennaINT extends Func
  544. {
  545. static final FuncHennaINT _fh_instance = new FuncHennaINT();
  546. static Func getInstance()
  547. {
  548. return _fh_instance;
  549. }
  550. private FuncHennaINT()
  551. {
  552. super(Stats.STAT_INT, 0x10, null);
  553. }
  554. @Override
  555. public void calc(Env env)
  556. {
  557. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  558. L2PcInstance pc = (L2PcInstance) env.player;
  559. if (pc != null) env.value += pc.getHennaStatINT();
  560. }
  561. }
  562. static class FuncHennaMEN extends Func
  563. {
  564. static final FuncHennaMEN _fh_instance = new FuncHennaMEN();
  565. static Func getInstance()
  566. {
  567. return _fh_instance;
  568. }
  569. private FuncHennaMEN()
  570. {
  571. super(Stats.STAT_MEN, 0x10, null);
  572. }
  573. @Override
  574. public void calc(Env env)
  575. {
  576. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  577. L2PcInstance pc = (L2PcInstance) env.player;
  578. if (pc != null) env.value += pc.getHennaStatMEN();
  579. }
  580. }
  581. static class FuncHennaCON extends Func
  582. {
  583. static final FuncHennaCON _fh_instance = new FuncHennaCON();
  584. static Func getInstance()
  585. {
  586. return _fh_instance;
  587. }
  588. private FuncHennaCON()
  589. {
  590. super(Stats.STAT_CON, 0x10, null);
  591. }
  592. @Override
  593. public void calc(Env env)
  594. {
  595. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  596. L2PcInstance pc = (L2PcInstance) env.player;
  597. if (pc != null) env.value += pc.getHennaStatCON();
  598. }
  599. }
  600. static class FuncHennaWIT extends Func
  601. {
  602. static final FuncHennaWIT _fh_instance = new FuncHennaWIT();
  603. static Func getInstance()
  604. {
  605. return _fh_instance;
  606. }
  607. private FuncHennaWIT()
  608. {
  609. super(Stats.STAT_WIT, 0x10, null);
  610. }
  611. @Override
  612. public void calc(Env env)
  613. {
  614. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  615. L2PcInstance pc = (L2PcInstance) env.player;
  616. if (pc != null) env.value += pc.getHennaStatWIT();
  617. }
  618. }
  619. static class FuncMaxHpAdd extends Func
  620. {
  621. static final FuncMaxHpAdd _fmha_instance = new FuncMaxHpAdd();
  622. static Func getInstance()
  623. {
  624. return _fmha_instance;
  625. }
  626. private FuncMaxHpAdd()
  627. {
  628. super(Stats.MAX_HP, 0x10, null);
  629. }
  630. @Override
  631. public void calc(Env env)
  632. {
  633. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  634. int lvl = env.player.getLevel() - t.classBaseLevel;
  635. double hpmod = t.lvlHpMod * lvl;
  636. double hpmax = (t.lvlHpAdd + hpmod) * lvl;
  637. double hpmin = (t.lvlHpAdd * lvl) + hpmod;
  638. env.value += (hpmax + hpmin) / 2;
  639. }
  640. }
  641. static class FuncMaxHpMul extends Func
  642. {
  643. static final FuncMaxHpMul _fmhm_instance = new FuncMaxHpMul();
  644. static Func getInstance()
  645. {
  646. return _fmhm_instance;
  647. }
  648. private FuncMaxHpMul()
  649. {
  650. super(Stats.MAX_HP, 0x20, null);
  651. }
  652. @Override
  653. public void calc(Env env)
  654. {
  655. L2PcInstance p = (L2PcInstance) env.player;
  656. env.value *= CONbonus[p.getCON()];
  657. }
  658. }
  659. static class FuncMaxCpAdd extends Func
  660. {
  661. static final FuncMaxCpAdd _fmca_instance = new FuncMaxCpAdd();
  662. static Func getInstance()
  663. {
  664. return _fmca_instance;
  665. }
  666. private FuncMaxCpAdd()
  667. {
  668. super(Stats.MAX_CP, 0x10, null);
  669. }
  670. @Override
  671. public void calc(Env env)
  672. {
  673. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  674. int lvl = env.player.getLevel() - t.classBaseLevel;
  675. double cpmod = t.lvlCpMod * lvl;
  676. double cpmax = (t.lvlCpAdd + cpmod) * lvl;
  677. double cpmin = (t.lvlCpAdd * lvl) + cpmod;
  678. env.value += (cpmax + cpmin) / 2;
  679. }
  680. }
  681. static class FuncMaxCpMul extends Func
  682. {
  683. static final FuncMaxCpMul _fmcm_instance = new FuncMaxCpMul();
  684. static Func getInstance()
  685. {
  686. return _fmcm_instance;
  687. }
  688. private FuncMaxCpMul()
  689. {
  690. super(Stats.MAX_CP, 0x20, null);
  691. }
  692. @Override
  693. public void calc(Env env)
  694. {
  695. L2PcInstance p = (L2PcInstance) env.player;
  696. env.value *= CONbonus[p.getCON()];
  697. }
  698. }
  699. static class FuncMaxMpAdd extends Func
  700. {
  701. static final FuncMaxMpAdd _fmma_instance = new FuncMaxMpAdd();
  702. static Func getInstance()
  703. {
  704. return _fmma_instance;
  705. }
  706. private FuncMaxMpAdd()
  707. {
  708. super(Stats.MAX_MP, 0x10, null);
  709. }
  710. @Override
  711. public void calc(Env env)
  712. {
  713. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  714. int lvl = env.player.getLevel() - t.classBaseLevel;
  715. double mpmod = t.lvlMpMod * lvl;
  716. double mpmax = (t.lvlMpAdd + mpmod) * lvl;
  717. double mpmin = (t.lvlMpAdd * lvl) + mpmod;
  718. env.value += (mpmax + mpmin) / 2;
  719. }
  720. }
  721. static class FuncMaxMpMul extends Func
  722. {
  723. static final FuncMaxMpMul _fmmm_instance = new FuncMaxMpMul();
  724. static Func getInstance()
  725. {
  726. return _fmmm_instance;
  727. }
  728. private FuncMaxMpMul()
  729. {
  730. super(Stats.MAX_MP, 0x20, null);
  731. }
  732. @Override
  733. public void calc(Env env)
  734. {
  735. L2PcInstance p = (L2PcInstance) env.player;
  736. env.value *= MENbonus[p.getMEN()];
  737. }
  738. }
  739. /**
  740. * Return the period between 2 regenerations task (3s for L2Character, 5 min for L2DoorInstance).<BR><BR>
  741. */
  742. public static int getRegeneratePeriod(L2Character cha)
  743. {
  744. if (cha instanceof L2DoorInstance) return HP_REGENERATE_PERIOD * 100; // 5 mins
  745. return HP_REGENERATE_PERIOD; // 3s
  746. }
  747. /**
  748. * Return the standard NPC Calculator set containing ACCURACY_COMBAT and EVASION_RATE.<BR><BR>
  749. *
  750. * <B><U> Concept</U> :</B><BR><BR>
  751. * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
  752. * In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
  753. *
  754. * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
  755. *
  756. * To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called <B>NPC_STD_CALCULATOR</B>.<BR><BR>
  757. *
  758. */
  759. public static Calculator[] getStdNPCCalculators()
  760. {
  761. Calculator[] std = new Calculator[Stats.NUM_STATS];
  762. // Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
  763. std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
  764. std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());
  765. // Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
  766. std[Stats.EVASION_RATE.ordinal()] = new Calculator();
  767. std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
  768. return std;
  769. }
  770. public static Calculator[] getStdDoorCalculators()
  771. {
  772. Calculator[] std = new Calculator[Stats.NUM_STATS];
  773. // Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
  774. std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
  775. std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());
  776. // Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
  777. std[Stats.EVASION_RATE.ordinal()] = new Calculator();
  778. std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
  779. //SevenSigns PDEF Modifier
  780. std[Stats.POWER_DEFENCE.ordinal()].addFunc(FuncGatesPDefMod.getInstance());
  781. //SevenSigns MDEF Modifier
  782. std[Stats.MAGIC_DEFENCE.ordinal()].addFunc(FuncGatesMDefMod.getInstance());
  783. return std;
  784. }
  785. /**
  786. * Add basics Func objects to L2PcInstance and L2Summon.<BR><BR>
  787. *
  788. * <B><U> Concept</U> :</B><BR><BR>
  789. * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
  790. * In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
  791. *
  792. * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
  793. *
  794. * @param cha L2PcInstance or L2Summon that must obtain basic Func objects
  795. */
  796. public static void addFuncsToNewCharacter(L2Character cha)
  797. {
  798. if (cha instanceof L2PcInstance)
  799. {
  800. cha.addStatFunc(FuncMaxHpAdd.getInstance());
  801. cha.addStatFunc(FuncMaxHpMul.getInstance());
  802. cha.addStatFunc(FuncMaxCpAdd.getInstance());
  803. cha.addStatFunc(FuncMaxCpMul.getInstance());
  804. cha.addStatFunc(FuncMaxMpAdd.getInstance());
  805. cha.addStatFunc(FuncMaxMpMul.getInstance());
  806. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
  807. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_CP_RATE));
  808. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
  809. cha.addStatFunc(FuncBowAtkRange.getInstance());
  810. cha.addStatFunc(FuncCrossBowAtkRange.getInstance());
  811. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_ATTACK));
  812. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_DEFENCE));
  813. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.MAGIC_DEFENCE));
  814. cha.addStatFunc(FuncPAtkMod.getInstance());
  815. cha.addStatFunc(FuncMAtkMod.getInstance());
  816. cha.addStatFunc(FuncPDefMod.getInstance());
  817. cha.addStatFunc(FuncMDefMod.getInstance());
  818. cha.addStatFunc(FuncAtkCritical.getInstance());
  819. cha.addStatFunc(FuncMAtkCritical.getInstance());
  820. cha.addStatFunc(FuncAtkAccuracy.getInstance());
  821. cha.addStatFunc(FuncAtkEvasion.getInstance());
  822. cha.addStatFunc(FuncPAtkSpeed.getInstance());
  823. cha.addStatFunc(FuncMAtkSpeed.getInstance());
  824. cha.addStatFunc(FuncMoveSpeed.getInstance());
  825. cha.addStatFunc(FuncHennaSTR.getInstance());
  826. cha.addStatFunc(FuncHennaDEX.getInstance());
  827. cha.addStatFunc(FuncHennaINT.getInstance());
  828. cha.addStatFunc(FuncHennaMEN.getInstance());
  829. cha.addStatFunc(FuncHennaCON.getInstance());
  830. cha.addStatFunc(FuncHennaWIT.getInstance());
  831. }
  832. else if (cha instanceof L2PetInstance)
  833. {
  834. cha.addStatFunc(FuncPAtkMod.getInstance());
  835. cha.addStatFunc(FuncMAtkMod.getInstance());
  836. cha.addStatFunc(FuncPDefMod.getInstance());
  837. cha.addStatFunc(FuncMDefMod.getInstance());
  838. }
  839. else if (cha instanceof L2Summon)
  840. {
  841. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
  842. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
  843. cha.addStatFunc(FuncAtkCritical.getInstance());
  844. cha.addStatFunc(FuncMAtkCritical.getInstance());
  845. cha.addStatFunc(FuncAtkAccuracy.getInstance());
  846. cha.addStatFunc(FuncAtkEvasion.getInstance());
  847. }
  848. }
  849. /**
  850. * Calculate the HP regen rate (base + modifiers).<BR>
  851. * <BR>
  852. */
  853. public static final double calcHpRegen(L2Character cha)
  854. {
  855. double init = cha.getTemplate().baseHpReg;
  856. double hpRegenMultiplier = cha.isRaid() ? Config.RAID_HP_REGEN_MULTIPLIER : Config.HP_REGEN_MULTIPLIER;
  857. double hpRegenBonus = 0;
  858. if (Config.L2JMOD_CHAMPION_ENABLE && cha.isChampion())
  859. hpRegenMultiplier *= Config.L2JMOD_CHAMPION_HP_REGEN;
  860. if (cha instanceof L2PcInstance)
  861. {
  862. L2PcInstance player = (L2PcInstance) cha;
  863. // Calculate correct baseHpReg value for certain level of PC
  864. init += (player.getLevel() > 10) ? ((player.getLevel() - 1) / 10.0) : 0.5;
  865. // SevenSigns Festival modifier
  866. if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
  867. hpRegenMultiplier *= calcFestivalRegenModifier(player);
  868. else
  869. {
  870. double siegeModifier = calcSiegeRegenModifer(player);
  871. if (siegeModifier > 0)
  872. hpRegenMultiplier *= siegeModifier;
  873. }
  874. if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null && player.getClan().getHasHideout() > 0)
  875. {
  876. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2ClanHallZone.class);
  877. int posChIndex = zone == null ? -1 : ((L2ClanHallZone) zone).getClanHallId();
  878. int clanHallIndex = player.getClan().getHasHideout();
  879. if (clanHallIndex > 0 && clanHallIndex == posChIndex)
  880. {
  881. ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
  882. if (clansHall != null)
  883. if (clansHall.getFunction(ClanHall.FUNC_RESTORE_HP) != null)
  884. hpRegenMultiplier *= 1 + (double) clansHall.getFunction(ClanHall.FUNC_RESTORE_HP).getLvl() / 100;
  885. }
  886. }
  887. if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null && player.getClan().getHasCastle() > 0)
  888. {
  889. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2CastleZone.class);
  890. int posCastleIndex = zone == null ? -1 : ((L2CastleZone) zone).getCastleId();
  891. int castleIndex = player.getClan().getHasCastle();
  892. if (castleIndex > 0 && castleIndex == posCastleIndex)
  893. {
  894. Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
  895. if (castle != null)
  896. if (castle.getFunction(Castle.FUNC_RESTORE_HP) != null)
  897. hpRegenMultiplier *= 1 + (double) castle.getFunction(Castle.FUNC_RESTORE_HP).getLvl() / 100;
  898. }
  899. }
  900. if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null && player.getClan().getHasFort() > 0)
  901. {
  902. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2FortZone.class);
  903. int posFortIndex = zone == null ? -1 : ((L2FortZone) zone).getFortId();
  904. int fortIndex = player.getClan().getHasFort();
  905. if (fortIndex > 0 && fortIndex == posFortIndex)
  906. {
  907. Fort fort = FortManager.getInstance().getFortById(fortIndex);
  908. if (fort != null)
  909. if (fort.getFunction(Fort.FUNC_RESTORE_HP) != null)
  910. hpRegenMultiplier *= 1 + (double) fort.getFunction(Fort.FUNC_RESTORE_HP).getLvl() / 100;
  911. }
  912. }
  913. // Mother Tree effect is calculated at last
  914. if (player.isInsideZone(L2Character.ZONE_MOTHERTREE))
  915. {
  916. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2MotherTreeZone.class);
  917. int hpBonus = zone == null ? 0 : ((L2MotherTreeZone) zone).getHpRegenBonus();
  918. hpRegenBonus += hpBonus;
  919. }
  920. // Calculate Movement bonus
  921. if (player.isSitting())
  922. hpRegenMultiplier *= 1.5; // Sitting
  923. else if (!player.isMoving())
  924. hpRegenMultiplier *= 1.1; // Staying
  925. else if (player.isRunning())
  926. hpRegenMultiplier *= 0.7; // Running
  927. // Add CON bonus
  928. init *= cha.getLevelMod() * CONbonus[cha.getCON()];
  929. }
  930. else if (cha instanceof L2PetInstance)
  931. init = ((L2PetInstance) cha).getPetData().getPetRegenHP();
  932. if (init < 1)
  933. init = 1;
  934. return cha.calcStat(Stats.REGENERATE_HP_RATE, init, null, null) * hpRegenMultiplier + hpRegenBonus;
  935. }
  936. /**
  937. * Calculate the MP regen rate (base + modifiers).<BR><BR>
  938. */
  939. public static final double calcMpRegen(L2Character cha)
  940. {
  941. double init = cha.getTemplate().baseMpReg;
  942. double mpRegenMultiplier = cha.isRaid() ? Config.RAID_MP_REGEN_MULTIPLIER : Config.MP_REGEN_MULTIPLIER;
  943. double mpRegenBonus = 0;
  944. if (cha instanceof L2PcInstance)
  945. {
  946. L2PcInstance player = (L2PcInstance) cha;
  947. // Calculate correct baseMpReg value for certain level of PC
  948. init += 0.3 * ((player.getLevel() - 1) / 10.0);
  949. // SevenSigns Festival modifier
  950. if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
  951. mpRegenMultiplier *= calcFestivalRegenModifier(player);
  952. // Mother Tree effect is calculated at last'
  953. if (player.isInsideZone(L2Character.ZONE_MOTHERTREE))
  954. {
  955. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2MotherTreeZone.class);
  956. int mpBonus = zone == null ? 0 : ((L2MotherTreeZone) zone).getMpRegenBonus();
  957. mpRegenBonus += mpBonus;
  958. }
  959. if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null && player.getClan().getHasHideout() > 0)
  960. {
  961. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2ClanHallZone.class);
  962. int posChIndex = zone == null ? -1 : ((L2ClanHallZone) zone).getClanHallId();
  963. int clanHallIndex = player.getClan().getHasHideout();
  964. if (clanHallIndex > 0 && clanHallIndex == posChIndex)
  965. {
  966. ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
  967. if (clansHall != null)
  968. if (clansHall.getFunction(ClanHall.FUNC_RESTORE_MP) != null)
  969. mpRegenMultiplier *= 1 + (double) clansHall.getFunction(ClanHall.FUNC_RESTORE_MP).getLvl() / 100;
  970. }
  971. }
  972. if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null && player.getClan().getHasCastle() > 0)
  973. {
  974. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2CastleZone.class);
  975. int posCastleIndex = zone == null ? -1 : ((L2CastleZone) zone).getCastleId();
  976. int castleIndex = player.getClan().getHasCastle();
  977. if (castleIndex > 0 && castleIndex == posCastleIndex)
  978. {
  979. Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
  980. if (castle != null)
  981. {
  982. if (castle.getFunction(Castle.FUNC_RESTORE_MP) != null)
  983. mpRegenMultiplier *= 1 + (double) castle.getFunction(Castle.FUNC_RESTORE_MP).getLvl() / 100;
  984. }
  985. }
  986. }
  987. if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null && player.getClan().getHasFort() > 0)
  988. {
  989. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2FortZone.class);
  990. int posFortIndex = zone == null ? -1 : ((L2FortZone) zone).getFortId();
  991. int fortIndex = player.getClan().getHasFort();
  992. if (fortIndex > 0 && fortIndex == posFortIndex)
  993. {
  994. Fort fort = FortManager.getInstance().getFortById(fortIndex);
  995. if (fort != null)
  996. if (fort.getFunction(Fort.FUNC_RESTORE_MP) != null)
  997. mpRegenMultiplier *= 1 + (double) fort.getFunction(Fort.FUNC_RESTORE_MP).getLvl() / 100;
  998. }
  999. }
  1000. // Calculate Movement bonus
  1001. if (player.isSitting())
  1002. mpRegenMultiplier *= 1.5; // Sitting
  1003. else if (!player.isMoving())
  1004. mpRegenMultiplier *= 1.1; // Staying
  1005. else if (player.isRunning())
  1006. mpRegenMultiplier *= 0.7; // Running
  1007. // Add MEN bonus
  1008. init *= cha.getLevelMod() * MENbonus[cha.getMEN()];
  1009. }
  1010. else if (cha instanceof L2PetInstance)
  1011. init = ((L2PetInstance) cha).getPetData().getPetRegenMP();
  1012. if (init < 1)
  1013. init = 1;
  1014. return cha.calcStat(Stats.REGENERATE_MP_RATE, init, null, null) * mpRegenMultiplier + mpRegenBonus;
  1015. }
  1016. /**
  1017. * Calculate the CP regen rate (base + modifiers).<BR><BR>
  1018. */
  1019. public static final double calcCpRegen(L2Character cha)
  1020. {
  1021. double init = cha.getTemplate().baseHpReg;
  1022. double cpRegenMultiplier = Config.CP_REGEN_MULTIPLIER;
  1023. double cpRegenBonus = 0;
  1024. if (cha instanceof L2PcInstance)
  1025. {
  1026. L2PcInstance player = (L2PcInstance) cha;
  1027. // Calculate correct baseHpReg value for certain level of PC
  1028. init += (player.getLevel() > 10) ? ((player.getLevel() - 1) / 10.0) : 0.5;
  1029. // Calculate Movement bonus
  1030. if (player.isSitting())
  1031. cpRegenMultiplier *= 1.5; // Sitting
  1032. else if (!player.isMoving())
  1033. cpRegenMultiplier *= 1.1; // Staying
  1034. else if (player.isRunning())
  1035. cpRegenMultiplier *= 0.7; // Running
  1036. }
  1037. else
  1038. {
  1039. // Calculate Movement bonus
  1040. if (!cha.isMoving())
  1041. cpRegenMultiplier *= 1.1; // Staying
  1042. else if (cha.isRunning())
  1043. cpRegenMultiplier *= 0.7; // Running
  1044. }
  1045. // Apply CON bonus
  1046. init *= cha.getLevelMod() * CONbonus[cha.getCON()];
  1047. if (init < 1)
  1048. init = 1;
  1049. return cha.calcStat(Stats.REGENERATE_CP_RATE, init, null, null) * cpRegenMultiplier + cpRegenBonus;
  1050. }
  1051. @SuppressWarnings("deprecation")
  1052. public static final double calcFestivalRegenModifier(L2PcInstance activeChar)
  1053. {
  1054. final int[] festivalInfo = SevenSignsFestival.getInstance().getFestivalForPlayer(activeChar);
  1055. final int oracle = festivalInfo[0];
  1056. final int festivalId = festivalInfo[1];
  1057. int[] festivalCenter;
  1058. // If the player isn't found in the festival, leave the regen rate as it is.
  1059. if (festivalId < 0) return 0;
  1060. // Retrieve the X and Y coords for the center of the festival arena the player is in.
  1061. if (oracle == SevenSigns.CABAL_DAWN) festivalCenter = SevenSignsFestival.FESTIVAL_DAWN_PLAYER_SPAWNS[festivalId];
  1062. else festivalCenter = SevenSignsFestival.FESTIVAL_DUSK_PLAYER_SPAWNS[festivalId];
  1063. // Check the distance between the player and the player spawn point, in the center of the arena.
  1064. double distToCenter = activeChar.getDistance(festivalCenter[0], festivalCenter[1]);
  1065. if (Config.DEBUG)
  1066. _log.info("Distance: " + distToCenter + ", RegenMulti: " + (distToCenter * 2.5) / 50);
  1067. return 1.0 - (distToCenter * 0.0005); // Maximum Decreased Regen of ~ -65%;
  1068. }
  1069. public static final double calcSiegeRegenModifer(L2PcInstance activeChar)
  1070. {
  1071. if (activeChar == null || activeChar.getClan() == null) return 0;
  1072. Siege siege = SiegeManager.getInstance().getSiege(activeChar.getPosition().getX(),
  1073. activeChar.getPosition().getY(),
  1074. activeChar.getPosition().getZ());
  1075. if (siege == null || !siege.getIsInProgress()) return 0;
  1076. L2SiegeClan siegeClan = siege.getAttackerClan(activeChar.getClan().getClanId());
  1077. if (siegeClan == null || siegeClan.getFlag().isEmpty()
  1078. || !Util.checkIfInRange(200, activeChar, siegeClan.getFlag().get(0), true)) return 0;
  1079. return 1.5; // If all is true, then modifer will be 50% more
  1080. }
  1081. /** Calculate blow damage based on cAtk */
  1082. public static double calcBlowDamage(L2Character attacker, L2Character target, L2Skill skill, byte shld, boolean ss)
  1083. {
  1084. double power = skill.getPower();
  1085. double damage = attacker.getPAtk(target);
  1086. damage+=calcValakasAttribute(attacker, target, skill);
  1087. double defence = target.getPDef(attacker);
  1088. if (attacker instanceof L2Npc)
  1089. {
  1090. if(((L2Npc)attacker)._soulshotcharged)
  1091. {
  1092. ss = true;
  1093. }
  1094. else
  1095. ss = false;
  1096. ((L2Npc)attacker)._soulshotcharged = false;
  1097. }
  1098. // Def bonusses in PvP fight
  1099. if((attacker instanceof L2Playable)
  1100. && (target instanceof L2Playable))
  1101. {
  1102. if(skill == null)
  1103. defence *= target.calcStat(Stats.PVP_PHYSICAL_DEF, 1, null, null);
  1104. else
  1105. defence *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
  1106. }
  1107. if(ss)
  1108. damage *= 2.;
  1109. switch(shld)
  1110. {
  1111. case SHIELD_DEFENSE_SUCCEED:
  1112. defence += target.getShldDef();
  1113. break;
  1114. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1115. return 1;
  1116. }
  1117. if(ss && skill.getSSBoost()>0)
  1118. power *= skill.getSSBoost();
  1119. damage = attacker.calcStat(Stats.CRITICAL_DAMAGE, (damage+power), target, skill);
  1120. damage *= calcElemental(attacker, target, skill);
  1121. damage += attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 6.5;
  1122. damage *= target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, skill);
  1123. // get the natural vulnerability for the template
  1124. if (target instanceof L2Npc)
  1125. {
  1126. damage *= ((L2Npc) target).getTemplate().getVulnerability(Stats.DAGGER_WPN_VULN);
  1127. }
  1128. // get the vulnerability for the instance due to skills (buffs, passives, toggles, etc)
  1129. damage = target.calcStat(Stats.DAGGER_WPN_VULN, damage, target, null);
  1130. damage *= 70. / defence;
  1131. damage += Rnd.get() * attacker.getRandomDamage(target);
  1132. // Dmg bonusses in PvP fight
  1133. if((attacker instanceof L2Playable)
  1134. && (target instanceof L2Playable))
  1135. {
  1136. if(skill == null)
  1137. damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
  1138. else
  1139. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1140. }
  1141. else if (target instanceof L2Attackable && !target.isRaid() && !target.isRaidMinion()
  1142. && target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY && attacker.getActingPlayer() != null
  1143. && (target.getLevel() - attacker.getActingPlayer().getLevel()) >= 2)
  1144. damage *= DAMAGE_REDUCTION;
  1145. return damage < 1 ? 1. : damage;
  1146. }
  1147. /** Calculated damage caused by ATTACK of attacker on target,
  1148. * called separatly for each weapon, if dual-weapon is used.
  1149. *
  1150. * @param attacker player or NPC that makes ATTACK
  1151. * @param target player or NPC, target of ATTACK
  1152. * @param miss one of ATTACK_XXX constants
  1153. * @param crit if the ATTACK have critical success
  1154. * @param dual if dual weapon is used
  1155. * @param ss if weapon item was charged by soulshot
  1156. * @return damage points
  1157. */
  1158. public static final double calcPhysDam(L2Character attacker, L2Character target, L2Skill skill,
  1159. byte shld, boolean crit, boolean dual, boolean ss)
  1160. {
  1161. double damage = attacker.getPAtk(target);
  1162. double defence = target.getPDef(attacker);
  1163. damage+=calcValakasAttribute(attacker, target, skill);
  1164. if (attacker instanceof L2Npc)
  1165. {
  1166. if(((L2Npc)attacker)._soulshotcharged)
  1167. {
  1168. ss = true;
  1169. }
  1170. else
  1171. ss = false;
  1172. ((L2Npc)attacker)._soulshotcharged = false;
  1173. }
  1174. // Def bonusses in PvP fight
  1175. if((attacker instanceof L2Playable)
  1176. && (target instanceof L2Playable))
  1177. {
  1178. if(skill == null)
  1179. defence *= target.calcStat(Stats.PVP_PHYSICAL_DEF, 1, null, null);
  1180. else
  1181. defence *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
  1182. }
  1183. switch (shld)
  1184. {
  1185. case SHIELD_DEFENSE_SUCCEED:
  1186. if (!Config.ALT_GAME_SHIELD_BLOCKS)
  1187. defence += target.getShldDef();
  1188. break;
  1189. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1190. return 1.;
  1191. }
  1192. if (ss) damage *= 2;
  1193. if (skill != null)
  1194. {
  1195. double skillpower = skill.getPower(attacker);
  1196. float ssboost = skill.getSSBoost();
  1197. if (ssboost <= 0)
  1198. damage += skillpower;
  1199. else if (ssboost > 0)
  1200. {
  1201. if (ss)
  1202. {
  1203. skillpower *= ssboost;
  1204. damage += skillpower;
  1205. }
  1206. else
  1207. damage += skillpower;
  1208. }
  1209. }
  1210. // defence modifier depending of the attacker weapon
  1211. L2Weapon weapon = attacker.getActiveWeaponItem();
  1212. Stats stat = null;
  1213. if (weapon != null && !attacker.isTransformed())
  1214. {
  1215. switch (weapon.getItemType())
  1216. {
  1217. case BOW:
  1218. stat = Stats.BOW_WPN_VULN;
  1219. break;
  1220. case CROSSBOW:
  1221. stat = Stats.CROSSBOW_WPN_VULN;
  1222. break;
  1223. case BLUNT:
  1224. stat = Stats.BLUNT_WPN_VULN;
  1225. break;
  1226. case DAGGER:
  1227. stat = Stats.DAGGER_WPN_VULN;
  1228. break;
  1229. case DUAL:
  1230. stat = Stats.DUAL_WPN_VULN;
  1231. break;
  1232. case DUALFIST:
  1233. stat = Stats.DUALFIST_WPN_VULN;
  1234. break;
  1235. case ETC:
  1236. stat = Stats.ETC_WPN_VULN;
  1237. break;
  1238. case FIST:
  1239. stat = Stats.FIST_WPN_VULN;
  1240. break;
  1241. case POLE:
  1242. stat = Stats.POLE_WPN_VULN;
  1243. break;
  1244. case SWORD:
  1245. stat = Stats.SWORD_WPN_VULN;
  1246. break;
  1247. case BIGSWORD:
  1248. stat = Stats.BIGSWORD_WPN_VULN;
  1249. break;
  1250. case BIGBLUNT:
  1251. stat = Stats.BIGBLUNT_WPN_VULN;
  1252. break;
  1253. case DUAL_DAGGER:
  1254. stat = Stats.DUALDAGGER_WPN_VULN;
  1255. break;
  1256. case RAPIER:
  1257. stat = Stats.RAPIER_WPN_VULN;
  1258. break;
  1259. case ANCIENT_SWORD:
  1260. stat = Stats.ANCIENT_WPN_VULN;
  1261. break;
  1262. case PET:
  1263. stat = Stats.PET_WPN_VULN;
  1264. break;
  1265. }
  1266. }
  1267. /*if (shld && !Config.ALT_GAME_SHIELD_BLOCKS)
  1268. {
  1269. defence += target.getShldDef();
  1270. }*/
  1271. //if (!(attacker instanceof L2RaidBossInstance) &&
  1272. /*
  1273. if ((attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance))
  1274. {
  1275. if (attacker instanceof L2RaidBossInstance) damage *= 1; // was 10 changed for temp fix
  1276. // else
  1277. // damage *= 2;
  1278. // if (attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance){
  1279. //damage = damage * attacker.getSTR() * attacker.getAccuracy() * 0.05 / defence;
  1280. // damage = damage * attacker.getSTR()* (attacker.getSTR() + attacker.getLevel()) * 0.025 / defence;
  1281. // damage += _rnd.nextDouble() * damage / 10 ;
  1282. }
  1283. */
  1284. // else {
  1285. //if (skill == null)
  1286. if (crit)
  1287. {
  1288. //Finally retail like formula
  1289. damage = 2 * attacker.calcStat(Stats.CRITICAL_DAMAGE, 1, target, skill) * target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, null) * (70 * damage / defence);
  1290. //Crit dmg add is almost useless in normal hits...
  1291. damage += (attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 70 / defence);
  1292. }
  1293. else
  1294. damage = 70 * damage / defence;
  1295. // In C5 summons make 10 % less dmg in PvP.
  1296. if (attacker instanceof L2Summon && target instanceof L2PcInstance)
  1297. damage *= 0.9;
  1298. if (stat != null)
  1299. {
  1300. // get the vulnerability due to skills (buffs, passives, toggles, etc)
  1301. damage = target.calcStat(stat, damage, target, null);
  1302. if (target instanceof L2Npc)
  1303. {
  1304. // get the natural vulnerability for the template
  1305. damage *= ((L2Npc) target).getTemplate().getVulnerability(stat);
  1306. }
  1307. }
  1308. damage += Rnd.nextDouble() * damage / 10;
  1309. // damage += _rnd.nextDouble()* attacker.getRandomDamage(target);
  1310. // }
  1311. if (shld > 0 && Config.ALT_GAME_SHIELD_BLOCKS)
  1312. {
  1313. damage -= target.getShldDef();
  1314. if (damage < 0) damage = 0;
  1315. }
  1316. if (target instanceof L2Npc)
  1317. {
  1318. switch (((L2Npc) target).getTemplate().getRace())
  1319. {
  1320. case BEAST:
  1321. damage *= attacker.getPAtkMonsters(target);
  1322. break;
  1323. case ANIMAL:
  1324. damage *= attacker.getPAtkAnimals(target);
  1325. break;
  1326. case PLANT:
  1327. damage *= attacker.getPAtkPlants(target);
  1328. break;
  1329. case DRAGON:
  1330. damage *= attacker.getPAtkDragons(target);
  1331. break;
  1332. case BUG:
  1333. damage *= attacker.getPAtkInsects(target);
  1334. break;
  1335. case GIANT:
  1336. damage *= attacker.getPAtkGiants(target);
  1337. break;
  1338. default:
  1339. // nothing
  1340. break;
  1341. }
  1342. }
  1343. if (damage > 0 && damage < 1)
  1344. {
  1345. damage = 1;
  1346. }
  1347. else if (damage < 0)
  1348. {
  1349. damage = 0;
  1350. }
  1351. // Dmg bonusses in PvP fight
  1352. if((attacker instanceof L2Playable)
  1353. && (target instanceof L2Playable))
  1354. {
  1355. if(skill == null)
  1356. damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
  1357. else
  1358. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1359. }
  1360. damage *= calcElemental(attacker, target, skill);
  1361. if (target instanceof L2Attackable && !target.isRaid() && !target.isRaidMinion()
  1362. && target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY && attacker.getActingPlayer() != null
  1363. && (target.getLevel() - attacker.getActingPlayer().getLevel()) >= 2)
  1364. damage *= DAMAGE_REDUCTION;
  1365. return damage;
  1366. }
  1367. public static final double calcMagicDam(L2Character attacker, L2Character target, L2Skill skill,
  1368. byte shld, boolean ss, boolean bss, boolean mcrit)
  1369. {
  1370. double mAtk = attacker.getMAtk(target, skill);
  1371. double mDef = target.getMDef(attacker, skill);
  1372. // AI SpiritShot
  1373. if (attacker instanceof L2Npc)
  1374. {
  1375. if(((L2Npc)attacker)._spiritshotcharged)
  1376. {
  1377. ss = true;
  1378. }
  1379. else
  1380. ss = false;
  1381. ((L2Npc)attacker)._spiritshotcharged = false;
  1382. }
  1383. // --------------------------------
  1384. // Pvp bonuses for def
  1385. if((attacker instanceof L2Playable)
  1386. && (target instanceof L2Playable))
  1387. {
  1388. if(skill.isMagic())
  1389. mDef *= target.calcStat(Stats.PVP_MAGICAL_DEF, 1, null, null);
  1390. else
  1391. mDef *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
  1392. }
  1393. switch (shld)
  1394. {
  1395. case SHIELD_DEFENSE_SUCCEED:
  1396. mDef += target.getShldDef(); // kamael
  1397. break;
  1398. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1399. return 1;
  1400. }
  1401. if (bss) mAtk *= 4;
  1402. else if (ss) mAtk *= 2;
  1403. double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower(attacker);
  1404. // In C5 summons make 10 % less dmg in PvP.
  1405. if(attacker instanceof L2Summon && target instanceof L2PcInstance) damage *= 0.9;
  1406. // if(attacker instanceof L2PcInstance && target instanceof L2PcInstance) damage *= 0.9; // PvP modifier (-10%)
  1407. // Failure calculation
  1408. if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(attacker, target, skill))
  1409. {
  1410. if (attacker instanceof L2PcInstance)
  1411. {
  1412. if (calcMagicSuccess(attacker, target, skill)
  1413. && (target.getLevel() - attacker.getLevel()) <= 9)
  1414. {
  1415. if (skill.getSkillType() == L2SkillType.DRAIN)
  1416. attacker.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
  1417. else
  1418. attacker.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));
  1419. damage /= 2;
  1420. }
  1421. else
  1422. {
  1423. SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
  1424. sm.addCharName(target);
  1425. sm.addSkillName(skill);
  1426. attacker.sendPacket(sm);
  1427. damage = 1;
  1428. }
  1429. }
  1430. if (target instanceof L2PcInstance)
  1431. {
  1432. if (skill.getSkillType() == L2SkillType.DRAIN)
  1433. {
  1434. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
  1435. sm.addCharName(attacker);
  1436. target.sendPacket(sm);
  1437. }
  1438. else
  1439. {
  1440. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
  1441. sm.addCharName(attacker);
  1442. target.sendPacket(sm);
  1443. }
  1444. }
  1445. }
  1446. else if (mcrit)
  1447. {
  1448. if (attacker instanceof L2PcInstance && target instanceof L2PcInstance)
  1449. damage *= 2.5;
  1450. else
  1451. damage *= 3;
  1452. }
  1453. damage += Rnd.get() * attacker.getRandomDamage(target);
  1454. // Pvp bonuses for dmg
  1455. if((attacker instanceof L2Playable)
  1456. && (target instanceof L2Playable))
  1457. {
  1458. if(skill.isMagic())
  1459. damage *= attacker.calcStat(Stats.PVP_MAGICAL_DMG, 1, null, null);
  1460. else
  1461. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1462. }
  1463. //random magic damage
  1464. float rnd = Rnd.get(-20,20)/100+1;
  1465. damage *= rnd;
  1466. // CT2.3 general magic vuln
  1467. damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);
  1468. damage *= calcElemental(attacker, target, skill);
  1469. if (target instanceof L2Attackable && !target.isRaid() && !target.isRaidMinion()
  1470. && target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY && attacker.getActingPlayer() != null
  1471. && (target.getLevel() - attacker.getActingPlayer().getLevel()) >= 2)
  1472. damage *= DAMAGE_REDUCTION;
  1473. return damage;
  1474. }
  1475. public static final double calcMagicDam(L2CubicInstance attacker, L2Character target, L2Skill skill, boolean mcrit, byte shld)
  1476. {
  1477. double mAtk = attacker.getMAtk();
  1478. double mDef = target.getMDef(attacker.getOwner(), skill);
  1479. switch (shld)
  1480. {
  1481. case SHIELD_DEFENSE_SUCCEED:
  1482. mDef += target.getShldDef(); // kamael
  1483. break;
  1484. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1485. return 1;
  1486. }
  1487. double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower();
  1488. L2PcInstance owner = attacker.getOwner();
  1489. // Failure calculation
  1490. if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(owner, target, skill))
  1491. {
  1492. if (calcMagicSuccess(owner, target, skill) && (target.getLevel() - skill.getMagicLevel()) <= 9){
  1493. if (skill.getSkillType() == L2SkillType.DRAIN)
  1494. owner.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
  1495. else
  1496. owner.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));
  1497. damage /= 2;
  1498. }
  1499. else
  1500. {
  1501. SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
  1502. sm.addCharName(target);
  1503. sm.addSkillName(skill);
  1504. owner.sendPacket(sm);
  1505. damage = 1;
  1506. }
  1507. if (target instanceof L2PcInstance)
  1508. {
  1509. if (skill.getSkillType() == L2SkillType.DRAIN)
  1510. {
  1511. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
  1512. sm.addCharName(owner);
  1513. target.sendPacket(sm);
  1514. }
  1515. else
  1516. {
  1517. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
  1518. sm.addCharName(owner);
  1519. target.sendPacket(sm);
  1520. }
  1521. }
  1522. }
  1523. else if (mcrit) damage *= 3;
  1524. // CT2.3 general magic vuln
  1525. damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);
  1526. damage *= calcElemental(owner, target, skill);
  1527. if (target instanceof L2Attackable && !target.isRaid() && !target.isRaidMinion()
  1528. && target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY && attacker.getOwner() != null
  1529. && (target.getLevel() - attacker.getOwner().getLevel()) >= 2)
  1530. damage *= DAMAGE_REDUCTION;
  1531. return damage;
  1532. }
  1533. /** Returns true in case of critical hit */
  1534. public static final boolean calcCrit(double rate, L2Character target)
  1535. {
  1536. final boolean success = rate > Rnd.get(1000);
  1537. // support for critical damage evasion
  1538. if (success)
  1539. {
  1540. if (target == null)
  1541. return true; // no effect
  1542. // little weird, but remember what CRIT_DAMAGE_EVASION > 1 increase chances to _evade_ crit hits
  1543. return Rnd.get((int)target.getStat().calcStat(Stats.CRIT_DAMAGE_EVASION, 100, null, null)) < 100;
  1544. }
  1545. return success;
  1546. }
  1547. /** Calculate value of blow success */
  1548. public static final boolean calcBlow(L2Character activeChar, L2Character target, int chance)
  1549. {
  1550. return activeChar.calcStat(Stats.BLOW_RATE, chance*(1.0+(activeChar.getDEX()-20)/100), target, null)>Rnd.get(100);
  1551. }
  1552. /** Calculate value of lethal chance */
  1553. public static final double calcLethal(L2Character activeChar, L2Character target, int baseLethal, int magiclvl)
  1554. {
  1555. double chance = 0;
  1556. if (magiclvl > 0)
  1557. {
  1558. int delta = ((magiclvl + activeChar.getLevel()) / 2) - 1 - target.getLevel();
  1559. // delta [-3,infinite)
  1560. if (delta >= -3)
  1561. {
  1562. chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
  1563. }
  1564. // delta [-9, -3[
  1565. else if (delta < -3 && delta >= -9)
  1566. {
  1567. // baseLethal
  1568. // chance = -1 * -----------
  1569. // (delta / 3)
  1570. chance = (-3) * (baseLethal / (delta));
  1571. }
  1572. //delta [-infinite,-9[
  1573. else
  1574. {
  1575. chance = baseLethal / 15;
  1576. }
  1577. }
  1578. else
  1579. {
  1580. chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
  1581. }
  1582. return 10 * activeChar.calcStat(Stats.LETHAL_RATE, chance, target, null);
  1583. }
  1584. public static final boolean calcLethalHit(L2Character activeChar, L2Character target, L2Skill skill)
  1585. {
  1586. if (!target.isRaid()
  1587. && !(target instanceof L2DoorInstance)
  1588. && !(target instanceof L2Npc && ((L2Npc) target).getNpcId() == 35062))
  1589. {
  1590. int chance = Rnd.get(1000);
  1591. //activeChar.sendMessage(Double.toString(chance));
  1592. //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel())));
  1593. //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel())));
  1594. // 2nd lethal effect activate (cp,hp to 1 or if target is npc then hp to 1)
  1595. if (skill.getLethalChance2() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel()))
  1596. {
  1597. if (target instanceof L2Npc)
  1598. target.reduceCurrentHp(target.getCurrentHp() - 1, activeChar, skill);
  1599. else if (target instanceof L2PcInstance) // If is a active player set his HP and CP to 1
  1600. {
  1601. L2PcInstance player = (L2PcInstance) target;
  1602. if (!player.isInvul())
  1603. {
  1604. if (!(activeChar instanceof L2PcInstance &&
  1605. (((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
  1606. {
  1607. player.setCurrentHp(1);
  1608. player.setCurrentCp(1);
  1609. player.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE_SUCCESSFUL));
  1610. }
  1611. }
  1612. }
  1613. activeChar.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE));
  1614. }
  1615. else if (skill.getLethalChance1() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel()))
  1616. {
  1617. if (target instanceof L2PcInstance)
  1618. {
  1619. L2PcInstance player = (L2PcInstance) target;
  1620. if (!player.isInvul())
  1621. {
  1622. if (!(activeChar instanceof L2PcInstance &&
  1623. (((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
  1624. {
  1625. player.setCurrentCp(1); // Set CP to 1
  1626. player.sendPacket(new SystemMessage(SystemMessageId.CP_DISAPPEARS_WHEN_HIT_WITH_A_HALF_KILL_SKILL));
  1627. }
  1628. }
  1629. }
  1630. else if (target instanceof L2Npc) // If is a monster remove first damage and after 50% of current hp
  1631. target.reduceCurrentHp(target.getCurrentHp() / 2, activeChar, skill);
  1632. activeChar.sendPacket(new SystemMessage(SystemMessageId.HALF_KILL));
  1633. }
  1634. else
  1635. return false;
  1636. }
  1637. else
  1638. return false;
  1639. return true;
  1640. }
  1641. public static final boolean calcMCrit(double mRate)
  1642. {
  1643. return mRate > Rnd.get(1000);
  1644. }
  1645. /** Returns true in case when ATTACK is canceled due to hit */
  1646. public static final boolean calcAtkBreak(L2Character target, double dmg)
  1647. {
  1648. if (target.getFusionSkill() != null)
  1649. return true;
  1650. double init = 0;
  1651. if (Config.ALT_GAME_CANCEL_CAST && target.isCastingNow()) init = 15;
  1652. if (Config.ALT_GAME_CANCEL_BOW && target.isAttackingNow())
  1653. {
  1654. L2Weapon wpn = target.getActiveWeaponItem();
  1655. if (wpn != null && wpn.getItemType() == L2WeaponType.BOW) init = 15;
  1656. }
  1657. if (target.isRaid() || target.isInvul() || init <= 0) return false; // No attack break
  1658. // Chance of break is higher with higher dmg
  1659. init += Math.sqrt(13*dmg);
  1660. // Chance is affected by target MEN
  1661. init -= (MENbonus[target.getMEN()] * 100 - 100);
  1662. // Calculate all modifiers for ATTACK_CANCEL
  1663. double rate = target.calcStat(Stats.ATTACK_CANCEL, init, null, null);
  1664. // Adjust the rate to be between 1 and 99
  1665. if (rate > 99) rate = 99;
  1666. else if (rate < 1) rate = 1;
  1667. return Rnd.get(100) < rate;
  1668. }
  1669. /** Calculate delay (in milliseconds) before next ATTACK */
  1670. public static final int calcPAtkSpd(L2Character attacker, L2Character target, double rate)
  1671. {
  1672. // measured Oct 2006 by Tank6585, formula by Sami
  1673. // attack speed 312 equals 1500 ms delay... (or 300 + 40 ms delay?)
  1674. if(rate < 2) return 2700;
  1675. else return (int)(470000/rate);
  1676. }
  1677. /** Calculate delay (in milliseconds) for skills cast */
  1678. public static final int calcAtkSpd(L2Character attacker, L2Skill skill, double skillTime)
  1679. {
  1680. if (skill.isMagic()) return (int) (skillTime * 333 / attacker.getMAtkSpd());
  1681. return (int) (skillTime * 333 / attacker.getPAtkSpd());
  1682. }
  1683. /** Returns true if hit missed (target evaded)
  1684. * Formula based on http://l2p.l2wh.com/nonskillattacks.html
  1685. **/
  1686. public static boolean calcHitMiss(L2Character attacker, L2Character target)
  1687. {
  1688. int delta = attacker.getAccuracy() - target.getEvasionRate(attacker);
  1689. int chance;
  1690. if (delta >= 10) chance = 980;
  1691. else
  1692. {
  1693. switch (delta)
  1694. {
  1695. case 9: chance = 975; break;
  1696. case 8: chance = 970; break;
  1697. case 7: chance = 965; break;
  1698. case 6: chance = 960; break;
  1699. case 5: chance = 955; break;
  1700. case 4: chance = 945; break;
  1701. case 3: chance = 935; break;
  1702. case 2: chance = 925; break;
  1703. case 1: chance = 915; break;
  1704. case 0: chance = 905; break;
  1705. case -1: chance = 890; break;
  1706. case -2: chance = 875; break;
  1707. case -3: chance = 860; break;
  1708. case -4: chance = 845; break;
  1709. case -5: chance = 830; break;
  1710. case -6: chance = 815; break;
  1711. case -7: chance = 800; break;
  1712. case -8: chance = 785; break;
  1713. case -9: chance = 770; break;
  1714. case -10: chance = 755; break;
  1715. case -11: chance = 735; break;
  1716. case -12: chance = 715; break;
  1717. case -13: chance = 695; break;
  1718. case -14: chance = 675; break;
  1719. case -15: chance = 655; break;
  1720. case -16: chance = 625; break;
  1721. case -17: chance = 595; break;
  1722. case -18: chance = 565; break;
  1723. case -19: chance = 535; break;
  1724. case -20: chance = 505; break;
  1725. case -21: chance = 455; break;
  1726. case -22: chance = 405; break;
  1727. case -23: chance = 355; break;
  1728. case -24: chance = 305; break;
  1729. default: chance = 275;
  1730. }
  1731. if(!attacker.isInFrontOfTarget())
  1732. {
  1733. if(attacker.isBehindTarget())
  1734. chance *= 1.2;
  1735. else // side
  1736. chance *= 1.1;
  1737. if (chance > 980)
  1738. chance = 980;
  1739. }
  1740. }
  1741. return chance < Rnd.get(1000);
  1742. }
  1743. /**
  1744. * Returns:<br>
  1745. * 0 = shield defense doesn't succeed<br>
  1746. * 1 = shield defense succeed<br>
  1747. * 2 = perfect block<br>
  1748. *
  1749. * @param attacker
  1750. * @param target
  1751. * @param sendSysMsg
  1752. * @return
  1753. */
  1754. public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill, boolean sendSysMsg)
  1755. {
  1756. if (skill != null && skill.ignoreShield())
  1757. return 0;
  1758. double shldRate = target.calcStat(Stats.SHIELD_RATE, 0, attacker, null)
  1759. * DEXbonus[target.getDEX()];
  1760. if (shldRate == 0.0)
  1761. return 0;
  1762. int degreeside = (int) target.calcStat(Stats.SHIELD_DEFENCE_ANGLE, 0, null, null) + 120;
  1763. if (degreeside < 360 && (!target.isFacing(attacker, degreeside)))
  1764. {
  1765. return 0;
  1766. }
  1767. byte shldSuccess = SHIELD_DEFENSE_FAILED;
  1768. // if attacker
  1769. // if attacker use bow and target wear shield, shield block rate is multiplied by 1.3 (30%)
  1770. L2Weapon at_weapon = attacker.getActiveWeaponItem();
  1771. if (at_weapon != null && at_weapon.getItemType() == L2WeaponType.BOW)
  1772. shldRate *= 1.3;
  1773. if (shldRate > 0 && 100 - Config.ALT_PERFECT_SHLD_BLOCK < Rnd.get(100))
  1774. {
  1775. shldSuccess = SHIELD_DEFENSE_PERFECT_BLOCK;
  1776. }
  1777. else if (shldRate > Rnd.get(100))
  1778. {
  1779. shldSuccess = SHIELD_DEFENSE_SUCCEED;
  1780. }
  1781. if (sendSysMsg && target instanceof L2PcInstance)
  1782. {
  1783. L2PcInstance enemy = (L2PcInstance)target;
  1784. switch (shldSuccess)
  1785. {
  1786. case SHIELD_DEFENSE_SUCCEED:
  1787. enemy.sendPacket(new SystemMessage(SystemMessageId.SHIELD_DEFENCE_SUCCESSFULL));
  1788. break;
  1789. case SHIELD_DEFENSE_PERFECT_BLOCK:
  1790. enemy.sendPacket(new SystemMessage(SystemMessageId.YOUR_EXCELLENT_SHIELD_DEFENSE_WAS_A_SUCCESS));
  1791. break;
  1792. }
  1793. }
  1794. return shldSuccess;
  1795. }
  1796. public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill)
  1797. {
  1798. return calcShldUse(attacker, target, skill, true);
  1799. }
  1800. public static byte calcShldUse(L2Character attacker, L2Character target)
  1801. {
  1802. return calcShldUse(attacker, target, null, true);
  1803. }
  1804. public static boolean calcMagicAffected(L2Character actor, L2Character target, L2Skill skill)
  1805. {
  1806. // TODO: CHECK/FIX THIS FORMULA UP!!
  1807. L2SkillType type = skill.getSkillType();
  1808. double defence = 0;
  1809. if (skill.isActive() && skill.isOffensive() && !skill.isNeutral())
  1810. defence = target.getMDef(actor, skill);
  1811. double attack = 2 * actor.getMAtk(target, skill) * calcSkillVulnerability(actor, target, skill);
  1812. double d = (attack - defence)/(attack + defence);
  1813. if (target.isRaid())
  1814. {
  1815. switch (type)
  1816. {
  1817. case CONFUSION:
  1818. case MUTE:
  1819. case PARALYZE:
  1820. case ROOT:
  1821. case FEAR:
  1822. case SLEEP:
  1823. case STUN:
  1824. case DEBUFF:
  1825. case AGGDEBUFF:
  1826. if ( d > 0 && Rnd.get(1000) == 1)
  1827. return true;
  1828. else
  1829. return false;
  1830. }
  1831. }
  1832. d += 0.5 * Rnd.nextGaussian();
  1833. return d > 0;
  1834. }
  1835. public static double calcSkillVulnerability(L2Character attacker, L2Character target, L2Skill skill)
  1836. {
  1837. double multiplier = 1; // initialize...
  1838. // Get the skill type to calculate its effect in function of base stats
  1839. // of the L2Character target
  1840. if (skill != null)
  1841. {
  1842. // first, get the natural template vulnerability values for the target
  1843. Stats stat = skill.getStat();
  1844. if (stat != null)
  1845. {
  1846. switch (stat)
  1847. {
  1848. case AGGRESSION:
  1849. multiplier *= target.getTemplate().baseAggressionVuln;
  1850. break;
  1851. case BLEED:
  1852. multiplier *= target.getTemplate().baseBleedVuln;
  1853. break;
  1854. case POISON:
  1855. multiplier *= target.getTemplate().basePoisonVuln;
  1856. break;
  1857. case STUN:
  1858. multiplier *= target.getTemplate().baseStunVuln;
  1859. break;
  1860. case ROOT:
  1861. multiplier *= target.getTemplate().baseRootVuln;
  1862. break;
  1863. case MOVEMENT:
  1864. multiplier *= target.getTemplate().baseMovementVuln;
  1865. break;
  1866. case CONFUSION:
  1867. multiplier *= target.getTemplate().baseConfusionVuln;
  1868. break;
  1869. case SLEEP:
  1870. multiplier *= target.getTemplate().baseSleepVuln;
  1871. break;
  1872. }
  1873. }
  1874. if (skill.getElement() > 0)
  1875. multiplier *= Math.sqrt(calcElemental(attacker, target, skill));
  1876. // Finally, calculate skilltype vulnerabilities
  1877. L2SkillType type = skill.getSkillType();
  1878. // For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
  1879. if (type != null && (type == L2SkillType.PDAM || type == L2SkillType.MDAM))
  1880. type = skill.getEffectType();
  1881. multiplier = calcSkillTypeVulnerability(multiplier, target, type);
  1882. }
  1883. return multiplier;
  1884. }
  1885. public static double calcSkillTypeVulnerability(double multiplier, L2Character target, L2SkillType type)
  1886. {
  1887. if (type != null)
  1888. {
  1889. switch (type)
  1890. {
  1891. case BLEED:
  1892. multiplier = target.calcStat(Stats.BLEED_VULN, multiplier, target, null);
  1893. break;
  1894. case POISON:
  1895. multiplier = target.calcStat(Stats.POISON_VULN, multiplier, target, null);
  1896. break;
  1897. case STUN:
  1898. multiplier = target.calcStat(Stats.STUN_VULN, multiplier, target, null);
  1899. break;
  1900. case PARALYZE:
  1901. multiplier = target.calcStat(Stats.PARALYZE_VULN, multiplier, target, null);
  1902. break;
  1903. case ROOT:
  1904. multiplier = target.calcStat(Stats.ROOT_VULN, multiplier, target, null);
  1905. break;
  1906. case SLEEP:
  1907. multiplier = target.calcStat(Stats.SLEEP_VULN, multiplier, target, null);
  1908. break;
  1909. case MUTE:
  1910. case FEAR:
  1911. case BETRAY:
  1912. case AGGREDUCE_CHAR:
  1913. multiplier = target.calcStat(Stats.DERANGEMENT_VULN, multiplier, target, null);
  1914. break;
  1915. case CONFUSION:
  1916. case CONFUSE_MOB_ONLY:
  1917. multiplier = target.calcStat(Stats.CONFUSION_VULN, multiplier, target, null);
  1918. break;
  1919. case DEBUFF:
  1920. case WEAKNESS:
  1921. multiplier = target.calcStat(Stats.DEBUFF_VULN, multiplier, target, null);
  1922. break;
  1923. case BUFF:
  1924. multiplier = target.calcStat(Stats.BUFF_VULN, multiplier, target, null);
  1925. break;
  1926. default:
  1927. }
  1928. }
  1929. return multiplier;
  1930. }
  1931. public static double calcSkillProficiency(L2Skill skill, L2Character attacker, L2Character target)
  1932. {
  1933. double multiplier = 1; // initialize...
  1934. if (skill != null)
  1935. {
  1936. // Calculate skilltype vulnerabilities
  1937. L2SkillType type = skill.getSkillType();
  1938. // For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
  1939. if (type != null && (type == L2SkillType.PDAM || type == L2SkillType.MDAM))
  1940. type = skill.getEffectType();
  1941. multiplier = calcSkillTypeProficiency(multiplier, attacker, target, type);
  1942. }
  1943. return multiplier;
  1944. }
  1945. public static double calcSkillTypeProficiency(double multiplier, L2Character attacker, L2Character target, L2SkillType type)
  1946. {
  1947. if (type != null)
  1948. {
  1949. switch (type)
  1950. {
  1951. case BLEED:
  1952. multiplier = attacker.calcStat(Stats.BLEED_PROF, multiplier, target, null);
  1953. break;
  1954. case POISON:
  1955. multiplier = attacker.calcStat(Stats.POISON_PROF, multiplier, target, null);
  1956. break;
  1957. case STUN:
  1958. multiplier = attacker.calcStat(Stats.STUN_PROF, multiplier, target, null);
  1959. break;
  1960. case PARALYZE:
  1961. multiplier = attacker.calcStat(Stats.PARALYZE_PROF, multiplier, target, null);
  1962. break;
  1963. case ROOT:
  1964. multiplier = attacker.calcStat(Stats.ROOT_PROF, multiplier, target, null);
  1965. break;
  1966. case SLEEP:
  1967. multiplier = attacker.calcStat(Stats.SLEEP_PROF, multiplier, target, null);
  1968. break;
  1969. case MUTE:
  1970. case FEAR:
  1971. case BETRAY:
  1972. case AGGREDUCE_CHAR:
  1973. multiplier = attacker.calcStat(Stats.DERANGEMENT_PROF, multiplier, target, null);
  1974. break;
  1975. case CONFUSION:
  1976. case CONFUSE_MOB_ONLY:
  1977. multiplier = attacker.calcStat(Stats.CONFUSION_PROF, multiplier, target, null);
  1978. break;
  1979. case DEBUFF:
  1980. case WEAKNESS:
  1981. multiplier = attacker.calcStat(Stats.DEBUFF_PROF, multiplier, target, null);
  1982. break;
  1983. default:
  1984. }
  1985. }
  1986. return multiplier;
  1987. }
  1988. public static double calcSkillStatModifier(L2SkillType type, L2Character target)
  1989. {
  1990. double multiplier = 1;
  1991. if (type == null) return multiplier;
  1992. try
  1993. {
  1994. switch (type)
  1995. {
  1996. case STUN:
  1997. case BLEED:
  1998. case POISON:
  1999. multiplier = 2 - Math.sqrt(CONbonus[target.getCON()]);
  2000. break;
  2001. case SLEEP:
  2002. case DEBUFF:
  2003. case WEAKNESS:
  2004. case ERASE:
  2005. case ROOT:
  2006. case MUTE:
  2007. case FEAR:
  2008. case BETRAY:
  2009. case CONFUSION:
  2010. case CONFUSE_MOB_ONLY:
  2011. case AGGREDUCE_CHAR:
  2012. case PARALYZE:
  2013. multiplier = 2 - Math.sqrt(MENbonus[target.getMEN()]);
  2014. break;
  2015. default:
  2016. return multiplier;
  2017. }
  2018. } catch (ArrayIndexOutOfBoundsException e)
  2019. {
  2020. _log.warning("Character "+target.getName()+" has been set (by a GM?) a MEN or CON stat value out of accepted range");
  2021. }
  2022. if (multiplier < 0)
  2023. multiplier = 0;
  2024. return multiplier;
  2025. }
  2026. public static boolean calcEffectSuccess(L2Character attacker, L2Character target, EffectTemplate effect, L2Skill skill, byte shld, boolean ss, boolean sps, boolean bss)
  2027. {
  2028. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  2029. return false;
  2030. L2SkillType type = effect.effectType != null ? effect.effectType : skill.getSkillType();
  2031. int value = (int)effect.effectPower;
  2032. int lvlDepend = skill.getLevelDepend();
  2033. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  2034. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  2035. // TODO: Temporary fix for NPC skills with MagicLevel not set
  2036. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  2037. // int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()) - target.getLevel()) * lvlDepend;
  2038. double statmodifier = calcSkillStatModifier(type, target);
  2039. double resmodifier = calcSkillTypeVulnerability(1, target, type);
  2040. int ssmodifier = 100;
  2041. if (bss) ssmodifier = 200;
  2042. else if (sps) ssmodifier = 150;
  2043. else if (ss) ssmodifier = 150;
  2044. // Calculate BaseRate.
  2045. int rate = (int) ((value * statmodifier));// + lvlmodifier));
  2046. // Add Matk/Mdef Bonus
  2047. if (skill.isMagic())
  2048. rate = (int) (rate * Math.pow((double) attacker.getMAtk(target, skill) / (target.getMDef(attacker, skill)+(shld==1 ? target.getShldDef() : 0)), 0.2));
  2049. // Add Bonus for Sps/SS
  2050. if (ssmodifier != 100)
  2051. {
  2052. if (rate > 10000 / (100 + ssmodifier)) rate = 100 - (100 - rate) * 100 / ssmodifier;
  2053. else rate = rate * ssmodifier / 100;
  2054. }
  2055. //lvl modifier.
  2056. if (lvlDepend > 0)
  2057. {
  2058. double delta = 0;
  2059. int attackerLvlmod = attacker.getLevel();
  2060. int targetLvlmod = target.getLevel();
  2061. if (attackerLvlmod >= 70)
  2062. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  2063. if (targetLvlmod >= 70)
  2064. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  2065. if (skill.getMagicLevel() == 0)
  2066. delta = attackerLvlmod - targetLvlmod;
  2067. else
  2068. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  2069. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  2070. double deltamod = 1;
  2071. if (delta + 3 < 0)
  2072. {
  2073. if (delta <= -20)
  2074. deltamod = 0.05;
  2075. else
  2076. {
  2077. deltamod = 1 - ((-1) * (delta / 20));
  2078. if (deltamod >= 1)
  2079. deltamod = 0.05;
  2080. }
  2081. }
  2082. else
  2083. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  2084. if (deltamod < 0)
  2085. deltamod *= -1;
  2086. rate *= deltamod;
  2087. }
  2088. if (rate > 99) rate = 99;
  2089. else if (rate < 1) rate = 1;
  2090. //Finaly apply resists.
  2091. rate *= resmodifier * calcSkillTypeProficiency(1, attacker, target, type);
  2092. if (Config.DEVELOPER)
  2093. _log.info(type
  2094. +": "
  2095. + skill.getName()
  2096. + ": "
  2097. + value
  2098. + ", "
  2099. + statmodifier
  2100. + ", "
  2101. + resmodifier
  2102. + ", "
  2103. + ((int) (Math.pow((double) attacker.getMAtk(target, skill)
  2104. / target.getMDef(attacker, skill), 0.2) * 100) - 100) + ", " + ssmodifier + " ==> "
  2105. + rate);
  2106. return (Rnd.get(100) < rate);
  2107. }
  2108. public static boolean calcSkillSuccess(L2Character attacker, L2Character target, L2Skill skill, byte shld, boolean ss, boolean sps, boolean bss)
  2109. {
  2110. if (skill.ignoreResists())
  2111. return (Rnd.get(100) < skill.getPower());
  2112. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  2113. return false;
  2114. L2SkillType type = skill.getSkillType();
  2115. int value = (int) skill.getPower();
  2116. int lvlDepend = skill.getLevelDepend();
  2117. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  2118. if (value == 0) value = (type == L2SkillType.PARALYZE) ? 50 : (type == L2SkillType.FEAR)? 40 : 80;
  2119. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  2120. // TODO: Temporary fix for NPC skills with MagicLevel not set
  2121. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  2122. // int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()) - target.getLevel()) * lvlDepend;
  2123. double statmodifier = calcSkillStatModifier(type, target);
  2124. double resmodifier = calcSkillVulnerability(attacker, target, skill);
  2125. int ssmodifier = 100;
  2126. if (bss) ssmodifier = 200;
  2127. else if (sps) ssmodifier = 150;
  2128. else if (ss) ssmodifier = 150;
  2129. // Calculate BaseRate.
  2130. int rate = (int) ((value * statmodifier));// + lvlmodifier));
  2131. // Add Matk/Mdef Bonus
  2132. if (skill.isMagic())
  2133. rate = (int) (rate * Math.pow((double) attacker.getMAtk(target, skill) / (target.getMDef(attacker, skill)+(shld==1 ? target.getShldDef() : 0)), 0.2));
  2134. // Add Bonus for Sps/SS
  2135. if (ssmodifier != 100)
  2136. {
  2137. if (rate > 10000 / (100 + ssmodifier)) rate = 100 - (100 - rate) * 100 / ssmodifier;
  2138. else rate = rate * ssmodifier / 100;
  2139. }
  2140. //lvl modifier.
  2141. if (lvlDepend > 0)
  2142. {
  2143. double delta = 0;
  2144. int attackerLvlmod = attacker.getLevel();
  2145. int targetLvlmod = target.getLevel();
  2146. if (attackerLvlmod >= 70)
  2147. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  2148. if (targetLvlmod >= 70)
  2149. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  2150. if (skill.getMagicLevel() == 0)
  2151. delta = attackerLvlmod - targetLvlmod;
  2152. else
  2153. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  2154. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  2155. double deltamod = 1;
  2156. if (delta + 3 < 0)
  2157. {
  2158. if (delta <= -20)
  2159. deltamod = 0.05;
  2160. else
  2161. {
  2162. deltamod = 1 - ((-1) * (delta / 20));
  2163. if (deltamod >= 1)
  2164. deltamod = 0.05;
  2165. }
  2166. }
  2167. else
  2168. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  2169. if (deltamod < 0)
  2170. deltamod *= -1;
  2171. rate *= deltamod;
  2172. }
  2173. if (rate > 99) rate = 99;
  2174. else if (rate < 1) rate = 1;
  2175. //Finaly apply resists.
  2176. rate *= resmodifier * calcSkillProficiency(skill, attacker, target);
  2177. if (Config.DEVELOPER)
  2178. _log.info(skill.getName()
  2179. + ": "
  2180. + value
  2181. + ", "
  2182. + statmodifier
  2183. + ", "
  2184. + resmodifier
  2185. + ", "
  2186. + ((int) (Math.pow((double) attacker.getMAtk(target, skill)
  2187. / target.getMDef(attacker, skill), 0.2) * 100) - 100) + ", " + ssmodifier + " ==> "
  2188. + rate);
  2189. return (Rnd.get(100) < rate);
  2190. }
  2191. public static boolean calcCubicSkillSuccess(L2CubicInstance attacker, L2Character target, L2Skill skill, byte shld)
  2192. {
  2193. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  2194. return false;
  2195. L2SkillType type = skill.getSkillType();
  2196. // these skills should not work on RaidBoss
  2197. if (target.isRaid())
  2198. {
  2199. switch (type)
  2200. {
  2201. case CONFUSION:
  2202. case ROOT:
  2203. case STUN:
  2204. case MUTE:
  2205. case FEAR:
  2206. case DEBUFF:
  2207. case PARALYZE:
  2208. case SLEEP:
  2209. case AGGDEBUFF:
  2210. return false;
  2211. }
  2212. }
  2213. // if target reflect this skill then the effect will fail
  2214. if (calcSkillReflect(target, skill) != SKILL_REFLECT_FAILED)
  2215. return false;
  2216. int value = (int) skill.getPower();
  2217. int lvlDepend = skill.getLevelDepend();
  2218. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  2219. if (value == 0) value = (type == L2SkillType.PARALYZE) ? 50 : (type == L2SkillType.FEAR) ? 40 : 80;
  2220. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  2221. // TODO: Temporary fix for NPC skills with MagicLevel not set
  2222. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  2223. //int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getOwner().getLevel()) - target.getLevel())
  2224. //* lvlDepend;
  2225. double statmodifier = calcSkillStatModifier(type, target);
  2226. double resmodifier = calcSkillVulnerability(attacker.getOwner(), target, skill);
  2227. int rate = (int) ((value * statmodifier) * resmodifier);
  2228. if (skill.isMagic())
  2229. rate += (int) (Math.pow((double) attacker.getMAtk() / (target.getMDef(attacker.getOwner(), skill) + (shld == 1 ? target.getShldDef() : 0)), 0.2) * 100) - 100;
  2230. //lvl modifier.
  2231. if (lvlDepend > 0)
  2232. {
  2233. double delta = 0;
  2234. int attackerLvlmod = attacker.getOwner().getLevel();
  2235. int targetLvlmod = target.getLevel();
  2236. if (attackerLvlmod >= 70)
  2237. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  2238. if (targetLvlmod >= 70)
  2239. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  2240. if (skill.getMagicLevel() == 0)
  2241. delta = attackerLvlmod - targetLvlmod;
  2242. else
  2243. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  2244. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  2245. double deltamod = 1;
  2246. if (delta + 3 < 0)
  2247. {
  2248. if (delta <= -20)
  2249. deltamod = 0.05;
  2250. else
  2251. {
  2252. deltamod = 1 - ((-1) * (delta / 20));
  2253. if (deltamod >= 1)
  2254. deltamod = 0.05;
  2255. }
  2256. }
  2257. else
  2258. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  2259. if (deltamod < 0)
  2260. deltamod *= -1;
  2261. rate *= deltamod;
  2262. }
  2263. if (rate > 99)
  2264. rate = 99;
  2265. else
  2266. if (rate < 1)
  2267. rate = 1;
  2268. if (Config.DEVELOPER)
  2269. _log.info(skill.getName()
  2270. + ": "
  2271. + value
  2272. + ", "
  2273. + statmodifier
  2274. + ", "
  2275. + resmodifier
  2276. + ", "
  2277. + ((int) (Math.pow((double) attacker.getMAtk()
  2278. / target.getMDef(attacker.getOwner(), skill), 0.2) * 100) - 100) + " ==> "
  2279. + rate);
  2280. return (Rnd.get(100) < rate);
  2281. }
  2282. public static boolean calcMagicSuccess(L2Character attacker, L2Character target, L2Skill skill)
  2283. {
  2284. double lvlDifference = (target.getLevel() - (skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()));
  2285. int rate = Math.round((float)(Math.pow(1.3, lvlDifference) * 100));
  2286. if (target instanceof L2Attackable && !target.isRaid() && !target.isRaidMinion()
  2287. && target.getLevel() >= Config.MIN_NPC_LVL_MAGIC_PENALTY && attacker.getActingPlayer() != null
  2288. && (target.getLevel() - attacker.getActingPlayer().getLevel()) >= 3)
  2289. rate *= MAGIC_FAIL_RATE;
  2290. return (Rnd.get(10000) > rate);
  2291. }
  2292. public static boolean calculateUnlockChance(L2Skill skill)
  2293. {
  2294. int level = skill.getLevel();
  2295. int chance = 0;
  2296. switch (level)
  2297. {
  2298. case 1:
  2299. chance = 30;
  2300. break;
  2301. case 2:
  2302. chance = 50;
  2303. break;
  2304. case 3:
  2305. chance = 75;
  2306. break;
  2307. case 4:
  2308. case 5:
  2309. case 6:
  2310. case 7:
  2311. case 8:
  2312. case 9:
  2313. case 10:
  2314. case 11:
  2315. case 12:
  2316. case 13:
  2317. case 14:
  2318. chance = 100;
  2319. break;
  2320. }
  2321. if (Rnd.get(120) > chance)
  2322. return false;
  2323. return true;
  2324. }
  2325. public static double calcManaDam(L2Character attacker, L2Character target, L2Skill skill,
  2326. boolean ss, boolean bss)
  2327. {
  2328. // AI SpiritShot
  2329. if (attacker instanceof L2Npc)
  2330. {
  2331. if(((L2Npc)attacker)._spiritshotcharged)
  2332. {
  2333. ss = true;
  2334. }
  2335. else
  2336. ss = false;
  2337. ((L2Npc)attacker)._spiritshotcharged = false;
  2338. }
  2339. //Mana Burnt = (SQR(M.Atk)*Power*(Target Max MP/97))/M.Def
  2340. double mAtk = attacker.getMAtk(target, skill);
  2341. double mDef = target.getMDef(attacker, skill);
  2342. double mp = target.getMaxMp();
  2343. if (bss) mAtk *= 4;
  2344. else if (ss) mAtk *= 2;
  2345. double damage = (Math.sqrt(mAtk) * skill.getPower(attacker) * (mp/97)) / mDef;
  2346. damage *= calcSkillVulnerability(attacker, target, skill);
  2347. if (target instanceof L2Attackable && !target.isRaid() && !target.isRaidMinion()
  2348. && target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY && attacker.getActingPlayer() != null
  2349. && (target.getLevel() - attacker.getActingPlayer().getLevel()) >= 2)
  2350. damage *= DAMAGE_REDUCTION;
  2351. return damage;
  2352. }
  2353. public static double calculateSkillResurrectRestorePercent(double baseRestorePercent, int casterWIT)
  2354. {
  2355. if (baseRestorePercent == 0 || baseRestorePercent == 100)
  2356. return baseRestorePercent;
  2357. double restorePercent = baseRestorePercent * WITbonus[casterWIT];
  2358. if(restorePercent - baseRestorePercent > 20.0)
  2359. restorePercent += 20.0;
  2360. restorePercent = Math.max(restorePercent, baseRestorePercent);
  2361. restorePercent = Math.min(restorePercent, 90.0);
  2362. return restorePercent;
  2363. }
  2364. public static double getSTRBonus(L2Character activeChar)
  2365. {
  2366. return STRbonus[activeChar.getSTR()];
  2367. }
  2368. public static boolean calcPhysicalSkillEvasion(L2Character target, L2Skill skill)
  2369. {
  2370. if (skill.isMagic() && skill.getSkillType() != L2SkillType.BLOW)
  2371. return false;
  2372. return Rnd.get(100) < target.calcStat(Stats.P_SKILL_EVASION, 0, null, skill);
  2373. }
  2374. public static boolean calcSkillMastery(L2Character actor, L2Skill sk)
  2375. {
  2376. if (sk.getSkillType() == L2SkillType.FISHING)
  2377. return false;
  2378. double val = actor.getStat().calcStat(Stats.SKILL_MASTERY, 0, null, null);
  2379. if (actor instanceof L2PcInstance)
  2380. {
  2381. if (((L2PcInstance) actor).isMageClass())
  2382. val *= INTbonus[actor.getINT()];
  2383. else
  2384. val *= STRbonus[actor.getSTR()];
  2385. }
  2386. return Rnd.get(100) < val;
  2387. }
  2388. public static double calcValakasAttribute(L2Character attacker, L2Character target, L2Skill skill)
  2389. {
  2390. double calcPower = 0;
  2391. double calcDefen = 0;
  2392. if (skill != null && skill.getAttributeName().contains("valakas"))
  2393. {
  2394. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2395. calcDefen = target.calcStat(Stats.VALAKAS_RES, calcDefen, target, skill);
  2396. }
  2397. else
  2398. {
  2399. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2400. if (calcPower > 0)
  2401. {
  2402. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2403. calcDefen = target.calcStat(Stats.VALAKAS_RES, calcDefen, target, skill);
  2404. }
  2405. }
  2406. return calcPower - calcDefen;
  2407. }
  2408. public static double calcElemental(L2Character attacker, L2Character target, L2Skill skill)
  2409. {
  2410. int calcPower = 0;
  2411. int calcDefen = 0;
  2412. int calcTotal = 0;
  2413. double result = 1.0;
  2414. byte element;
  2415. if (skill != null)
  2416. {
  2417. element = skill.getElement();
  2418. if (element >= 0)
  2419. {
  2420. calcPower = skill.getElementPower();
  2421. calcDefen = target.getDefenseElementValue(element);
  2422. if (attacker.getAttackElement() == element)
  2423. calcPower += attacker.getAttackElementValue(element);
  2424. calcTotal = calcPower - calcDefen;
  2425. if (calcTotal > 0)
  2426. {
  2427. if (calcTotal < 75)
  2428. result += calcTotal * 0.0052;
  2429. else if (calcTotal < 150)
  2430. result = 1.4;
  2431. else if (calcTotal < 290)
  2432. result = 1.7;
  2433. else if (calcTotal < 300)
  2434. result = 1.8;
  2435. else
  2436. result = 2.0;
  2437. }
  2438. if (Config.DEVELOPER)
  2439. _log.info(skill.getName()
  2440. + ": "
  2441. + calcPower
  2442. + ", "
  2443. + calcDefen
  2444. + ", "
  2445. + result);
  2446. }
  2447. }
  2448. else
  2449. {
  2450. element = attacker.getAttackElement();
  2451. if (element >= 0)
  2452. {
  2453. calcPower = attacker.getAttackElementValue(element);
  2454. calcDefen = target.getDefenseElementValue(element);
  2455. calcTotal = Math.max(calcPower - calcDefen, -20);
  2456. calcTotal = Math.min(calcTotal, 100);
  2457. result += calcTotal * 0.007;
  2458. if (Config.DEVELOPER)
  2459. _log.info("Hit: "
  2460. + calcPower
  2461. + ", "
  2462. + calcDefen
  2463. + ", "
  2464. + result);
  2465. }
  2466. }
  2467. return result;
  2468. }
  2469. /**
  2470. * Calculate skill reflection according these three possibilities:
  2471. * <li>Reflect failed</li>
  2472. * <li>Mormal reflect (just effects). <U>Only possible for skilltypes: BUFF, REFLECT, HEAL_PERCENT,
  2473. * MANAHEAL_PERCENT, HOT, CPHOT, MPHOT</U></li>
  2474. * <li>vengEance reflect (100% damage reflected but damage is also dealt to actor). <U>This is only possible
  2475. * for skills with skilltype PDAM, BLOW, CHARGEDAM, MDAM or DEATHLINK</U></li>
  2476. <br><br>
  2477. *
  2478. @param actor
  2479. * @param target
  2480. * @param skill
  2481. * @return SKILL_REFLECTED_FAILED, SKILL_REFLECT_SUCCEED or SKILL_REFLECT_VENGEANCE
  2482. */
  2483. public static byte calcSkillReflect(L2Character target, L2Skill skill)
  2484. {
  2485. /*
  2486. * Neither some special skills (like hero debuffs...) or those skills
  2487. * ignoring resistances can be reflected
  2488. */
  2489. if (skill.ignoreResists() || !skill.canBeReflected())
  2490. return SKILL_REFLECT_FAILED;
  2491. // only magic and melee skills can be reflected
  2492. if (!skill.isMagic() &&
  2493. (skill.getCastRange() == -1 || skill.getCastRange() > MELEE_ATTACK_RANGE))
  2494. return SKILL_REFLECT_FAILED;
  2495. byte reflect = SKILL_REFLECT_FAILED;
  2496. // check for non-reflected skilltypes, need additional retail check
  2497. switch (skill.getSkillType())
  2498. {
  2499. case BUFF:
  2500. case REFLECT:
  2501. case HEAL_PERCENT:
  2502. case MANAHEAL_PERCENT:
  2503. case HOT:
  2504. case CPHOT:
  2505. case MPHOT:
  2506. case UNDEAD_DEFENSE:
  2507. case AGGDEBUFF:
  2508. case CONT:
  2509. return SKILL_REFLECT_FAILED;
  2510. // these skill types can deal damage
  2511. case PDAM:
  2512. case BLOW:
  2513. case MDAM:
  2514. case DEATHLINK:
  2515. case CHARGEDAM:
  2516. final Stats stat = skill.isMagic() ? Stats.VENGEANCE_SKILL_MAGIC_DAMAGE : Stats.VENGEANCE_SKILL_PHYSICAL_DAMAGE;
  2517. final double venganceChance = target.getStat().calcStat(stat, 0, target, skill);
  2518. if (venganceChance > Rnd.get(100))
  2519. reflect |= SKILL_REFLECT_VENGEANCE;
  2520. break;
  2521. }
  2522. final double reflectChance = target.calcStat(skill.isMagic() ? Stats.REFLECT_SKILL_MAGIC : Stats.REFLECT_SKILL_PHYSIC, 0, null, skill);
  2523. if( Rnd.get(100) < reflectChance)
  2524. reflect |= SKILL_REFLECT_SUCCEED;
  2525. return reflect;
  2526. }
  2527. }