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.actor.instance.L2SummonInstance;
  38. import com.l2jserver.gameserver.model.base.PlayerState;
  39. import com.l2jserver.gameserver.model.entity.Castle;
  40. import com.l2jserver.gameserver.model.entity.ClanHall;
  41. import com.l2jserver.gameserver.model.entity.Fort;
  42. import com.l2jserver.gameserver.model.entity.Siege;
  43. import com.l2jserver.gameserver.model.itemcontainer.Inventory;
  44. import com.l2jserver.gameserver.model.zone.L2ZoneType;
  45. import com.l2jserver.gameserver.model.zone.type.L2CastleZone;
  46. import com.l2jserver.gameserver.model.zone.type.L2ClanHallZone;
  47. import com.l2jserver.gameserver.model.zone.type.L2FortZone;
  48. import com.l2jserver.gameserver.model.zone.type.L2MotherTreeZone;
  49. import com.l2jserver.gameserver.network.SystemMessageId;
  50. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  51. import com.l2jserver.gameserver.skills.conditions.ConditionPlayerState;
  52. import com.l2jserver.gameserver.skills.conditions.ConditionUsingItemType;
  53. import com.l2jserver.gameserver.skills.funcs.Func;
  54. import com.l2jserver.gameserver.templates.chars.L2PcTemplate;
  55. import com.l2jserver.gameserver.templates.effects.EffectTemplate;
  56. import com.l2jserver.gameserver.templates.item.L2Item;
  57. import com.l2jserver.gameserver.templates.item.L2Weapon;
  58. import com.l2jserver.gameserver.templates.item.L2WeaponType;
  59. import com.l2jserver.gameserver.templates.skills.L2SkillType;
  60. import com.l2jserver.gameserver.util.Util;
  61. import com.l2jserver.util.Rnd;
  62. /**
  63. * Global calculations, can be modified by server admins
  64. */
  65. public final class Formulas
  66. {
  67. // level difference reductions
  68. private static final int MAGIC_FAIL_RATE = 3;
  69. private static final double DAMAGE_REDUCTION = 0.66;
  70. /** Regen Task period */
  71. protected static final Logger _log = Logger.getLogger(L2Character.class.getName());
  72. private static final int HP_REGENERATE_PERIOD = 3000; // 3 secs
  73. public static final byte SHIELD_DEFENSE_FAILED = 0; // no shield defense
  74. public static final byte SHIELD_DEFENSE_SUCCEED = 1; // normal shield defense
  75. public static final byte SHIELD_DEFENSE_PERFECT_BLOCK = 2; // perfect block
  76. public static final byte SKILL_REFLECT_FAILED = 0; // no reflect
  77. public static final byte SKILL_REFLECT_SUCCEED = 1; // normal reflect, some damage reflected some other not
  78. public static final byte SKILL_REFLECT_VENGEANCE = 2; // 100% of the damage affect both
  79. private static final byte MELEE_ATTACK_RANGE = 40;
  80. public static final int MAX_STAT_VALUE = 100;
  81. private static final double[] STRCompute = new double[]{1.036, 34.845}; //{1.016, 28.515}; for C1
  82. private static final double[] INTCompute = new double[]{1.020, 31.375}; //{1.020, 31.375}; for C1
  83. private static final double[] DEXCompute = new double[]{1.009, 19.360}; //{1.009, 19.360}; for C1
  84. private static final double[] WITCompute = new double[]{1.050, 20.000}; //{1.050, 20.000}; for C1
  85. private static final double[] CONCompute = new double[]{1.030, 27.632}; //{1.015, 12.488}; for C1
  86. private static final double[] MENCompute = new double[]{1.010, -0.060}; //{1.010, -0.060}; for C1
  87. protected static final double[] WITbonus = new double[MAX_STAT_VALUE];
  88. protected static final double[] MENbonus = new double[MAX_STAT_VALUE];
  89. protected static final double[] INTbonus = new double[MAX_STAT_VALUE];
  90. protected static final double[] STRbonus = new double[MAX_STAT_VALUE];
  91. protected static final double[] DEXbonus = new double[MAX_STAT_VALUE];
  92. protected static final double[] CONbonus = new double[MAX_STAT_VALUE];
  93. // These values are 100% matching retail tables, no need to change and no need add
  94. // calculation into the stat bonus when accessing (not efficient),
  95. // better to have everything precalculated and use values directly (saves CPU)
  96. static
  97. {
  98. for (int i = 0; i < STRbonus.length; i++)
  99. STRbonus[i] = Math.floor(Math.pow(STRCompute[0], i - STRCompute[1]) * 100 + .5d) / 100;
  100. for (int i = 0; i < INTbonus.length; i++)
  101. INTbonus[i] = Math.floor(Math.pow(INTCompute[0], i - INTCompute[1]) * 100 + .5d) / 100;
  102. for (int i = 0; i < DEXbonus.length; i++)
  103. DEXbonus[i] = Math.floor(Math.pow(DEXCompute[0], i - DEXCompute[1]) * 100 + .5d) / 100;
  104. for (int i = 0; i < WITbonus.length; i++)
  105. WITbonus[i] = Math.floor(Math.pow(WITCompute[0], i - WITCompute[1]) * 100 + .5d) / 100;
  106. for (int i = 0; i < CONbonus.length; i++)
  107. CONbonus[i] = Math.floor(Math.pow(CONCompute[0], i - CONCompute[1]) * 100 + .5d) / 100;
  108. for (int i = 0; i < MENbonus.length; i++)
  109. MENbonus[i] = Math.floor(Math.pow(MENCompute[0], i - MENCompute[1]) * 100 + .5d) / 100;
  110. }
  111. static class FuncAddLevel3 extends Func
  112. {
  113. static final FuncAddLevel3[] _instancies = new FuncAddLevel3[Stats.NUM_STATS];
  114. static Func getInstance(Stats stat)
  115. {
  116. int pos = stat.ordinal();
  117. if (_instancies[pos] == null) _instancies[pos] = new FuncAddLevel3(stat);
  118. return _instancies[pos];
  119. }
  120. private FuncAddLevel3(Stats pStat)
  121. {
  122. super(pStat, 0x10, null);
  123. }
  124. @Override
  125. public void calc(Env env)
  126. {
  127. env.value += env.player.getLevel() / 3.0;
  128. }
  129. }
  130. static class FuncMultLevelMod extends Func
  131. {
  132. static final FuncMultLevelMod[] _instancies = new FuncMultLevelMod[Stats.NUM_STATS];
  133. static Func getInstance(Stats stat)
  134. {
  135. int pos = stat.ordinal();
  136. if (_instancies[pos] == null) _instancies[pos] = new FuncMultLevelMod(stat);
  137. return _instancies[pos];
  138. }
  139. private FuncMultLevelMod(Stats pStat)
  140. {
  141. super(pStat, 0x20, null);
  142. }
  143. @Override
  144. public void calc(Env env)
  145. {
  146. env.value *= env.player.getLevelMod();
  147. }
  148. }
  149. static class FuncMultRegenResting extends Func
  150. {
  151. static final FuncMultRegenResting[] _instancies = new FuncMultRegenResting[Stats.NUM_STATS];
  152. /**
  153. * Return the Func object corresponding to the state concerned.<BR><BR>
  154. */
  155. static Func getInstance(Stats stat)
  156. {
  157. int pos = stat.ordinal();
  158. if (_instancies[pos] == null) _instancies[pos] = new FuncMultRegenResting(stat);
  159. return _instancies[pos];
  160. }
  161. /**
  162. * Constructor of the FuncMultRegenResting.<BR><BR>
  163. */
  164. private FuncMultRegenResting(Stats pStat)
  165. {
  166. super(pStat, 0x20, null);
  167. setCondition(new ConditionPlayerState(PlayerState.RESTING, true));
  168. }
  169. /**
  170. * Calculate the modifier of the state concerned.<BR><BR>
  171. */
  172. @Override
  173. public void calc(Env env)
  174. {
  175. if (!cond.test(env)) return;
  176. env.value *= 1.45;
  177. }
  178. }
  179. static class FuncPAtkMod extends Func
  180. {
  181. static final FuncPAtkMod _fpa_instance = new FuncPAtkMod();
  182. static Func getInstance()
  183. {
  184. return _fpa_instance;
  185. }
  186. private FuncPAtkMod()
  187. {
  188. super(Stats.POWER_ATTACK, 0x30, null);
  189. }
  190. @Override
  191. public void calc(Env env)
  192. {
  193. env.value *= STRbonus[env.player.getSTR()] * env.player.getLevelMod();
  194. }
  195. }
  196. static class FuncMAtkMod extends Func
  197. {
  198. static final FuncMAtkMod _fma_instance = new FuncMAtkMod();
  199. static Func getInstance()
  200. {
  201. return _fma_instance;
  202. }
  203. private FuncMAtkMod()
  204. {
  205. super(Stats.MAGIC_ATTACK, 0x20, null);
  206. }
  207. @Override
  208. public void calc(Env env)
  209. {
  210. double intb = INTbonus[env.player.getINT()];
  211. double lvlb = env.player.getLevelMod();
  212. env.value *= (lvlb * lvlb) * (intb * intb);
  213. }
  214. }
  215. static class FuncMDefMod extends Func
  216. {
  217. static final FuncMDefMod _fmm_instance = new FuncMDefMod();
  218. static Func getInstance()
  219. {
  220. return _fmm_instance;
  221. }
  222. private FuncMDefMod()
  223. {
  224. super(Stats.MAGIC_DEFENCE, 0x20, null);
  225. }
  226. @Override
  227. public void calc(Env env)
  228. {
  229. if (env.player instanceof L2PcInstance)
  230. {
  231. L2PcInstance p = (L2PcInstance) env.player;
  232. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LFINGER) != null)
  233. env.value -= 5;
  234. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RFINGER) != null)
  235. env.value -= 5;
  236. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEAR) != null)
  237. env.value -= 9;
  238. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_REAR) != null)
  239. env.value -= 9;
  240. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_NECK) != null)
  241. env.value -= 13;
  242. }
  243. env.value *= MENbonus[env.player.getMEN()] * env.player.getLevelMod();
  244. }
  245. }
  246. static class FuncPDefMod extends Func
  247. {
  248. static final FuncPDefMod _fmm_instance = new FuncPDefMod();
  249. static Func getInstance()
  250. {
  251. return _fmm_instance;
  252. }
  253. private FuncPDefMod()
  254. {
  255. super(Stats.POWER_DEFENCE, 0x20, null);
  256. }
  257. @Override
  258. public void calc(Env env)
  259. {
  260. if (env.player instanceof L2PcInstance)
  261. {
  262. L2PcInstance p = (L2PcInstance) env.player;
  263. boolean hasMagePDef = (p.getClassId().isMage() || p.getClassId().getId() == 0x31); // orc mystics are a special case
  264. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD) != null)
  265. env.value -= 12;
  266. L2ItemInstance chest = p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST);
  267. if (chest != null)
  268. env.value -= hasMagePDef ? 15 : 31;
  269. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS) != null || (chest != null && chest.getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR))
  270. env.value -= hasMagePDef ? 8 : 18;
  271. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES) != null)
  272. env.value -= 8;
  273. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET) != null)
  274. env.value -= 7;
  275. }
  276. env.value *= env.player.getLevelMod();
  277. }
  278. }
  279. static class FuncGatesPDefMod extends Func
  280. {
  281. static final FuncGatesPDefMod _fmm_instance = new FuncGatesPDefMod();
  282. static Func getInstance()
  283. {
  284. return _fmm_instance;
  285. }
  286. private FuncGatesPDefMod()
  287. {
  288. super(Stats.POWER_DEFENCE, 0x20, null);
  289. }
  290. @Override
  291. public void calc(Env env)
  292. {
  293. if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
  294. env.value *= Config.ALT_SIEGE_DAWN_GATES_PDEF_MULT;
  295. else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
  296. env.value *= Config.ALT_SIEGE_DUSK_GATES_PDEF_MULT;
  297. }
  298. }
  299. static class FuncGatesMDefMod extends Func
  300. {
  301. static final FuncGatesMDefMod _fmm_instance = new FuncGatesMDefMod();
  302. static Func getInstance()
  303. {
  304. return _fmm_instance;
  305. }
  306. private FuncGatesMDefMod()
  307. {
  308. super(Stats.MAGIC_DEFENCE, 0x20, null);
  309. }
  310. @Override
  311. public void calc(Env env)
  312. {
  313. if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
  314. env.value *= Config.ALT_SIEGE_DAWN_GATES_MDEF_MULT;
  315. else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
  316. env.value *= Config.ALT_SIEGE_DUSK_GATES_MDEF_MULT;
  317. }
  318. }
  319. static class FuncBowAtkRange extends Func
  320. {
  321. private static final FuncBowAtkRange _fbar_instance = new FuncBowAtkRange();
  322. static Func getInstance()
  323. {
  324. return _fbar_instance;
  325. }
  326. private FuncBowAtkRange()
  327. {
  328. super(Stats.POWER_ATTACK_RANGE, 0x10, null);
  329. setCondition(new ConditionUsingItemType(L2WeaponType.BOW.mask()));
  330. }
  331. @Override
  332. public void calc(Env env)
  333. {
  334. if (!cond.test(env))
  335. return;
  336. // default is 40 and with bow should be 500
  337. env.value += 460;
  338. }
  339. }
  340. static class FuncCrossBowAtkRange extends Func
  341. {
  342. private static final FuncCrossBowAtkRange _fcb_instance = new FuncCrossBowAtkRange();
  343. static Func getInstance()
  344. {
  345. return _fcb_instance;
  346. }
  347. private FuncCrossBowAtkRange()
  348. {
  349. super(Stats.POWER_ATTACK_RANGE, 0x10, null);
  350. setCondition(new ConditionUsingItemType(L2WeaponType.CROSSBOW.mask()));
  351. }
  352. @Override
  353. public void calc(Env env)
  354. {
  355. if (!cond.test(env))
  356. return;
  357. // default is 40 and with crossbow should be 400
  358. env.value += 360;
  359. }
  360. }
  361. static class FuncAtkAccuracy extends Func
  362. {
  363. static final FuncAtkAccuracy _faa_instance = new FuncAtkAccuracy();
  364. static Func getInstance()
  365. {
  366. return _faa_instance;
  367. }
  368. private FuncAtkAccuracy()
  369. {
  370. super(Stats.ACCURACY_COMBAT, 0x10, null);
  371. }
  372. @Override
  373. public void calc(Env env)
  374. {
  375. L2Character p = env.player;
  376. //[Square(DEX)]*6 + lvl + weapon hitbonus;
  377. env.value += Math.sqrt(p.getDEX()) * 6;
  378. env.value += p.getLevel();
  379. if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
  380. if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
  381. if( p instanceof L2Summon) env.value += (p.getLevel() < 60) ? 4 : 5;
  382. }
  383. }
  384. static class FuncAtkEvasion extends Func
  385. {
  386. static final FuncAtkEvasion _fae_instance = new FuncAtkEvasion();
  387. static Func getInstance()
  388. {
  389. return _fae_instance;
  390. }
  391. private FuncAtkEvasion()
  392. {
  393. super(Stats.EVASION_RATE, 0x10, null);
  394. }
  395. @Override
  396. public void calc(Env env)
  397. {
  398. L2Character p = env.player;
  399. //[Square(DEX)]*6 + lvl;
  400. env.value += Math.sqrt(p.getDEX()) * 6;
  401. env.value += p.getLevel();
  402. if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
  403. if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
  404. }
  405. }
  406. static class FuncAtkCritical extends Func
  407. {
  408. static final FuncAtkCritical _fac_instance = new FuncAtkCritical();
  409. static Func getInstance()
  410. {
  411. return _fac_instance;
  412. }
  413. private FuncAtkCritical()
  414. {
  415. super(Stats.CRITICAL_RATE, 0x09, null);
  416. }
  417. @Override
  418. public void calc(Env env)
  419. {
  420. L2Character p = env.player;
  421. if( p instanceof L2SummonInstance) env.value = 40;
  422. else if (p instanceof L2PcInstance && p.getActiveWeaponInstance() == null) env.value = 40;
  423. else if (p instanceof L2PcInstance)
  424. {
  425. env.value *= DEXbonus[p.getDEX()];
  426. env.value *= 10;
  427. }
  428. env.baseValue = env.value;
  429. }
  430. }
  431. static class FuncMAtkCritical extends Func
  432. {
  433. static final FuncMAtkCritical _fac_instance = new FuncMAtkCritical();
  434. static Func getInstance()
  435. {
  436. return _fac_instance;
  437. }
  438. private FuncMAtkCritical()
  439. {
  440. super(Stats.MCRITICAL_RATE, 0x30, null);
  441. }
  442. @Override
  443. public void calc(Env env)
  444. {
  445. L2Character p = env.player;
  446. if(p instanceof L2Summon)
  447. env.value = 8; // TODO: needs retail value
  448. else if (p instanceof L2PcInstance && p.getActiveWeaponInstance() != null)
  449. env.value *= WITbonus[p.getWIT()];
  450. }
  451. }
  452. static class FuncMoveSpeed extends Func
  453. {
  454. static final FuncMoveSpeed _fms_instance = new FuncMoveSpeed();
  455. static Func getInstance()
  456. {
  457. return _fms_instance;
  458. }
  459. private FuncMoveSpeed()
  460. {
  461. super(Stats.RUN_SPEED, 0x30, null);
  462. }
  463. @Override
  464. public void calc(Env env)
  465. {
  466. L2PcInstance p = (L2PcInstance) env.player;
  467. env.value *= DEXbonus[p.getDEX()];
  468. }
  469. }
  470. static class FuncPAtkSpeed extends Func
  471. {
  472. static final FuncPAtkSpeed _fas_instance = new FuncPAtkSpeed();
  473. static Func getInstance()
  474. {
  475. return _fas_instance;
  476. }
  477. private FuncPAtkSpeed()
  478. {
  479. super(Stats.POWER_ATTACK_SPEED, 0x20, null);
  480. }
  481. @Override
  482. public void calc(Env env)
  483. {
  484. L2PcInstance p = (L2PcInstance) env.player;
  485. env.value *= DEXbonus[p.getDEX()];
  486. }
  487. }
  488. static class FuncMAtkSpeed extends Func
  489. {
  490. static final FuncMAtkSpeed _fas_instance = new FuncMAtkSpeed();
  491. static Func getInstance()
  492. {
  493. return _fas_instance;
  494. }
  495. private FuncMAtkSpeed()
  496. {
  497. super(Stats.MAGIC_ATTACK_SPEED, 0x20, null);
  498. }
  499. @Override
  500. public void calc(Env env)
  501. {
  502. L2PcInstance p = (L2PcInstance) env.player;
  503. env.value *= WITbonus[p.getWIT()];
  504. }
  505. }
  506. static class FuncHennaSTR extends Func
  507. {
  508. static final FuncHennaSTR _fh_instance = new FuncHennaSTR();
  509. static Func getInstance()
  510. {
  511. return _fh_instance;
  512. }
  513. private FuncHennaSTR()
  514. {
  515. super(Stats.STAT_STR, 0x10, null);
  516. }
  517. @Override
  518. public void calc(Env env)
  519. {
  520. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  521. L2PcInstance pc = (L2PcInstance) env.player;
  522. if (pc != null) env.value += pc.getHennaStatSTR();
  523. }
  524. }
  525. static class FuncHennaDEX extends Func
  526. {
  527. static final FuncHennaDEX _fh_instance = new FuncHennaDEX();
  528. static Func getInstance()
  529. {
  530. return _fh_instance;
  531. }
  532. private FuncHennaDEX()
  533. {
  534. super(Stats.STAT_DEX, 0x10, null);
  535. }
  536. @Override
  537. public void calc(Env env)
  538. {
  539. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  540. L2PcInstance pc = (L2PcInstance) env.player;
  541. if (pc != null) env.value += pc.getHennaStatDEX();
  542. }
  543. }
  544. static class FuncHennaINT extends Func
  545. {
  546. static final FuncHennaINT _fh_instance = new FuncHennaINT();
  547. static Func getInstance()
  548. {
  549. return _fh_instance;
  550. }
  551. private FuncHennaINT()
  552. {
  553. super(Stats.STAT_INT, 0x10, null);
  554. }
  555. @Override
  556. public void calc(Env env)
  557. {
  558. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  559. L2PcInstance pc = (L2PcInstance) env.player;
  560. if (pc != null) env.value += pc.getHennaStatINT();
  561. }
  562. }
  563. static class FuncHennaMEN extends Func
  564. {
  565. static final FuncHennaMEN _fh_instance = new FuncHennaMEN();
  566. static Func getInstance()
  567. {
  568. return _fh_instance;
  569. }
  570. private FuncHennaMEN()
  571. {
  572. super(Stats.STAT_MEN, 0x10, null);
  573. }
  574. @Override
  575. public void calc(Env env)
  576. {
  577. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  578. L2PcInstance pc = (L2PcInstance) env.player;
  579. if (pc != null) env.value += pc.getHennaStatMEN();
  580. }
  581. }
  582. static class FuncHennaCON extends Func
  583. {
  584. static final FuncHennaCON _fh_instance = new FuncHennaCON();
  585. static Func getInstance()
  586. {
  587. return _fh_instance;
  588. }
  589. private FuncHennaCON()
  590. {
  591. super(Stats.STAT_CON, 0x10, null);
  592. }
  593. @Override
  594. public void calc(Env env)
  595. {
  596. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  597. L2PcInstance pc = (L2PcInstance) env.player;
  598. if (pc != null) env.value += pc.getHennaStatCON();
  599. }
  600. }
  601. static class FuncHennaWIT extends Func
  602. {
  603. static final FuncHennaWIT _fh_instance = new FuncHennaWIT();
  604. static Func getInstance()
  605. {
  606. return _fh_instance;
  607. }
  608. private FuncHennaWIT()
  609. {
  610. super(Stats.STAT_WIT, 0x10, null);
  611. }
  612. @Override
  613. public void calc(Env env)
  614. {
  615. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  616. L2PcInstance pc = (L2PcInstance) env.player;
  617. if (pc != null) env.value += pc.getHennaStatWIT();
  618. }
  619. }
  620. static class FuncMaxHpAdd extends Func
  621. {
  622. static final FuncMaxHpAdd _fmha_instance = new FuncMaxHpAdd();
  623. static Func getInstance()
  624. {
  625. return _fmha_instance;
  626. }
  627. private FuncMaxHpAdd()
  628. {
  629. super(Stats.MAX_HP, 0x10, null);
  630. }
  631. @Override
  632. public void calc(Env env)
  633. {
  634. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  635. int lvl = env.player.getLevel() - t.classBaseLevel;
  636. double hpmod = t.lvlHpMod * lvl;
  637. double hpmax = (t.lvlHpAdd + hpmod) * lvl;
  638. double hpmin = (t.lvlHpAdd * lvl) + hpmod;
  639. env.value += (hpmax + hpmin) / 2;
  640. }
  641. }
  642. static class FuncMaxHpMul extends Func
  643. {
  644. static final FuncMaxHpMul _fmhm_instance = new FuncMaxHpMul();
  645. static Func getInstance()
  646. {
  647. return _fmhm_instance;
  648. }
  649. private FuncMaxHpMul()
  650. {
  651. super(Stats.MAX_HP, 0x20, null);
  652. }
  653. @Override
  654. public void calc(Env env)
  655. {
  656. L2PcInstance p = (L2PcInstance) env.player;
  657. env.value *= CONbonus[p.getCON()];
  658. }
  659. }
  660. static class FuncMaxCpAdd extends Func
  661. {
  662. static final FuncMaxCpAdd _fmca_instance = new FuncMaxCpAdd();
  663. static Func getInstance()
  664. {
  665. return _fmca_instance;
  666. }
  667. private FuncMaxCpAdd()
  668. {
  669. super(Stats.MAX_CP, 0x10, null);
  670. }
  671. @Override
  672. public void calc(Env env)
  673. {
  674. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  675. int lvl = env.player.getLevel() - t.classBaseLevel;
  676. double cpmod = t.lvlCpMod * lvl;
  677. double cpmax = (t.lvlCpAdd + cpmod) * lvl;
  678. double cpmin = (t.lvlCpAdd * lvl) + cpmod;
  679. env.value += (cpmax + cpmin) / 2;
  680. }
  681. }
  682. static class FuncMaxCpMul extends Func
  683. {
  684. static final FuncMaxCpMul _fmcm_instance = new FuncMaxCpMul();
  685. static Func getInstance()
  686. {
  687. return _fmcm_instance;
  688. }
  689. private FuncMaxCpMul()
  690. {
  691. super(Stats.MAX_CP, 0x20, null);
  692. }
  693. @Override
  694. public void calc(Env env)
  695. {
  696. L2PcInstance p = (L2PcInstance) env.player;
  697. env.value *= CONbonus[p.getCON()];
  698. }
  699. }
  700. static class FuncMaxMpAdd extends Func
  701. {
  702. static final FuncMaxMpAdd _fmma_instance = new FuncMaxMpAdd();
  703. static Func getInstance()
  704. {
  705. return _fmma_instance;
  706. }
  707. private FuncMaxMpAdd()
  708. {
  709. super(Stats.MAX_MP, 0x10, null);
  710. }
  711. @Override
  712. public void calc(Env env)
  713. {
  714. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  715. int lvl = env.player.getLevel() - t.classBaseLevel;
  716. double mpmod = t.lvlMpMod * lvl;
  717. double mpmax = (t.lvlMpAdd + mpmod) * lvl;
  718. double mpmin = (t.lvlMpAdd * lvl) + mpmod;
  719. env.value += (mpmax + mpmin) / 2;
  720. }
  721. }
  722. static class FuncMaxMpMul extends Func
  723. {
  724. static final FuncMaxMpMul _fmmm_instance = new FuncMaxMpMul();
  725. static Func getInstance()
  726. {
  727. return _fmmm_instance;
  728. }
  729. private FuncMaxMpMul()
  730. {
  731. super(Stats.MAX_MP, 0x20, null);
  732. }
  733. @Override
  734. public void calc(Env env)
  735. {
  736. L2PcInstance p = (L2PcInstance) env.player;
  737. env.value *= MENbonus[p.getMEN()];
  738. }
  739. }
  740. /**
  741. * Return the period between 2 regenerations task (3s for L2Character, 5 min for L2DoorInstance).<BR><BR>
  742. */
  743. public static int getRegeneratePeriod(L2Character cha)
  744. {
  745. if (cha instanceof L2DoorInstance) return HP_REGENERATE_PERIOD * 100; // 5 mins
  746. return HP_REGENERATE_PERIOD; // 3s
  747. }
  748. /**
  749. * Return the standard NPC Calculator set containing ACCURACY_COMBAT and EVASION_RATE.<BR><BR>
  750. *
  751. * <B><U> Concept</U> :</B><BR><BR>
  752. * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
  753. * In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
  754. *
  755. * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
  756. *
  757. * To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called <B>NPC_STD_CALCULATOR</B>.<BR><BR>
  758. *
  759. */
  760. public static Calculator[] getStdNPCCalculators()
  761. {
  762. Calculator[] std = new Calculator[Stats.NUM_STATS];
  763. // Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
  764. std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
  765. std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());
  766. // Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
  767. std[Stats.EVASION_RATE.ordinal()] = new Calculator();
  768. std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
  769. return std;
  770. }
  771. public static Calculator[] getStdDoorCalculators()
  772. {
  773. Calculator[] std = new Calculator[Stats.NUM_STATS];
  774. // Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
  775. std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
  776. std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());
  777. // Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
  778. std[Stats.EVASION_RATE.ordinal()] = new Calculator();
  779. std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
  780. //SevenSigns PDEF Modifier
  781. std[Stats.POWER_DEFENCE.ordinal()].addFunc(FuncGatesPDefMod.getInstance());
  782. //SevenSigns MDEF Modifier
  783. std[Stats.MAGIC_DEFENCE.ordinal()].addFunc(FuncGatesMDefMod.getInstance());
  784. return std;
  785. }
  786. /**
  787. * Add basics Func objects to L2PcInstance and L2Summon.<BR><BR>
  788. *
  789. * <B><U> Concept</U> :</B><BR><BR>
  790. * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
  791. * In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
  792. *
  793. * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
  794. *
  795. * @param cha L2PcInstance or L2Summon that must obtain basic Func objects
  796. */
  797. public static void addFuncsToNewCharacter(L2Character cha)
  798. {
  799. if (cha instanceof L2PcInstance)
  800. {
  801. cha.addStatFunc(FuncMaxHpAdd.getInstance());
  802. cha.addStatFunc(FuncMaxHpMul.getInstance());
  803. cha.addStatFunc(FuncMaxCpAdd.getInstance());
  804. cha.addStatFunc(FuncMaxCpMul.getInstance());
  805. cha.addStatFunc(FuncMaxMpAdd.getInstance());
  806. cha.addStatFunc(FuncMaxMpMul.getInstance());
  807. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
  808. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_CP_RATE));
  809. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
  810. cha.addStatFunc(FuncBowAtkRange.getInstance());
  811. cha.addStatFunc(FuncCrossBowAtkRange.getInstance());
  812. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_ATTACK));
  813. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_DEFENCE));
  814. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.MAGIC_DEFENCE));
  815. cha.addStatFunc(FuncPAtkMod.getInstance());
  816. cha.addStatFunc(FuncMAtkMod.getInstance());
  817. cha.addStatFunc(FuncPDefMod.getInstance());
  818. cha.addStatFunc(FuncMDefMod.getInstance());
  819. cha.addStatFunc(FuncAtkCritical.getInstance());
  820. cha.addStatFunc(FuncMAtkCritical.getInstance());
  821. cha.addStatFunc(FuncAtkAccuracy.getInstance());
  822. cha.addStatFunc(FuncAtkEvasion.getInstance());
  823. cha.addStatFunc(FuncPAtkSpeed.getInstance());
  824. cha.addStatFunc(FuncMAtkSpeed.getInstance());
  825. cha.addStatFunc(FuncMoveSpeed.getInstance());
  826. cha.addStatFunc(FuncHennaSTR.getInstance());
  827. cha.addStatFunc(FuncHennaDEX.getInstance());
  828. cha.addStatFunc(FuncHennaINT.getInstance());
  829. cha.addStatFunc(FuncHennaMEN.getInstance());
  830. cha.addStatFunc(FuncHennaCON.getInstance());
  831. cha.addStatFunc(FuncHennaWIT.getInstance());
  832. }
  833. else if (cha instanceof L2PetInstance)
  834. {
  835. //cha.addStatFunc(FuncPAtkMod.getInstance());
  836. //cha.addStatFunc(FuncMAtkMod.getInstance());
  837. cha.addStatFunc(FuncPDefMod.getInstance());
  838. cha.addStatFunc(FuncMDefMod.getInstance());
  839. cha.addStatFunc(FuncAtkCritical.getInstance());
  840. }
  841. else if (cha instanceof L2Summon)
  842. {
  843. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
  844. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
  845. cha.addStatFunc(FuncAtkCritical.getInstance());
  846. cha.addStatFunc(FuncMAtkCritical.getInstance());
  847. cha.addStatFunc(FuncAtkAccuracy.getInstance());
  848. cha.addStatFunc(FuncAtkEvasion.getInstance());
  849. }
  850. }
  851. /**
  852. * Calculate the HP regen rate (base + modifiers).<BR>
  853. * <BR>
  854. */
  855. public static final double calcHpRegen(L2Character cha)
  856. {
  857. double init = cha.getTemplate().baseHpReg;
  858. double hpRegenMultiplier = cha.isRaid() ? Config.RAID_HP_REGEN_MULTIPLIER : Config.HP_REGEN_MULTIPLIER;
  859. double hpRegenBonus = 0;
  860. if (Config.L2JMOD_CHAMPION_ENABLE && cha.isChampion())
  861. hpRegenMultiplier *= Config.L2JMOD_CHAMPION_HP_REGEN;
  862. if (cha instanceof L2PcInstance)
  863. {
  864. L2PcInstance player = (L2PcInstance) cha;
  865. // Calculate correct baseHpReg value for certain level of PC
  866. init += (player.getLevel() > 10) ? ((player.getLevel() - 1) / 10.0) : 0.5;
  867. // SevenSigns Festival modifier
  868. if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
  869. hpRegenMultiplier *= calcFestivalRegenModifier(player);
  870. else
  871. {
  872. double siegeModifier = calcSiegeRegenModifer(player);
  873. if (siegeModifier > 0)
  874. hpRegenMultiplier *= siegeModifier;
  875. }
  876. if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null && player.getClan().getHasHideout() > 0)
  877. {
  878. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2ClanHallZone.class);
  879. int posChIndex = zone == null ? -1 : ((L2ClanHallZone) zone).getClanHallId();
  880. int clanHallIndex = player.getClan().getHasHideout();
  881. if (clanHallIndex > 0 && clanHallIndex == posChIndex)
  882. {
  883. ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
  884. if (clansHall != null)
  885. if (clansHall.getFunction(ClanHall.FUNC_RESTORE_HP) != null)
  886. hpRegenMultiplier *= 1 + (double) clansHall.getFunction(ClanHall.FUNC_RESTORE_HP).getLvl() / 100;
  887. }
  888. }
  889. if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null && player.getClan().getHasCastle() > 0)
  890. {
  891. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2CastleZone.class);
  892. int posCastleIndex = zone == null ? -1 : ((L2CastleZone) zone).getCastleId();
  893. int castleIndex = player.getClan().getHasCastle();
  894. if (castleIndex > 0 && castleIndex == posCastleIndex)
  895. {
  896. Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
  897. if (castle != null)
  898. if (castle.getFunction(Castle.FUNC_RESTORE_HP) != null)
  899. hpRegenMultiplier *= 1 + (double) castle.getFunction(Castle.FUNC_RESTORE_HP).getLvl() / 100;
  900. }
  901. }
  902. if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null && player.getClan().getHasFort() > 0)
  903. {
  904. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2FortZone.class);
  905. int posFortIndex = zone == null ? -1 : ((L2FortZone) zone).getFortId();
  906. int fortIndex = player.getClan().getHasFort();
  907. if (fortIndex > 0 && fortIndex == posFortIndex)
  908. {
  909. Fort fort = FortManager.getInstance().getFortById(fortIndex);
  910. if (fort != null)
  911. if (fort.getFunction(Fort.FUNC_RESTORE_HP) != null)
  912. hpRegenMultiplier *= 1 + (double) fort.getFunction(Fort.FUNC_RESTORE_HP).getLvl() / 100;
  913. }
  914. }
  915. // Mother Tree effect is calculated at last
  916. if (player.isInsideZone(L2Character.ZONE_MOTHERTREE))
  917. {
  918. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2MotherTreeZone.class);
  919. int hpBonus = zone == null ? 0 : ((L2MotherTreeZone) zone).getHpRegenBonus();
  920. hpRegenBonus += hpBonus;
  921. }
  922. // Calculate Movement bonus
  923. if (player.isSitting())
  924. hpRegenMultiplier *= 1.5; // Sitting
  925. else if (!player.isMoving())
  926. hpRegenMultiplier *= 1.1; // Staying
  927. else if (player.isRunning())
  928. hpRegenMultiplier *= 0.7; // Running
  929. // Add CON bonus
  930. init *= cha.getLevelMod() * CONbonus[cha.getCON()];
  931. }
  932. else if (cha instanceof L2PetInstance)
  933. init = ((L2PetInstance) cha).getPetData().getPetRegenHP() * Config.PET_HP_REGEN_MULTIPLIER;
  934. if (init < 1)
  935. init = 1;
  936. return cha.calcStat(Stats.REGENERATE_HP_RATE, init, null, null) * hpRegenMultiplier + hpRegenBonus;
  937. }
  938. /**
  939. * Calculate the MP regen rate (base + modifiers).<BR><BR>
  940. */
  941. public static final double calcMpRegen(L2Character cha)
  942. {
  943. double init = cha.getTemplate().baseMpReg;
  944. double mpRegenMultiplier = cha.isRaid() ? Config.RAID_MP_REGEN_MULTIPLIER : Config.MP_REGEN_MULTIPLIER;
  945. double mpRegenBonus = 0;
  946. if (cha instanceof L2PcInstance)
  947. {
  948. L2PcInstance player = (L2PcInstance) cha;
  949. // Calculate correct baseMpReg value for certain level of PC
  950. init += 0.3 * ((player.getLevel() - 1) / 10.0);
  951. // SevenSigns Festival modifier
  952. if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
  953. mpRegenMultiplier *= calcFestivalRegenModifier(player);
  954. // Mother Tree effect is calculated at last'
  955. if (player.isInsideZone(L2Character.ZONE_MOTHERTREE))
  956. {
  957. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2MotherTreeZone.class);
  958. int mpBonus = zone == null ? 0 : ((L2MotherTreeZone) zone).getMpRegenBonus();
  959. mpRegenBonus += mpBonus;
  960. }
  961. if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null && player.getClan().getHasHideout() > 0)
  962. {
  963. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2ClanHallZone.class);
  964. int posChIndex = zone == null ? -1 : ((L2ClanHallZone) zone).getClanHallId();
  965. int clanHallIndex = player.getClan().getHasHideout();
  966. if (clanHallIndex > 0 && clanHallIndex == posChIndex)
  967. {
  968. ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
  969. if (clansHall != null)
  970. if (clansHall.getFunction(ClanHall.FUNC_RESTORE_MP) != null)
  971. mpRegenMultiplier *= 1 + (double) clansHall.getFunction(ClanHall.FUNC_RESTORE_MP).getLvl() / 100;
  972. }
  973. }
  974. if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null && player.getClan().getHasCastle() > 0)
  975. {
  976. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2CastleZone.class);
  977. int posCastleIndex = zone == null ? -1 : ((L2CastleZone) zone).getCastleId();
  978. int castleIndex = player.getClan().getHasCastle();
  979. if (castleIndex > 0 && castleIndex == posCastleIndex)
  980. {
  981. Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
  982. if (castle != null)
  983. {
  984. if (castle.getFunction(Castle.FUNC_RESTORE_MP) != null)
  985. mpRegenMultiplier *= 1 + (double) castle.getFunction(Castle.FUNC_RESTORE_MP).getLvl() / 100;
  986. }
  987. }
  988. }
  989. if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null && player.getClan().getHasFort() > 0)
  990. {
  991. L2ZoneType zone = ZoneManager.getInstance().getZone(player, L2FortZone.class);
  992. int posFortIndex = zone == null ? -1 : ((L2FortZone) zone).getFortId();
  993. int fortIndex = player.getClan().getHasFort();
  994. if (fortIndex > 0 && fortIndex == posFortIndex)
  995. {
  996. Fort fort = FortManager.getInstance().getFortById(fortIndex);
  997. if (fort != null)
  998. if (fort.getFunction(Fort.FUNC_RESTORE_MP) != null)
  999. mpRegenMultiplier *= 1 + (double) fort.getFunction(Fort.FUNC_RESTORE_MP).getLvl() / 100;
  1000. }
  1001. }
  1002. // Calculate Movement bonus
  1003. if (player.isSitting())
  1004. mpRegenMultiplier *= 1.5; // Sitting
  1005. else if (!player.isMoving())
  1006. mpRegenMultiplier *= 1.1; // Staying
  1007. else if (player.isRunning())
  1008. mpRegenMultiplier *= 0.7; // Running
  1009. // Add MEN bonus
  1010. init *= cha.getLevelMod() * MENbonus[cha.getMEN()];
  1011. }
  1012. else if (cha instanceof L2PetInstance)
  1013. init = ((L2PetInstance) cha).getPetData().getPetRegenMP() * Config.PET_MP_REGEN_MULTIPLIER;
  1014. if (init < 1)
  1015. init = 1;
  1016. return cha.calcStat(Stats.REGENERATE_MP_RATE, init, null, null) * mpRegenMultiplier + mpRegenBonus;
  1017. }
  1018. /**
  1019. * Calculate the CP regen rate (base + modifiers).<BR><BR>
  1020. */
  1021. public static final double calcCpRegen(L2Character cha)
  1022. {
  1023. double init = cha.getTemplate().baseHpReg;
  1024. double cpRegenMultiplier = Config.CP_REGEN_MULTIPLIER;
  1025. double cpRegenBonus = 0;
  1026. if (cha instanceof L2PcInstance)
  1027. {
  1028. L2PcInstance player = (L2PcInstance) cha;
  1029. // Calculate correct baseHpReg value for certain level of PC
  1030. init += (player.getLevel() > 10) ? ((player.getLevel() - 1) / 10.0) : 0.5;
  1031. // Calculate Movement bonus
  1032. if (player.isSitting())
  1033. cpRegenMultiplier *= 1.5; // Sitting
  1034. else if (!player.isMoving())
  1035. cpRegenMultiplier *= 1.1; // Staying
  1036. else if (player.isRunning())
  1037. cpRegenMultiplier *= 0.7; // Running
  1038. }
  1039. else
  1040. {
  1041. // Calculate Movement bonus
  1042. if (!cha.isMoving())
  1043. cpRegenMultiplier *= 1.1; // Staying
  1044. else if (cha.isRunning())
  1045. cpRegenMultiplier *= 0.7; // Running
  1046. }
  1047. // Apply CON bonus
  1048. init *= cha.getLevelMod() * CONbonus[cha.getCON()];
  1049. if (init < 1)
  1050. init = 1;
  1051. return cha.calcStat(Stats.REGENERATE_CP_RATE, init, null, null) * cpRegenMultiplier + cpRegenBonus;
  1052. }
  1053. @SuppressWarnings("deprecation")
  1054. public static final double calcFestivalRegenModifier(L2PcInstance activeChar)
  1055. {
  1056. final int[] festivalInfo = SevenSignsFestival.getInstance().getFestivalForPlayer(activeChar);
  1057. final int oracle = festivalInfo[0];
  1058. final int festivalId = festivalInfo[1];
  1059. int[] festivalCenter;
  1060. // If the player isn't found in the festival, leave the regen rate as it is.
  1061. if (festivalId < 0) return 0;
  1062. // Retrieve the X and Y coords for the center of the festival arena the player is in.
  1063. if (oracle == SevenSigns.CABAL_DAWN) festivalCenter = SevenSignsFestival.FESTIVAL_DAWN_PLAYER_SPAWNS[festivalId];
  1064. else festivalCenter = SevenSignsFestival.FESTIVAL_DUSK_PLAYER_SPAWNS[festivalId];
  1065. // Check the distance between the player and the player spawn point, in the center of the arena.
  1066. double distToCenter = activeChar.getDistance(festivalCenter[0], festivalCenter[1]);
  1067. if (Config.DEBUG)
  1068. _log.info("Distance: " + distToCenter + ", RegenMulti: " + (distToCenter * 2.5) / 50);
  1069. return 1.0 - (distToCenter * 0.0005); // Maximum Decreased Regen of ~ -65%;
  1070. }
  1071. public static final double calcSiegeRegenModifer(L2PcInstance activeChar)
  1072. {
  1073. if (activeChar == null || activeChar.getClan() == null) return 0;
  1074. Siege siege = SiegeManager.getInstance().getSiege(activeChar.getPosition().getX(),
  1075. activeChar.getPosition().getY(),
  1076. activeChar.getPosition().getZ());
  1077. if (siege == null || !siege.getIsInProgress()) return 0;
  1078. L2SiegeClan siegeClan = siege.getAttackerClan(activeChar.getClan().getClanId());
  1079. if (siegeClan == null || siegeClan.getFlag().isEmpty()
  1080. || !Util.checkIfInRange(200, activeChar, siegeClan.getFlag().get(0), true)) return 0;
  1081. return 1.5; // If all is true, then modifer will be 50% more
  1082. }
  1083. /** Calculate blow damage based on cAtk */
  1084. public static double calcBlowDamage(L2Character attacker, L2Character target, L2Skill skill, byte shld, boolean ss)
  1085. {
  1086. final boolean isPvP = (attacker instanceof L2Playable) && (target instanceof L2Playable);
  1087. double power = skill.getPower(isPvP);
  1088. double damage = attacker.getPAtk(target);
  1089. damage+=calcValakasAttribute(attacker, target, skill);
  1090. double defence = target.getPDef(attacker);
  1091. if (attacker instanceof L2Npc)
  1092. {
  1093. if(((L2Npc)attacker)._soulshotcharged)
  1094. {
  1095. ss = true;
  1096. }
  1097. else
  1098. ss = false;
  1099. ((L2Npc)attacker)._soulshotcharged = false;
  1100. }
  1101. // Def bonusses in PvP fight
  1102. if(isPvP)
  1103. defence *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
  1104. if(ss)
  1105. damage *= 2.;
  1106. switch(shld)
  1107. {
  1108. case SHIELD_DEFENSE_SUCCEED:
  1109. defence += target.getShldDef();
  1110. break;
  1111. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1112. return 1;
  1113. }
  1114. if(ss && skill.getSSBoost()>0)
  1115. power *= skill.getSSBoost();
  1116. damage = attacker.calcStat(Stats.CRITICAL_DAMAGE, (damage+power), target, skill);
  1117. damage *= calcElemental(attacker, target, skill);
  1118. damage += attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 6.5;
  1119. damage *= target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, skill);
  1120. // get the natural vulnerability for the template
  1121. if (target instanceof L2Npc)
  1122. {
  1123. damage *= ((L2Npc) target).getTemplate().getVulnerability(Stats.DAGGER_WPN_VULN);
  1124. }
  1125. // get the vulnerability for the instance due to skills (buffs, passives, toggles, etc)
  1126. damage = target.calcStat(Stats.DAGGER_WPN_VULN, damage, target, null);
  1127. damage *= 70. / defence;
  1128. damage += Rnd.get() * attacker.getRandomDamage(target);
  1129. // Dmg bonusses in PvP fight
  1130. if(isPvP)
  1131. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1132. else if (target instanceof L2Attackable && !target.isRaid() && !target.isRaidMinion()
  1133. && target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY && attacker.getActingPlayer() != null
  1134. && (target.getLevel() - attacker.getActingPlayer().getLevel()) >= 2)
  1135. damage *= DAMAGE_REDUCTION;
  1136. return damage < 1 ? 1. : damage;
  1137. }
  1138. /** Calculated damage caused by ATTACK of attacker on target,
  1139. * called separatly for each weapon, if dual-weapon is used.
  1140. *
  1141. * @param attacker player or NPC that makes ATTACK
  1142. * @param target player or NPC, target of ATTACK
  1143. * @param miss one of ATTACK_XXX constants
  1144. * @param crit if the ATTACK have critical success
  1145. * @param dual if dual weapon is used
  1146. * @param ss if weapon item was charged by soulshot
  1147. * @return damage points
  1148. */
  1149. public static final double calcPhysDam(L2Character attacker, L2Character target, L2Skill skill,
  1150. byte shld, boolean crit, boolean dual, boolean ss)
  1151. {
  1152. final boolean isPvP = (attacker instanceof L2Playable) && (target instanceof L2Playable);
  1153. double damage = attacker.getPAtk(target);
  1154. double defence = target.getPDef(attacker);
  1155. damage+=calcValakasAttribute(attacker, target, skill);
  1156. if (attacker instanceof L2Npc)
  1157. {
  1158. if(((L2Npc)attacker)._soulshotcharged)
  1159. {
  1160. ss = true;
  1161. }
  1162. else
  1163. ss = false;
  1164. ((L2Npc)attacker)._soulshotcharged = false;
  1165. }
  1166. // Def bonusses in PvP fight
  1167. if(isPvP)
  1168. {
  1169. if(skill == null)
  1170. defence *= target.calcStat(Stats.PVP_PHYSICAL_DEF, 1, null, null);
  1171. else
  1172. defence *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
  1173. }
  1174. switch (shld)
  1175. {
  1176. case SHIELD_DEFENSE_SUCCEED:
  1177. if (!Config.ALT_GAME_SHIELD_BLOCKS)
  1178. defence += target.getShldDef();
  1179. break;
  1180. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1181. return 1.;
  1182. }
  1183. if (ss) damage *= 2;
  1184. if (skill != null)
  1185. {
  1186. double skillpower = skill.getPower(attacker, isPvP);
  1187. float ssboost = skill.getSSBoost();
  1188. if (ssboost <= 0)
  1189. damage += skillpower;
  1190. else if (ssboost > 0)
  1191. {
  1192. if (ss)
  1193. {
  1194. skillpower *= ssboost;
  1195. damage += skillpower;
  1196. }
  1197. else
  1198. damage += skillpower;
  1199. }
  1200. }
  1201. // defence modifier depending of the attacker weapon
  1202. L2Weapon weapon = attacker.getActiveWeaponItem();
  1203. Stats stat = null;
  1204. if (weapon != null && !attacker.isTransformed())
  1205. {
  1206. switch (weapon.getItemType())
  1207. {
  1208. case BOW:
  1209. stat = Stats.BOW_WPN_VULN;
  1210. break;
  1211. case CROSSBOW:
  1212. stat = Stats.CROSSBOW_WPN_VULN;
  1213. break;
  1214. case BLUNT:
  1215. stat = Stats.BLUNT_WPN_VULN;
  1216. break;
  1217. case DAGGER:
  1218. stat = Stats.DAGGER_WPN_VULN;
  1219. break;
  1220. case DUAL:
  1221. stat = Stats.DUAL_WPN_VULN;
  1222. break;
  1223. case DUALFIST:
  1224. stat = Stats.DUALFIST_WPN_VULN;
  1225. break;
  1226. case ETC:
  1227. stat = Stats.ETC_WPN_VULN;
  1228. break;
  1229. case FIST:
  1230. stat = Stats.FIST_WPN_VULN;
  1231. break;
  1232. case POLE:
  1233. stat = Stats.POLE_WPN_VULN;
  1234. break;
  1235. case SWORD:
  1236. stat = Stats.SWORD_WPN_VULN;
  1237. break;
  1238. case BIGSWORD:
  1239. stat = Stats.BIGSWORD_WPN_VULN;
  1240. break;
  1241. case BIGBLUNT:
  1242. stat = Stats.BIGBLUNT_WPN_VULN;
  1243. break;
  1244. case DUAL_DAGGER:
  1245. stat = Stats.DUALDAGGER_WPN_VULN;
  1246. break;
  1247. case RAPIER:
  1248. stat = Stats.RAPIER_WPN_VULN;
  1249. break;
  1250. case ANCIENT_SWORD:
  1251. stat = Stats.ANCIENT_WPN_VULN;
  1252. break;
  1253. case PET:
  1254. stat = Stats.PET_WPN_VULN;
  1255. break;
  1256. }
  1257. }
  1258. /*if (shld && !Config.ALT_GAME_SHIELD_BLOCKS)
  1259. {
  1260. defence += target.getShldDef();
  1261. }*/
  1262. //if (!(attacker instanceof L2RaidBossInstance) &&
  1263. /*
  1264. if ((attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance))
  1265. {
  1266. if (attacker instanceof L2RaidBossInstance) damage *= 1; // was 10 changed for temp fix
  1267. // else
  1268. // damage *= 2;
  1269. // if (attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance){
  1270. //damage = damage * attacker.getSTR() * attacker.getAccuracy() * 0.05 / defence;
  1271. // damage = damage * attacker.getSTR()* (attacker.getSTR() + attacker.getLevel()) * 0.025 / defence;
  1272. // damage += _rnd.nextDouble() * damage / 10 ;
  1273. }
  1274. */
  1275. // else {
  1276. //if (skill == null)
  1277. if (crit)
  1278. {
  1279. //Finally retail like formula
  1280. damage = 2 * attacker.calcStat(Stats.CRITICAL_DAMAGE, 1, target, skill) * target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, null) * (70 * damage / defence);
  1281. //Crit dmg add is almost useless in normal hits...
  1282. damage += (attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 70 / defence);
  1283. }
  1284. else
  1285. damage = 70 * damage / defence;
  1286. // In C5 summons make 10 % less dmg in PvP.
  1287. if (attacker instanceof L2Summon && target instanceof L2PcInstance)
  1288. damage *= 0.9;
  1289. if (stat != null)
  1290. {
  1291. // get the vulnerability due to skills (buffs, passives, toggles, etc)
  1292. damage = target.calcStat(stat, damage, target, null);
  1293. if (target instanceof L2Npc)
  1294. {
  1295. // get the natural vulnerability for the template
  1296. damage *= ((L2Npc) target).getTemplate().getVulnerability(stat);
  1297. }
  1298. }
  1299. damage += Rnd.nextDouble() * damage / 10;
  1300. // damage += _rnd.nextDouble()* attacker.getRandomDamage(target);
  1301. // }
  1302. if (shld > 0 && Config.ALT_GAME_SHIELD_BLOCKS)
  1303. {
  1304. damage -= target.getShldDef();
  1305. if (damage < 0) damage = 0;
  1306. }
  1307. if (target instanceof L2Npc)
  1308. {
  1309. switch (((L2Npc) target).getTemplate().getRace())
  1310. {
  1311. case BEAST:
  1312. damage *= attacker.getPAtkMonsters(target);
  1313. break;
  1314. case ANIMAL:
  1315. damage *= attacker.getPAtkAnimals(target);
  1316. break;
  1317. case PLANT:
  1318. damage *= attacker.getPAtkPlants(target);
  1319. break;
  1320. case DRAGON:
  1321. damage *= attacker.getPAtkDragons(target);
  1322. break;
  1323. case BUG:
  1324. damage *= attacker.getPAtkInsects(target);
  1325. break;
  1326. case GIANT:
  1327. damage *= attacker.getPAtkGiants(target);
  1328. break;
  1329. case MAGICCREATURE:
  1330. damage *= attacker.getPAtkMCreatures(target);
  1331. break;
  1332. default:
  1333. // nothing
  1334. break;
  1335. }
  1336. }
  1337. if (damage > 0 && damage < 1)
  1338. {
  1339. damage = 1;
  1340. }
  1341. else if (damage < 0)
  1342. {
  1343. damage = 0;
  1344. }
  1345. // Dmg bonusses in PvP fight
  1346. if(isPvP)
  1347. {
  1348. if(skill == null)
  1349. damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
  1350. else
  1351. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1352. }
  1353. damage *= calcElemental(attacker, target, skill);
  1354. if (target instanceof L2Attackable && !target.isRaid() && !target.isRaidMinion()
  1355. && target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY && attacker.getActingPlayer() != null
  1356. && (target.getLevel() - attacker.getActingPlayer().getLevel()) >= 2)
  1357. damage *= DAMAGE_REDUCTION;
  1358. return damage;
  1359. }
  1360. public static final double calcMagicDam(L2Character attacker, L2Character target, L2Skill skill,
  1361. byte shld, boolean ss, boolean bss, boolean mcrit)
  1362. {
  1363. final boolean isPvP = (attacker instanceof L2Playable) && (target instanceof L2Playable);
  1364. double mAtk = attacker.getMAtk(target, skill);
  1365. double mDef = target.getMDef(attacker, skill);
  1366. // AI SpiritShot
  1367. if (attacker instanceof L2Npc)
  1368. {
  1369. if(((L2Npc)attacker)._spiritshotcharged)
  1370. {
  1371. ss = true;
  1372. }
  1373. else
  1374. ss = false;
  1375. ((L2Npc)attacker)._spiritshotcharged = false;
  1376. }
  1377. // --------------------------------
  1378. // Pvp bonuses for def
  1379. if(isPvP)
  1380. {
  1381. if(skill.isMagic())
  1382. mDef *= target.calcStat(Stats.PVP_MAGICAL_DEF, 1, null, null);
  1383. else
  1384. mDef *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
  1385. }
  1386. switch (shld)
  1387. {
  1388. case SHIELD_DEFENSE_SUCCEED:
  1389. mDef += target.getShldDef(); // kamael
  1390. break;
  1391. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1392. return 1;
  1393. }
  1394. if (bss) mAtk *= 4;
  1395. else if (ss) mAtk *= 2;
  1396. double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower(attacker, isPvP);
  1397. // In C5 summons make 10 % less dmg in PvP.
  1398. if(attacker instanceof L2Summon && target instanceof L2PcInstance) damage *= 0.9;
  1399. // if(attacker instanceof L2PcInstance && target instanceof L2PcInstance) damage *= 0.9; // PvP modifier (-10%)
  1400. // Failure calculation
  1401. if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(attacker, target, skill))
  1402. {
  1403. if (attacker instanceof L2PcInstance)
  1404. {
  1405. if (calcMagicSuccess(attacker, target, skill)
  1406. && (target.getLevel() - attacker.getLevel()) <= 9)
  1407. {
  1408. if (skill.getSkillType() == L2SkillType.DRAIN)
  1409. attacker.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
  1410. else
  1411. attacker.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));
  1412. damage /= 2;
  1413. }
  1414. else
  1415. {
  1416. SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
  1417. sm.addCharName(target);
  1418. sm.addSkillName(skill);
  1419. attacker.sendPacket(sm);
  1420. damage = 1;
  1421. }
  1422. }
  1423. if (target instanceof L2PcInstance)
  1424. {
  1425. if (skill.getSkillType() == L2SkillType.DRAIN)
  1426. {
  1427. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
  1428. sm.addCharName(attacker);
  1429. target.sendPacket(sm);
  1430. }
  1431. else
  1432. {
  1433. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
  1434. sm.addCharName(attacker);
  1435. target.sendPacket(sm);
  1436. }
  1437. }
  1438. }
  1439. else if (mcrit)
  1440. {
  1441. if (attacker instanceof L2PcInstance && target instanceof L2PcInstance)
  1442. damage *= 2.5;
  1443. else
  1444. damage *= 3;
  1445. }
  1446. damage += Rnd.get() * attacker.getRandomDamage(target);
  1447. // Pvp bonuses for dmg
  1448. if(isPvP)
  1449. {
  1450. if(skill.isMagic())
  1451. damage *= attacker.calcStat(Stats.PVP_MAGICAL_DMG, 1, null, null);
  1452. else
  1453. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1454. }
  1455. //random magic damage
  1456. float rnd = Rnd.get(-20,20)/100+1;
  1457. damage *= rnd;
  1458. // CT2.3 general magic vuln
  1459. damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);
  1460. damage *= calcElemental(attacker, target, skill);
  1461. if (target instanceof L2Attackable && !target.isRaid() && !target.isRaidMinion()
  1462. && target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY && attacker.getActingPlayer() != null
  1463. && (target.getLevel() - attacker.getActingPlayer().getLevel()) >= 2)
  1464. damage *= DAMAGE_REDUCTION;
  1465. return damage;
  1466. }
  1467. public static final double calcMagicDam(L2CubicInstance attacker, L2Character target, L2Skill skill, boolean mcrit, byte shld)
  1468. {
  1469. double mAtk = attacker.getMAtk();
  1470. double mDef = target.getMDef(attacker.getOwner(), skill);
  1471. switch (shld)
  1472. {
  1473. case SHIELD_DEFENSE_SUCCEED:
  1474. mDef += target.getShldDef(); // kamael
  1475. break;
  1476. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1477. return 1;
  1478. }
  1479. double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower(target instanceof L2Playable);
  1480. L2PcInstance owner = attacker.getOwner();
  1481. // Failure calculation
  1482. if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(owner, target, skill))
  1483. {
  1484. if (calcMagicSuccess(owner, target, skill) && (target.getLevel() - skill.getMagicLevel()) <= 9){
  1485. if (skill.getSkillType() == L2SkillType.DRAIN)
  1486. owner.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
  1487. else
  1488. owner.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));
  1489. damage /= 2;
  1490. }
  1491. else
  1492. {
  1493. SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
  1494. sm.addCharName(target);
  1495. sm.addSkillName(skill);
  1496. owner.sendPacket(sm);
  1497. damage = 1;
  1498. }
  1499. if (target instanceof L2PcInstance)
  1500. {
  1501. if (skill.getSkillType() == L2SkillType.DRAIN)
  1502. {
  1503. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
  1504. sm.addCharName(owner);
  1505. target.sendPacket(sm);
  1506. }
  1507. else
  1508. {
  1509. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
  1510. sm.addCharName(owner);
  1511. target.sendPacket(sm);
  1512. }
  1513. }
  1514. }
  1515. else if (mcrit) damage *= 3;
  1516. // CT2.3 general magic vuln
  1517. damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);
  1518. damage *= calcElemental(owner, target, skill);
  1519. if (target instanceof L2Attackable && !target.isRaid() && !target.isRaidMinion()
  1520. && target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY && attacker.getOwner() != null
  1521. && (target.getLevel() - attacker.getOwner().getLevel()) >= 2)
  1522. damage *= DAMAGE_REDUCTION;
  1523. return damage;
  1524. }
  1525. /** Returns true in case of critical hit */
  1526. public static final boolean calcCrit(double rate, L2Character target)
  1527. {
  1528. final boolean success = rate > Rnd.get(1000);
  1529. // support for critical damage evasion
  1530. if (success)
  1531. {
  1532. if (target == null)
  1533. return true; // no effect
  1534. // little weird, but remember what CRIT_DAMAGE_EVASION > 1 increase chances to _evade_ crit hits
  1535. return Rnd.get((int)target.getStat().calcStat(Stats.CRIT_DAMAGE_EVASION, 100, null, null)) < 100;
  1536. }
  1537. return success;
  1538. }
  1539. /** Calculate value of blow success */
  1540. public static final boolean calcBlow(L2Character activeChar, L2Character target, int chance)
  1541. {
  1542. return activeChar.calcStat(Stats.BLOW_RATE, chance*(1.0+(activeChar.getDEX()-20)/100), target, null)>Rnd.get(100);
  1543. }
  1544. /** Calculate value of lethal chance */
  1545. public static final double calcLethal(L2Character activeChar, L2Character target, int baseLethal, int magiclvl)
  1546. {
  1547. double chance = 0;
  1548. if (magiclvl > 0)
  1549. {
  1550. int delta = ((magiclvl + activeChar.getLevel()) / 2) - 1 - target.getLevel();
  1551. // delta [-3,infinite)
  1552. if (delta >= -3)
  1553. {
  1554. chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
  1555. }
  1556. // delta [-9, -3[
  1557. else if (delta < -3 && delta >= -9)
  1558. {
  1559. // baseLethal
  1560. // chance = -1 * -----------
  1561. // (delta / 3)
  1562. chance = (-3) * (baseLethal / (delta));
  1563. }
  1564. //delta [-infinite,-9[
  1565. else
  1566. {
  1567. chance = baseLethal / 15;
  1568. }
  1569. }
  1570. else
  1571. {
  1572. chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
  1573. }
  1574. return 10 * activeChar.calcStat(Stats.LETHAL_RATE, chance, target, null);
  1575. }
  1576. public static final boolean calcLethalHit(L2Character activeChar, L2Character target, L2Skill skill)
  1577. {
  1578. if (!target.isRaid()
  1579. && !(target instanceof L2DoorInstance)
  1580. && !(target instanceof L2Npc && ((L2Npc) target).getNpcId() == 35062))
  1581. {
  1582. int chance = Rnd.get(1000);
  1583. //activeChar.sendMessage(Double.toString(chance));
  1584. //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel())));
  1585. //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel())));
  1586. // 2nd lethal effect activate (cp,hp to 1 or if target is npc then hp to 1)
  1587. if (skill.getLethalChance2() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel()))
  1588. {
  1589. if (target instanceof L2Npc)
  1590. target.reduceCurrentHp(target.getCurrentHp() - 1, activeChar, skill);
  1591. else if (target instanceof L2PcInstance) // If is a active player set his HP and CP to 1
  1592. {
  1593. L2PcInstance player = (L2PcInstance) target;
  1594. if (!player.isInvul())
  1595. {
  1596. if (!(activeChar instanceof L2PcInstance &&
  1597. (((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
  1598. {
  1599. player.setCurrentHp(1);
  1600. player.setCurrentCp(1);
  1601. player.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE_SUCCESSFUL));
  1602. }
  1603. }
  1604. }
  1605. activeChar.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE));
  1606. }
  1607. else if (skill.getLethalChance1() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel()))
  1608. {
  1609. if (target instanceof L2PcInstance)
  1610. {
  1611. L2PcInstance player = (L2PcInstance) target;
  1612. if (!player.isInvul())
  1613. {
  1614. if (!(activeChar instanceof L2PcInstance &&
  1615. (((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
  1616. {
  1617. player.setCurrentCp(1); // Set CP to 1
  1618. player.sendPacket(new SystemMessage(SystemMessageId.CP_DISAPPEARS_WHEN_HIT_WITH_A_HALF_KILL_SKILL));
  1619. }
  1620. }
  1621. }
  1622. else if (target instanceof L2Npc) // If is a monster remove first damage and after 50% of current hp
  1623. target.reduceCurrentHp(target.getCurrentHp() / 2, activeChar, skill);
  1624. activeChar.sendPacket(new SystemMessage(SystemMessageId.HALF_KILL));
  1625. }
  1626. else
  1627. return false;
  1628. }
  1629. else
  1630. return false;
  1631. return true;
  1632. }
  1633. public static final boolean calcMCrit(double mRate)
  1634. {
  1635. return mRate > Rnd.get(1000);
  1636. }
  1637. /** Returns true in case when ATTACK is canceled due to hit */
  1638. public static final boolean calcAtkBreak(L2Character target, double dmg)
  1639. {
  1640. if (target.getFusionSkill() != null)
  1641. return true;
  1642. double init = 0;
  1643. if (Config.ALT_GAME_CANCEL_CAST && target.isCastingNow()) init = 15;
  1644. if (Config.ALT_GAME_CANCEL_BOW && target.isAttackingNow())
  1645. {
  1646. L2Weapon wpn = target.getActiveWeaponItem();
  1647. if (wpn != null && wpn.getItemType() == L2WeaponType.BOW) init = 15;
  1648. }
  1649. if (target.isRaid() || target.isInvul() || init <= 0) return false; // No attack break
  1650. // Chance of break is higher with higher dmg
  1651. init += Math.sqrt(13*dmg);
  1652. // Chance is affected by target MEN
  1653. init -= (MENbonus[target.getMEN()] * 100 - 100);
  1654. // Calculate all modifiers for ATTACK_CANCEL
  1655. double rate = target.calcStat(Stats.ATTACK_CANCEL, init, null, null);
  1656. // Adjust the rate to be between 1 and 99
  1657. if (rate > 99) rate = 99;
  1658. else if (rate < 1) rate = 1;
  1659. return Rnd.get(100) < rate;
  1660. }
  1661. /** Calculate delay (in milliseconds) before next ATTACK */
  1662. public static final int calcPAtkSpd(L2Character attacker, L2Character target, double rate)
  1663. {
  1664. // measured Oct 2006 by Tank6585, formula by Sami
  1665. // attack speed 312 equals 1500 ms delay... (or 300 + 40 ms delay?)
  1666. if(rate < 2) return 2700;
  1667. else return (int)(470000/rate);
  1668. }
  1669. /** Calculate delay (in milliseconds) for skills cast */
  1670. public static final int calcAtkSpd(L2Character attacker, L2Skill skill, double skillTime)
  1671. {
  1672. if (skill.isMagic()) return (int) (skillTime * 333 / attacker.getMAtkSpd());
  1673. return (int) (skillTime * 333 / attacker.getPAtkSpd());
  1674. }
  1675. /** Returns true if hit missed (target evaded)
  1676. * Formula based on http://l2p.l2wh.com/nonskillattacks.html
  1677. **/
  1678. public static boolean calcHitMiss(L2Character attacker, L2Character target)
  1679. {
  1680. int delta = attacker.getAccuracy() - target.getEvasionRate(attacker);
  1681. int chance;
  1682. if (delta >= 10) chance = 980;
  1683. else
  1684. {
  1685. switch (delta)
  1686. {
  1687. case 9: chance = 975; break;
  1688. case 8: chance = 970; break;
  1689. case 7: chance = 965; break;
  1690. case 6: chance = 960; break;
  1691. case 5: chance = 955; break;
  1692. case 4: chance = 945; break;
  1693. case 3: chance = 935; break;
  1694. case 2: chance = 925; break;
  1695. case 1: chance = 915; break;
  1696. case 0: chance = 905; break;
  1697. case -1: chance = 890; break;
  1698. case -2: chance = 875; break;
  1699. case -3: chance = 860; break;
  1700. case -4: chance = 845; break;
  1701. case -5: chance = 830; break;
  1702. case -6: chance = 815; break;
  1703. case -7: chance = 800; break;
  1704. case -8: chance = 785; break;
  1705. case -9: chance = 770; break;
  1706. case -10: chance = 755; break;
  1707. case -11: chance = 735; break;
  1708. case -12: chance = 715; break;
  1709. case -13: chance = 695; break;
  1710. case -14: chance = 675; break;
  1711. case -15: chance = 655; break;
  1712. case -16: chance = 625; break;
  1713. case -17: chance = 595; break;
  1714. case -18: chance = 565; break;
  1715. case -19: chance = 535; break;
  1716. case -20: chance = 505; break;
  1717. case -21: chance = 455; break;
  1718. case -22: chance = 405; break;
  1719. case -23: chance = 355; break;
  1720. case -24: chance = 305; break;
  1721. default: chance = 275;
  1722. }
  1723. if(!attacker.isInFrontOfTarget())
  1724. {
  1725. if(attacker.isBehindTarget())
  1726. chance *= 1.2;
  1727. else // side
  1728. chance *= 1.1;
  1729. if (chance > 980)
  1730. chance = 980;
  1731. }
  1732. }
  1733. return chance < Rnd.get(1000);
  1734. }
  1735. /**
  1736. * Returns:<br>
  1737. * 0 = shield defense doesn't succeed<br>
  1738. * 1 = shield defense succeed<br>
  1739. * 2 = perfect block<br>
  1740. *
  1741. * @param attacker
  1742. * @param target
  1743. * @param sendSysMsg
  1744. * @return
  1745. */
  1746. public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill, boolean sendSysMsg)
  1747. {
  1748. if (skill != null && skill.ignoreShield())
  1749. return 0;
  1750. double shldRate = target.calcStat(Stats.SHIELD_RATE, 0, attacker, null)
  1751. * DEXbonus[target.getDEX()];
  1752. if (shldRate == 0.0)
  1753. return 0;
  1754. int degreeside = (int) target.calcStat(Stats.SHIELD_DEFENCE_ANGLE, 0, null, null) + 120;
  1755. if (degreeside < 360 && (!target.isFacing(attacker, degreeside)))
  1756. {
  1757. return 0;
  1758. }
  1759. byte shldSuccess = SHIELD_DEFENSE_FAILED;
  1760. // if attacker
  1761. // if attacker use bow and target wear shield, shield block rate is multiplied by 1.3 (30%)
  1762. L2Weapon at_weapon = attacker.getActiveWeaponItem();
  1763. if (at_weapon != null && at_weapon.getItemType() == L2WeaponType.BOW)
  1764. shldRate *= 1.3;
  1765. if (shldRate > 0 && 100 - Config.ALT_PERFECT_SHLD_BLOCK < Rnd.get(100))
  1766. {
  1767. shldSuccess = SHIELD_DEFENSE_PERFECT_BLOCK;
  1768. }
  1769. else if (shldRate > Rnd.get(100))
  1770. {
  1771. shldSuccess = SHIELD_DEFENSE_SUCCEED;
  1772. }
  1773. if (sendSysMsg && target instanceof L2PcInstance)
  1774. {
  1775. L2PcInstance enemy = (L2PcInstance)target;
  1776. switch (shldSuccess)
  1777. {
  1778. case SHIELD_DEFENSE_SUCCEED:
  1779. enemy.sendPacket(new SystemMessage(SystemMessageId.SHIELD_DEFENCE_SUCCESSFULL));
  1780. break;
  1781. case SHIELD_DEFENSE_PERFECT_BLOCK:
  1782. enemy.sendPacket(new SystemMessage(SystemMessageId.YOUR_EXCELLENT_SHIELD_DEFENSE_WAS_A_SUCCESS));
  1783. break;
  1784. }
  1785. }
  1786. return shldSuccess;
  1787. }
  1788. public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill)
  1789. {
  1790. return calcShldUse(attacker, target, skill, true);
  1791. }
  1792. public static byte calcShldUse(L2Character attacker, L2Character target)
  1793. {
  1794. return calcShldUse(attacker, target, null, true);
  1795. }
  1796. public static boolean calcMagicAffected(L2Character actor, L2Character target, L2Skill skill)
  1797. {
  1798. // TODO: CHECK/FIX THIS FORMULA UP!!
  1799. L2SkillType type = skill.getSkillType();
  1800. double defence = 0;
  1801. if (skill.isActive() && skill.isOffensive() && !skill.isNeutral())
  1802. defence = target.getMDef(actor, skill);
  1803. double attack = 2 * actor.getMAtk(target, skill) * calcSkillVulnerability(actor, target, skill);
  1804. double d = (attack - defence)/(attack + defence);
  1805. if (target.isRaid())
  1806. {
  1807. switch (type)
  1808. {
  1809. case CONFUSION:
  1810. case MUTE:
  1811. case PARALYZE:
  1812. case ROOT:
  1813. case FEAR:
  1814. case SLEEP:
  1815. case STUN:
  1816. case DEBUFF:
  1817. case AGGDEBUFF:
  1818. if ( d > 0 && Rnd.get(1000) == 1)
  1819. return true;
  1820. else
  1821. return false;
  1822. }
  1823. }
  1824. d += 0.5 * Rnd.nextGaussian();
  1825. return d > 0;
  1826. }
  1827. public static double calcSkillVulnerability(L2Character attacker, L2Character target, L2Skill skill)
  1828. {
  1829. double multiplier = 1; // initialize...
  1830. // Get the skill type to calculate its effect in function of base stats
  1831. // of the L2Character target
  1832. if (skill != null)
  1833. {
  1834. // first, get the natural template vulnerability values for the target
  1835. Stats stat = skill.getStat();
  1836. if (stat != null)
  1837. {
  1838. switch (stat)
  1839. {
  1840. case AGGRESSION:
  1841. multiplier *= target.getTemplate().baseAggressionVuln;
  1842. break;
  1843. case BLEED:
  1844. multiplier *= target.getTemplate().baseBleedVuln;
  1845. break;
  1846. case POISON:
  1847. multiplier *= target.getTemplate().basePoisonVuln;
  1848. break;
  1849. case STUN:
  1850. multiplier *= target.getTemplate().baseStunVuln;
  1851. break;
  1852. case ROOT:
  1853. multiplier *= target.getTemplate().baseRootVuln;
  1854. break;
  1855. case MOVEMENT:
  1856. multiplier *= target.getTemplate().baseMovementVuln;
  1857. break;
  1858. case CONFUSION:
  1859. multiplier *= target.getTemplate().baseConfusionVuln;
  1860. break;
  1861. case SLEEP:
  1862. multiplier *= target.getTemplate().baseSleepVuln;
  1863. break;
  1864. }
  1865. }
  1866. if (skill.getElement() > 0)
  1867. multiplier *= Math.sqrt(calcElemental(attacker, target, skill));
  1868. // Finally, calculate skilltype vulnerabilities
  1869. L2SkillType type = skill.getSkillType();
  1870. // For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
  1871. if (type != null && (type == L2SkillType.PDAM || type == L2SkillType.MDAM))
  1872. type = skill.getEffectType();
  1873. multiplier = calcSkillTypeVulnerability(multiplier, target, type);
  1874. }
  1875. return multiplier;
  1876. }
  1877. public static double calcSkillTypeVulnerability(double multiplier, L2Character target, L2SkillType type)
  1878. {
  1879. if (type != null)
  1880. {
  1881. switch (type)
  1882. {
  1883. case BLEED:
  1884. multiplier = target.calcStat(Stats.BLEED_VULN, multiplier, target, null);
  1885. break;
  1886. case POISON:
  1887. multiplier = target.calcStat(Stats.POISON_VULN, multiplier, target, null);
  1888. break;
  1889. case STUN:
  1890. multiplier = target.calcStat(Stats.STUN_VULN, multiplier, target, null);
  1891. break;
  1892. case PARALYZE:
  1893. multiplier = target.calcStat(Stats.PARALYZE_VULN, multiplier, target, null);
  1894. break;
  1895. case ROOT:
  1896. multiplier = target.calcStat(Stats.ROOT_VULN, multiplier, target, null);
  1897. break;
  1898. case SLEEP:
  1899. multiplier = target.calcStat(Stats.SLEEP_VULN, multiplier, target, null);
  1900. break;
  1901. case MUTE:
  1902. case FEAR:
  1903. case BETRAY:
  1904. case AGGREDUCE_CHAR:
  1905. multiplier = target.calcStat(Stats.DERANGEMENT_VULN, multiplier, target, null);
  1906. break;
  1907. case CONFUSION:
  1908. case CONFUSE_MOB_ONLY:
  1909. multiplier = target.calcStat(Stats.CONFUSION_VULN, multiplier, target, null);
  1910. break;
  1911. case DEBUFF:
  1912. case WEAKNESS:
  1913. multiplier = target.calcStat(Stats.DEBUFF_VULN, multiplier, target, null);
  1914. break;
  1915. case BUFF:
  1916. multiplier = target.calcStat(Stats.BUFF_VULN, multiplier, target, null);
  1917. break;
  1918. default:
  1919. }
  1920. }
  1921. return multiplier;
  1922. }
  1923. public static double calcSkillProficiency(L2Skill skill, L2Character attacker, L2Character target)
  1924. {
  1925. double multiplier = 1; // initialize...
  1926. if (skill != null)
  1927. {
  1928. // Calculate skilltype vulnerabilities
  1929. L2SkillType type = skill.getSkillType();
  1930. // For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
  1931. if (type != null && (type == L2SkillType.PDAM || type == L2SkillType.MDAM))
  1932. type = skill.getEffectType();
  1933. multiplier = calcSkillTypeProficiency(multiplier, attacker, target, type);
  1934. }
  1935. return multiplier;
  1936. }
  1937. public static double calcSkillTypeProficiency(double multiplier, L2Character attacker, L2Character target, L2SkillType type)
  1938. {
  1939. if (type != null)
  1940. {
  1941. switch (type)
  1942. {
  1943. case BLEED:
  1944. multiplier = attacker.calcStat(Stats.BLEED_PROF, multiplier, target, null);
  1945. break;
  1946. case POISON:
  1947. multiplier = attacker.calcStat(Stats.POISON_PROF, multiplier, target, null);
  1948. break;
  1949. case STUN:
  1950. multiplier = attacker.calcStat(Stats.STUN_PROF, multiplier, target, null);
  1951. break;
  1952. case PARALYZE:
  1953. multiplier = attacker.calcStat(Stats.PARALYZE_PROF, multiplier, target, null);
  1954. break;
  1955. case ROOT:
  1956. multiplier = attacker.calcStat(Stats.ROOT_PROF, multiplier, target, null);
  1957. break;
  1958. case SLEEP:
  1959. multiplier = attacker.calcStat(Stats.SLEEP_PROF, multiplier, target, null);
  1960. break;
  1961. case MUTE:
  1962. case FEAR:
  1963. case BETRAY:
  1964. case AGGREDUCE_CHAR:
  1965. multiplier = attacker.calcStat(Stats.DERANGEMENT_PROF, multiplier, target, null);
  1966. break;
  1967. case CONFUSION:
  1968. case CONFUSE_MOB_ONLY:
  1969. multiplier = attacker.calcStat(Stats.CONFUSION_PROF, multiplier, target, null);
  1970. break;
  1971. case DEBUFF:
  1972. case WEAKNESS:
  1973. multiplier = attacker.calcStat(Stats.DEBUFF_PROF, multiplier, target, null);
  1974. break;
  1975. default:
  1976. }
  1977. }
  1978. return multiplier;
  1979. }
  1980. public static double calcSkillStatModifier(L2SkillType type, L2Character target)
  1981. {
  1982. double multiplier = 1;
  1983. if (type == null) return multiplier;
  1984. try
  1985. {
  1986. switch (type)
  1987. {
  1988. case STUN:
  1989. case BLEED:
  1990. case POISON:
  1991. multiplier = 2 - Math.sqrt(CONbonus[target.getCON()]);
  1992. break;
  1993. case SLEEP:
  1994. case DEBUFF:
  1995. case WEAKNESS:
  1996. case ERASE:
  1997. case ROOT:
  1998. case MUTE:
  1999. case FEAR:
  2000. case BETRAY:
  2001. case CONFUSION:
  2002. case CONFUSE_MOB_ONLY:
  2003. case AGGREDUCE_CHAR:
  2004. case PARALYZE:
  2005. multiplier = 2 - Math.sqrt(MENbonus[target.getMEN()]);
  2006. break;
  2007. default:
  2008. return multiplier;
  2009. }
  2010. } catch (ArrayIndexOutOfBoundsException e)
  2011. {
  2012. _log.warning("Character "+target.getName()+" has been set (by a GM?) a MEN or CON stat value out of accepted range");
  2013. }
  2014. if (multiplier < 0)
  2015. multiplier = 0;
  2016. return multiplier;
  2017. }
  2018. public static boolean calcEffectSuccess(L2Character attacker, L2Character target, EffectTemplate effect, L2Skill skill, byte shld, boolean ss, boolean sps, boolean bss)
  2019. {
  2020. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  2021. return false;
  2022. L2SkillType type = effect.effectType != null ? effect.effectType : skill.getSkillType();
  2023. int value = (int)effect.effectPower;
  2024. int lvlDepend = skill.getLevelDepend();
  2025. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  2026. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  2027. // TODO: Temporary fix for NPC skills with MagicLevel not set
  2028. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  2029. // int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()) - target.getLevel()) * lvlDepend;
  2030. double statmodifier = calcSkillStatModifier(type, target);
  2031. double resmodifier = calcSkillTypeVulnerability(1, target, type);
  2032. int ssmodifier = 100;
  2033. if (bss) ssmodifier = 200;
  2034. else if (sps) ssmodifier = 150;
  2035. else if (ss) ssmodifier = 150;
  2036. // Calculate BaseRate.
  2037. int rate = (int) ((value * statmodifier));// + lvlmodifier));
  2038. // Add Matk/Mdef Bonus
  2039. if (skill.isMagic())
  2040. rate = (int) (rate * Math.pow((double) attacker.getMAtk(target, skill) / (target.getMDef(attacker, skill)+(shld==1 ? target.getShldDef() : 0)), 0.2));
  2041. // Add Bonus for Sps/SS
  2042. if (ssmodifier != 100)
  2043. {
  2044. if (rate > 10000 / (100 + ssmodifier)) rate = 100 - (100 - rate) * 100 / ssmodifier;
  2045. else rate = rate * ssmodifier / 100;
  2046. }
  2047. //lvl modifier.
  2048. if (lvlDepend > 0)
  2049. {
  2050. double delta = 0;
  2051. int attackerLvlmod = attacker.getLevel();
  2052. int targetLvlmod = target.getLevel();
  2053. if (attackerLvlmod >= 70)
  2054. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  2055. if (targetLvlmod >= 70)
  2056. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  2057. if (skill.getMagicLevel() == 0)
  2058. delta = attackerLvlmod - targetLvlmod;
  2059. else
  2060. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  2061. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  2062. double deltamod = 1;
  2063. if (delta + 3 < 0)
  2064. {
  2065. if (delta <= -20)
  2066. deltamod = 0.05;
  2067. else
  2068. {
  2069. deltamod = 1 - ((-1) * (delta / 20));
  2070. if (deltamod >= 1)
  2071. deltamod = 0.05;
  2072. }
  2073. }
  2074. else
  2075. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  2076. if (deltamod < 0)
  2077. deltamod *= -1;
  2078. rate *= deltamod;
  2079. }
  2080. if (rate > 99) rate = 99;
  2081. else if (rate < 1) rate = 1;
  2082. //Finaly apply resists.
  2083. rate *= resmodifier * calcSkillTypeProficiency(1, attacker, target, type);
  2084. if (Config.DEVELOPER)
  2085. _log.info(type
  2086. +": "
  2087. + skill.getName()
  2088. + ": "
  2089. + value
  2090. + ", "
  2091. + statmodifier
  2092. + ", "
  2093. + resmodifier
  2094. + ", "
  2095. + ((int) (Math.pow((double) attacker.getMAtk(target, skill)
  2096. / target.getMDef(attacker, skill), 0.2) * 100) - 100) + ", " + ssmodifier + " ==> "
  2097. + rate);
  2098. return (Rnd.get(100) < rate);
  2099. }
  2100. public static boolean calcSkillSuccess(L2Character attacker, L2Character target, L2Skill skill, byte shld, boolean ss, boolean sps, boolean bss)
  2101. {
  2102. final boolean isPvP = (attacker instanceof L2Playable) && (target instanceof L2Playable);
  2103. if (skill.ignoreResists())
  2104. return (Rnd.get(100) < skill.getPower(isPvP));
  2105. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  2106. return false;
  2107. L2SkillType type = skill.getSkillType();
  2108. int value = (int) skill.getPower(isPvP);
  2109. int lvlDepend = skill.getLevelDepend();
  2110. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  2111. if (value == 0) value = (type == L2SkillType.PARALYZE) ? 50 : (type == L2SkillType.FEAR)? 40 : 80;
  2112. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  2113. // TODO: Temporary fix for NPC skills with MagicLevel not set
  2114. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  2115. // int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()) - target.getLevel()) * lvlDepend;
  2116. double statmodifier = calcSkillStatModifier(type, target);
  2117. double resmodifier = calcSkillVulnerability(attacker, target, skill);
  2118. int ssmodifier = 100;
  2119. if (bss) ssmodifier = 200;
  2120. else if (sps) ssmodifier = 150;
  2121. else if (ss) ssmodifier = 150;
  2122. // Calculate BaseRate.
  2123. int rate = (int) ((value * statmodifier));// + lvlmodifier));
  2124. // Add Matk/Mdef Bonus
  2125. if (skill.isMagic())
  2126. rate = (int) (rate * Math.pow((double) attacker.getMAtk(target, skill) / (target.getMDef(attacker, skill)+(shld==1 ? target.getShldDef() : 0)), 0.2));
  2127. // Add Bonus for Sps/SS
  2128. if (ssmodifier != 100)
  2129. {
  2130. if (rate > 10000 / (100 + ssmodifier)) rate = 100 - (100 - rate) * 100 / ssmodifier;
  2131. else rate = rate * ssmodifier / 100;
  2132. }
  2133. //lvl modifier.
  2134. if (lvlDepend > 0)
  2135. {
  2136. double delta = 0;
  2137. int attackerLvlmod = attacker.getLevel();
  2138. int targetLvlmod = target.getLevel();
  2139. if (attackerLvlmod >= 70)
  2140. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  2141. if (targetLvlmod >= 70)
  2142. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  2143. if (skill.getMagicLevel() == 0)
  2144. delta = attackerLvlmod - targetLvlmod;
  2145. else
  2146. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  2147. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  2148. double deltamod = 1;
  2149. if (delta + 3 < 0)
  2150. {
  2151. if (delta <= -20)
  2152. deltamod = 0.05;
  2153. else
  2154. {
  2155. deltamod = 1 - ((-1) * (delta / 20));
  2156. if (deltamod >= 1)
  2157. deltamod = 0.05;
  2158. }
  2159. }
  2160. else
  2161. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  2162. if (deltamod < 0)
  2163. deltamod *= -1;
  2164. rate *= deltamod;
  2165. }
  2166. if (rate > 99) rate = 99;
  2167. else if (rate < 1) rate = 1;
  2168. //Finaly apply resists.
  2169. rate *= resmodifier * calcSkillProficiency(skill, attacker, target);
  2170. if (Config.DEVELOPER)
  2171. _log.info(skill.getName()
  2172. + ": "
  2173. + value
  2174. + ", "
  2175. + statmodifier
  2176. + ", "
  2177. + resmodifier
  2178. + ", "
  2179. + ((int) (Math.pow((double) attacker.getMAtk(target, skill)
  2180. / target.getMDef(attacker, skill), 0.2) * 100) - 100) + ", " + ssmodifier + " ==> "
  2181. + rate);
  2182. return (Rnd.get(100) < rate);
  2183. }
  2184. public static boolean calcCubicSkillSuccess(L2CubicInstance attacker, L2Character target, L2Skill skill, byte shld)
  2185. {
  2186. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  2187. return false;
  2188. L2SkillType type = skill.getSkillType();
  2189. // these skills should not work on RaidBoss
  2190. if (target.isRaid())
  2191. {
  2192. switch (type)
  2193. {
  2194. case CONFUSION:
  2195. case ROOT:
  2196. case STUN:
  2197. case MUTE:
  2198. case FEAR:
  2199. case DEBUFF:
  2200. case PARALYZE:
  2201. case SLEEP:
  2202. case AGGDEBUFF:
  2203. return false;
  2204. }
  2205. }
  2206. // if target reflect this skill then the effect will fail
  2207. if (calcSkillReflect(target, skill) != SKILL_REFLECT_FAILED)
  2208. return false;
  2209. int value = (int) skill.getPower(target instanceof L2Playable);
  2210. int lvlDepend = skill.getLevelDepend();
  2211. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  2212. if (value == 0) value = (type == L2SkillType.PARALYZE) ? 50 : (type == L2SkillType.FEAR) ? 40 : 80;
  2213. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  2214. // TODO: Temporary fix for NPC skills with MagicLevel not set
  2215. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  2216. //int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getOwner().getLevel()) - target.getLevel())
  2217. //* lvlDepend;
  2218. double statmodifier = calcSkillStatModifier(type, target);
  2219. double resmodifier = calcSkillVulnerability(attacker.getOwner(), target, skill);
  2220. int rate = (int) ((value * statmodifier) * resmodifier);
  2221. if (skill.isMagic())
  2222. rate += (int) (Math.pow((double) attacker.getMAtk() / (target.getMDef(attacker.getOwner(), skill) + (shld == 1 ? target.getShldDef() : 0)), 0.2) * 100) - 100;
  2223. //lvl modifier.
  2224. if (lvlDepend > 0)
  2225. {
  2226. double delta = 0;
  2227. int attackerLvlmod = attacker.getOwner().getLevel();
  2228. int targetLvlmod = target.getLevel();
  2229. if (attackerLvlmod >= 70)
  2230. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  2231. if (targetLvlmod >= 70)
  2232. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  2233. if (skill.getMagicLevel() == 0)
  2234. delta = attackerLvlmod - targetLvlmod;
  2235. else
  2236. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  2237. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  2238. double deltamod = 1;
  2239. if (delta + 3 < 0)
  2240. {
  2241. if (delta <= -20)
  2242. deltamod = 0.05;
  2243. else
  2244. {
  2245. deltamod = 1 - ((-1) * (delta / 20));
  2246. if (deltamod >= 1)
  2247. deltamod = 0.05;
  2248. }
  2249. }
  2250. else
  2251. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  2252. if (deltamod < 0)
  2253. deltamod *= -1;
  2254. rate *= deltamod;
  2255. }
  2256. if (rate > 99)
  2257. rate = 99;
  2258. else
  2259. if (rate < 1)
  2260. rate = 1;
  2261. if (Config.DEVELOPER)
  2262. _log.info(skill.getName()
  2263. + ": "
  2264. + value
  2265. + ", "
  2266. + statmodifier
  2267. + ", "
  2268. + resmodifier
  2269. + ", "
  2270. + ((int) (Math.pow((double) attacker.getMAtk()
  2271. / target.getMDef(attacker.getOwner(), skill), 0.2) * 100) - 100) + " ==> "
  2272. + rate);
  2273. return (Rnd.get(100) < rate);
  2274. }
  2275. public static boolean calcMagicSuccess(L2Character attacker, L2Character target, L2Skill skill)
  2276. {
  2277. double lvlDifference = (target.getLevel() - (skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()));
  2278. int rate = Math.round((float)(Math.pow(1.3, lvlDifference) * 100));
  2279. if (target instanceof L2Attackable && !target.isRaid() && !target.isRaidMinion()
  2280. && target.getLevel() >= Config.MIN_NPC_LVL_MAGIC_PENALTY && attacker.getActingPlayer() != null
  2281. && (target.getLevel() - attacker.getActingPlayer().getLevel()) >= 3)
  2282. rate *= MAGIC_FAIL_RATE;
  2283. return (Rnd.get(10000) > rate);
  2284. }
  2285. public static double calcManaDam(L2Character attacker, L2Character target, L2Skill skill,
  2286. boolean ss, boolean bss)
  2287. {
  2288. // AI SpiritShot
  2289. if (attacker instanceof L2Npc)
  2290. {
  2291. if(((L2Npc)attacker)._spiritshotcharged)
  2292. {
  2293. ss = true;
  2294. }
  2295. else
  2296. ss = false;
  2297. ((L2Npc)attacker)._spiritshotcharged = false;
  2298. }
  2299. //Mana Burnt = (SQR(M.Atk)*Power*(Target Max MP/97))/M.Def
  2300. double mAtk = attacker.getMAtk(target, skill);
  2301. double mDef = target.getMDef(attacker, skill);
  2302. final boolean isPvP = (attacker instanceof L2Playable) && (target instanceof L2Playable);
  2303. double mp = target.getMaxMp();
  2304. if (bss) mAtk *= 4;
  2305. else if (ss) mAtk *= 2;
  2306. double damage = (Math.sqrt(mAtk) * skill.getPower(attacker, isPvP) * (mp/97)) / mDef;
  2307. damage *= calcSkillVulnerability(attacker, target, skill);
  2308. if (target instanceof L2Attackable && !target.isRaid() && !target.isRaidMinion()
  2309. && target.getLevel() >= Config.MIN_NPC_LVL_DMG_PENALTY && attacker.getActingPlayer() != null
  2310. && (target.getLevel() - attacker.getActingPlayer().getLevel()) >= 2)
  2311. damage *= DAMAGE_REDUCTION;
  2312. return damage;
  2313. }
  2314. public static double calculateSkillResurrectRestorePercent(double baseRestorePercent, int casterWIT)
  2315. {
  2316. if (baseRestorePercent == 0 || baseRestorePercent == 100)
  2317. return baseRestorePercent;
  2318. double restorePercent = baseRestorePercent * WITbonus[casterWIT];
  2319. if(restorePercent - baseRestorePercent > 20.0)
  2320. restorePercent += 20.0;
  2321. restorePercent = Math.max(restorePercent, baseRestorePercent);
  2322. restorePercent = Math.min(restorePercent, 90.0);
  2323. return restorePercent;
  2324. }
  2325. public static double getSTRBonus(L2Character activeChar)
  2326. {
  2327. return STRbonus[activeChar.getSTR()];
  2328. }
  2329. public static boolean calcPhysicalSkillEvasion(L2Character target, L2Skill skill)
  2330. {
  2331. if (skill.isMagic() && skill.getSkillType() != L2SkillType.BLOW)
  2332. return false;
  2333. return Rnd.get(100) < target.calcStat(Stats.P_SKILL_EVASION, 0, null, skill);
  2334. }
  2335. public static boolean calcSkillMastery(L2Character actor, L2Skill sk)
  2336. {
  2337. if (sk.getSkillType() == L2SkillType.FISHING)
  2338. return false;
  2339. double val = actor.getStat().calcStat(Stats.SKILL_MASTERY, 0, null, null);
  2340. if (actor instanceof L2PcInstance)
  2341. {
  2342. if (((L2PcInstance) actor).isMageClass())
  2343. val *= INTbonus[actor.getINT()];
  2344. else
  2345. val *= STRbonus[actor.getSTR()];
  2346. }
  2347. return Rnd.get(100) < val;
  2348. }
  2349. public static double calcValakasAttribute(L2Character attacker, L2Character target, L2Skill skill)
  2350. {
  2351. double calcPower = 0;
  2352. double calcDefen = 0;
  2353. if (skill != null && skill.getAttributeName().contains("valakas"))
  2354. {
  2355. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2356. calcDefen = target.calcStat(Stats.VALAKAS_RES, calcDefen, target, skill);
  2357. }
  2358. else
  2359. {
  2360. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2361. if (calcPower > 0)
  2362. {
  2363. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2364. calcDefen = target.calcStat(Stats.VALAKAS_RES, calcDefen, target, skill);
  2365. }
  2366. }
  2367. return calcPower - calcDefen;
  2368. }
  2369. public static double calcElemental(L2Character attacker, L2Character target, L2Skill skill)
  2370. {
  2371. int calcPower = 0;
  2372. int calcDefen = 0;
  2373. int calcTotal = 0;
  2374. double result = 1.0;
  2375. byte element;
  2376. if (skill != null)
  2377. {
  2378. element = skill.getElement();
  2379. if (element >= 0)
  2380. {
  2381. calcPower = skill.getElementPower();
  2382. calcDefen = target.getDefenseElementValue(element);
  2383. if (attacker.getAttackElement() == element)
  2384. calcPower += attacker.getAttackElementValue(element);
  2385. calcTotal = calcPower - calcDefen;
  2386. if (calcTotal > 0)
  2387. {
  2388. if (calcTotal < 75)
  2389. result += calcTotal * 0.0052;
  2390. else if (calcTotal < 150)
  2391. result = 1.4;
  2392. else if (calcTotal < 290)
  2393. result = 1.7;
  2394. else if (calcTotal < 300)
  2395. result = 1.8;
  2396. else
  2397. result = 2.0;
  2398. }
  2399. if (Config.DEVELOPER)
  2400. _log.info(skill.getName()
  2401. + ": "
  2402. + calcPower
  2403. + ", "
  2404. + calcDefen
  2405. + ", "
  2406. + result);
  2407. }
  2408. }
  2409. else
  2410. {
  2411. element = attacker.getAttackElement();
  2412. if (element >= 0)
  2413. {
  2414. calcPower = attacker.getAttackElementValue(element);
  2415. calcDefen = target.getDefenseElementValue(element);
  2416. calcTotal = Math.max(calcPower - calcDefen, -20);
  2417. calcTotal = Math.min(calcTotal, 100);
  2418. result += calcTotal * 0.007;
  2419. if (Config.DEVELOPER)
  2420. _log.info("Hit: "
  2421. + calcPower
  2422. + ", "
  2423. + calcDefen
  2424. + ", "
  2425. + result);
  2426. }
  2427. }
  2428. return result;
  2429. }
  2430. /**
  2431. * Calculate skill reflection according these three possibilities:
  2432. * <li>Reflect failed</li>
  2433. * <li>Mormal reflect (just effects). <U>Only possible for skilltypes: BUFF, REFLECT, HEAL_PERCENT,
  2434. * MANAHEAL_PERCENT, HOT, CPHOT, MPHOT</U></li>
  2435. * <li>vengEance reflect (100% damage reflected but damage is also dealt to actor). <U>This is only possible
  2436. * for skills with skilltype PDAM, BLOW, CHARGEDAM, MDAM or DEATHLINK</U></li>
  2437. <br><br>
  2438. *
  2439. @param actor
  2440. * @param target
  2441. * @param skill
  2442. * @return SKILL_REFLECTED_FAILED, SKILL_REFLECT_SUCCEED or SKILL_REFLECT_VENGEANCE
  2443. */
  2444. public static byte calcSkillReflect(L2Character target, L2Skill skill)
  2445. {
  2446. /*
  2447. * Neither some special skills (like hero debuffs...) or those skills
  2448. * ignoring resistances can be reflected
  2449. */
  2450. if (skill.ignoreResists() || !skill.canBeReflected())
  2451. return SKILL_REFLECT_FAILED;
  2452. // only magic and melee skills can be reflected
  2453. if (!skill.isMagic() &&
  2454. (skill.getCastRange() == -1 || skill.getCastRange() > MELEE_ATTACK_RANGE))
  2455. return SKILL_REFLECT_FAILED;
  2456. byte reflect = SKILL_REFLECT_FAILED;
  2457. // check for non-reflected skilltypes, need additional retail check
  2458. switch (skill.getSkillType())
  2459. {
  2460. case BUFF:
  2461. case REFLECT:
  2462. case HEAL_PERCENT:
  2463. case MANAHEAL_PERCENT:
  2464. case HOT:
  2465. case CPHOT:
  2466. case MPHOT:
  2467. case UNDEAD_DEFENSE:
  2468. case AGGDEBUFF:
  2469. case CONT:
  2470. return SKILL_REFLECT_FAILED;
  2471. // these skill types can deal damage
  2472. case PDAM:
  2473. case BLOW:
  2474. case MDAM:
  2475. case DEATHLINK:
  2476. case CHARGEDAM:
  2477. final Stats stat = skill.isMagic() ? Stats.VENGEANCE_SKILL_MAGIC_DAMAGE : Stats.VENGEANCE_SKILL_PHYSICAL_DAMAGE;
  2478. final double venganceChance = target.getStat().calcStat(stat, 0, target, skill);
  2479. if (venganceChance > Rnd.get(100))
  2480. reflect |= SKILL_REFLECT_VENGEANCE;
  2481. break;
  2482. }
  2483. final double reflectChance = target.calcStat(skill.isMagic() ? Stats.REFLECT_SKILL_MAGIC : Stats.REFLECT_SKILL_PHYSIC, 0, null, skill);
  2484. if( Rnd.get(100) < reflectChance)
  2485. reflect |= SKILL_REFLECT_SUCCEED;
  2486. return reflect;
  2487. }
  2488. }