Formulas.java 83 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 net.sf.l2j.gameserver.skills;
  16. import java.util.logging.Logger;
  17. import net.sf.l2j.Config;
  18. import net.sf.l2j.gameserver.SevenSigns;
  19. import net.sf.l2j.gameserver.SevenSignsFestival;
  20. import net.sf.l2j.gameserver.instancemanager.CastleManager;
  21. import net.sf.l2j.gameserver.instancemanager.ClanHallManager;
  22. import net.sf.l2j.gameserver.instancemanager.FortManager;
  23. import net.sf.l2j.gameserver.instancemanager.SiegeManager;
  24. import net.sf.l2j.gameserver.model.L2SiegeClan;
  25. import net.sf.l2j.gameserver.model.L2Skill;
  26. import net.sf.l2j.gameserver.model.actor.L2Character;
  27. import net.sf.l2j.gameserver.model.actor.L2Npc;
  28. import net.sf.l2j.gameserver.model.actor.L2Playable;
  29. import net.sf.l2j.gameserver.model.actor.L2Summon;
  30. import net.sf.l2j.gameserver.model.actor.instance.L2CubicInstance;
  31. import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
  32. import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
  33. import net.sf.l2j.gameserver.model.actor.instance.L2PetInstance;
  34. import net.sf.l2j.gameserver.model.base.PlayerState;
  35. import net.sf.l2j.gameserver.model.entity.Castle;
  36. import net.sf.l2j.gameserver.model.entity.ClanHall;
  37. import net.sf.l2j.gameserver.model.entity.Fort;
  38. import net.sf.l2j.gameserver.model.entity.Siege;
  39. import net.sf.l2j.gameserver.model.itemcontainer.Inventory;
  40. import net.sf.l2j.gameserver.network.SystemMessageId;
  41. import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
  42. import net.sf.l2j.gameserver.skills.conditions.ConditionPlayerState;
  43. import net.sf.l2j.gameserver.skills.conditions.ConditionUsingItemType;
  44. import net.sf.l2j.gameserver.skills.funcs.Func;
  45. import net.sf.l2j.gameserver.templates.chars.L2PcTemplate;
  46. import net.sf.l2j.gameserver.templates.effects.EffectTemplate;
  47. import net.sf.l2j.gameserver.templates.item.L2Weapon;
  48. import net.sf.l2j.gameserver.templates.item.L2WeaponType;
  49. import net.sf.l2j.gameserver.templates.skills.L2SkillType;
  50. import net.sf.l2j.gameserver.util.Util;
  51. import net.sf.l2j.util.Rnd;
  52. /**
  53. * Global calculations, can be modified by server admins
  54. */
  55. public final class Formulas
  56. {
  57. /** Regen Task period */
  58. protected static final Logger _log = Logger.getLogger(L2Character.class.getName());
  59. private static final int HP_REGENERATE_PERIOD = 3000; // 3 secs
  60. public static final byte SHIELD_DEFENSE_FAILED = 0; // no shield defense
  61. public static final byte SHIELD_DEFENSE_SUCCEED = 1; // normal shield defense
  62. public static final byte SHIELD_DEFENSE_PERFECT_BLOCK = 2; // perfect block
  63. public static final byte SKILL_REFLECT_FAILED = 0; // no reflect
  64. public static final byte SKILL_REFLECT_SUCCEED = 1; // normal reflect, some damage reflected some other not
  65. public static final byte SKILL_REFLECT_VENGEANCE = 2; // 100% of the damage affect both
  66. private static final byte MELEE_ATTACK_RANGE = 40;
  67. public static final int MAX_STAT_VALUE = 100;
  68. private static final double[] STRCompute = new double[]{1.036, 34.845}; //{1.016, 28.515}; for C1
  69. private static final double[] INTCompute = new double[]{1.020, 31.375}; //{1.020, 31.375}; for C1
  70. private static final double[] DEXCompute = new double[]{1.009, 19.360}; //{1.009, 19.360}; for C1
  71. private static final double[] WITCompute = new double[]{1.050, 20.000}; //{1.050, 20.000}; for C1
  72. private static final double[] CONCompute = new double[]{1.030, 27.632}; //{1.015, 12.488}; for C1
  73. private static final double[] MENCompute = new double[]{1.010, -0.060}; //{1.010, -0.060}; for C1
  74. protected static final double[] WITbonus = new double[MAX_STAT_VALUE];
  75. protected static final double[] MENbonus = new double[MAX_STAT_VALUE];
  76. protected static final double[] INTbonus = new double[MAX_STAT_VALUE];
  77. protected static final double[] STRbonus = new double[MAX_STAT_VALUE];
  78. protected static final double[] DEXbonus = new double[MAX_STAT_VALUE];
  79. protected static final double[] CONbonus = new double[MAX_STAT_VALUE];
  80. // These values are 100% matching retail tables, no need to change and no need add
  81. // calculation into the stat bonus when accessing (not efficient),
  82. // better to have everything precalculated and use values directly (saves CPU)
  83. static
  84. {
  85. for (int i=0; i < STRbonus.length; i++)
  86. STRbonus[i] = Math.floor(Math.pow(STRCompute[0], i - STRCompute[1]) *100 +.5d) /100;
  87. for (int i=0; i < INTbonus.length; i++)
  88. INTbonus[i] = Math.floor(Math.pow(INTCompute[0], i - INTCompute[1]) *100 +.5d) /100;
  89. for (int i=0; i < DEXbonus.length; i++)
  90. DEXbonus[i] = Math.floor(Math.pow(DEXCompute[0], i - DEXCompute[1]) *100 +.5d) /100;
  91. for (int i=0; i < WITbonus.length; i++)
  92. WITbonus[i] = Math.floor(Math.pow(WITCompute[0], i - WITCompute[1]) *100 +.5d) /100;
  93. for (int i=0; i < CONbonus.length; i++)
  94. CONbonus[i] = Math.floor(Math.pow(CONCompute[0], i - CONCompute[1]) *100 +.5d) /100;
  95. for (int i=0; i < MENbonus.length; i++)
  96. MENbonus[i] = Math.floor(Math.pow(MENCompute[0], i - MENCompute[1]) *100 +.5d) /100;
  97. }
  98. static class FuncAddLevel3 extends Func
  99. {
  100. static final FuncAddLevel3[] _instancies = new FuncAddLevel3[Stats.NUM_STATS];
  101. static Func getInstance(Stats stat)
  102. {
  103. int pos = stat.ordinal();
  104. if (_instancies[pos] == null) _instancies[pos] = new FuncAddLevel3(stat);
  105. return _instancies[pos];
  106. }
  107. private FuncAddLevel3(Stats pStat)
  108. {
  109. super(pStat, 0x10, null);
  110. }
  111. @Override
  112. public void calc(Env env)
  113. {
  114. env.value += env.player.getLevel() / 3.0;
  115. }
  116. }
  117. static class FuncMultLevelMod extends Func
  118. {
  119. static final FuncMultLevelMod[] _instancies = new FuncMultLevelMod[Stats.NUM_STATS];
  120. static Func getInstance(Stats stat)
  121. {
  122. int pos = stat.ordinal();
  123. if (_instancies[pos] == null) _instancies[pos] = new FuncMultLevelMod(stat);
  124. return _instancies[pos];
  125. }
  126. private FuncMultLevelMod(Stats pStat)
  127. {
  128. super(pStat, 0x20, null);
  129. }
  130. @Override
  131. public void calc(Env env)
  132. {
  133. env.value *= env.player.getLevelMod();
  134. }
  135. }
  136. static class FuncMultRegenResting extends Func
  137. {
  138. static final FuncMultRegenResting[] _instancies = new FuncMultRegenResting[Stats.NUM_STATS];
  139. /**
  140. * Return the Func object corresponding to the state concerned.<BR><BR>
  141. */
  142. static Func getInstance(Stats stat)
  143. {
  144. int pos = stat.ordinal();
  145. if (_instancies[pos] == null) _instancies[pos] = new FuncMultRegenResting(stat);
  146. return _instancies[pos];
  147. }
  148. /**
  149. * Constructor of the FuncMultRegenResting.<BR><BR>
  150. */
  151. private FuncMultRegenResting(Stats pStat)
  152. {
  153. super(pStat, 0x20, null);
  154. setCondition(new ConditionPlayerState(PlayerState.RESTING, true));
  155. }
  156. /**
  157. * Calculate the modifier of the state concerned.<BR><BR>
  158. */
  159. @Override
  160. public void calc(Env env)
  161. {
  162. if (!cond.test(env)) return;
  163. env.value *= 1.45;
  164. }
  165. }
  166. static class FuncPAtkMod extends Func
  167. {
  168. static final FuncPAtkMod _fpa_instance = new FuncPAtkMod();
  169. static Func getInstance()
  170. {
  171. return _fpa_instance;
  172. }
  173. private FuncPAtkMod()
  174. {
  175. super(Stats.POWER_ATTACK, 0x30, null);
  176. }
  177. @Override
  178. public void calc(Env env)
  179. {
  180. env.value *= STRbonus[env.player.getSTR()] * env.player.getLevelMod();
  181. }
  182. }
  183. static class FuncMAtkMod extends Func
  184. {
  185. static final FuncMAtkMod _fma_instance = new FuncMAtkMod();
  186. static Func getInstance()
  187. {
  188. return _fma_instance;
  189. }
  190. private FuncMAtkMod()
  191. {
  192. super(Stats.MAGIC_ATTACK, 0x20, null);
  193. }
  194. @Override
  195. public void calc(Env env)
  196. {
  197. double intb = INTbonus[env.player.getINT()];
  198. double lvlb = env.player.getLevelMod();
  199. env.value *= (lvlb * lvlb) * (intb * intb);
  200. }
  201. }
  202. static class FuncMDefMod extends Func
  203. {
  204. static final FuncMDefMod _fmm_instance = new FuncMDefMod();
  205. static Func getInstance()
  206. {
  207. return _fmm_instance;
  208. }
  209. private FuncMDefMod()
  210. {
  211. super(Stats.MAGIC_DEFENCE, 0x20, null);
  212. }
  213. @Override
  214. public void calc(Env env)
  215. {
  216. if (env.player instanceof L2PcInstance)
  217. {
  218. L2PcInstance p = (L2PcInstance) env.player;
  219. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LFINGER) != null) env.value -= 5;
  220. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RFINGER) != null) env.value -= 5;
  221. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEAR) != null) env.value -= 9;
  222. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_REAR) != null) env.value -= 9;
  223. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_NECK) != null) env.value -= 13;
  224. }
  225. env.value *= MENbonus[env.player.getMEN()] * env.player.getLevelMod();
  226. }
  227. }
  228. static class FuncPDefMod extends Func
  229. {
  230. static final FuncPDefMod _fmm_instance = new FuncPDefMod();
  231. static Func getInstance()
  232. {
  233. return _fmm_instance;
  234. }
  235. private FuncPDefMod()
  236. {
  237. super(Stats.POWER_DEFENCE, 0x20, null);
  238. }
  239. @Override
  240. public void calc(Env env)
  241. {
  242. if (env.player instanceof L2PcInstance)
  243. {
  244. L2PcInstance p = (L2PcInstance) env.player;
  245. boolean hasMagePDef = (p.getClassId().isMage() || p.getClassId().getId() == 0x31); // orc mystics are a special case
  246. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD) != null) env.value -= 12;
  247. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST) != null)
  248. env.value -= hasMagePDef ? 15 : 31;
  249. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS) != null)
  250. env.value -= hasMagePDef ? 8 : 18;
  251. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES) != null) env.value -= 8;
  252. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET) != null) env.value -= 7;
  253. }
  254. env.value *= env.player.getLevelMod();
  255. }
  256. }
  257. static class FuncGatesPDefMod extends Func
  258. {
  259. static final FuncGatesPDefMod _fmm_instance = new FuncGatesPDefMod();
  260. static Func getInstance()
  261. {
  262. return _fmm_instance;
  263. }
  264. private FuncGatesPDefMod()
  265. {
  266. super(Stats.POWER_DEFENCE, 0x20, null);
  267. }
  268. @Override
  269. public void calc(Env env)
  270. {
  271. if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
  272. env.value *= Config.ALT_SIEGE_DAWN_GATES_PDEF_MULT;
  273. else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
  274. env.value *= Config.ALT_SIEGE_DUSK_GATES_PDEF_MULT;
  275. }
  276. }
  277. static class FuncGatesMDefMod extends Func
  278. {
  279. static final FuncGatesMDefMod _fmm_instance = new FuncGatesMDefMod();
  280. static Func getInstance()
  281. {
  282. return _fmm_instance;
  283. }
  284. private FuncGatesMDefMod()
  285. {
  286. super(Stats.MAGIC_DEFENCE, 0x20, null);
  287. }
  288. @Override
  289. public void calc(Env env)
  290. {
  291. if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
  292. env.value *= Config.ALT_SIEGE_DAWN_GATES_MDEF_MULT;
  293. else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
  294. env.value *= Config.ALT_SIEGE_DUSK_GATES_MDEF_MULT;
  295. }
  296. }
  297. static class FuncBowAtkRange extends Func
  298. {
  299. private static final FuncBowAtkRange _fbar_instance = new FuncBowAtkRange();
  300. static Func getInstance()
  301. {
  302. return _fbar_instance;
  303. }
  304. private FuncBowAtkRange()
  305. {
  306. super(Stats.POWER_ATTACK_RANGE, 0x10, null);
  307. setCondition(new ConditionUsingItemType(L2WeaponType.BOW.mask()));
  308. }
  309. @Override
  310. public void calc(Env env)
  311. {
  312. if (!cond.test(env))
  313. return;
  314. // default is 40 and with bow should be 500
  315. env.value += 460;
  316. }
  317. }
  318. static class FuncCrossBowAtkRange extends Func
  319. {
  320. private static final FuncCrossBowAtkRange _fcb_instance = new FuncCrossBowAtkRange();
  321. static Func getInstance()
  322. {
  323. return _fcb_instance;
  324. }
  325. private FuncCrossBowAtkRange()
  326. {
  327. super(Stats.POWER_ATTACK_RANGE, 0x10, null);
  328. setCondition(new ConditionUsingItemType(L2WeaponType.CROSSBOW.mask()));
  329. }
  330. @Override
  331. public void calc(Env env)
  332. {
  333. if (!cond.test(env))
  334. return;
  335. // default is 40 and with crossbow should be 400
  336. env.value += 360;
  337. }
  338. }
  339. static class FuncAtkAccuracy extends Func
  340. {
  341. static final FuncAtkAccuracy _faa_instance = new FuncAtkAccuracy();
  342. static Func getInstance()
  343. {
  344. return _faa_instance;
  345. }
  346. private FuncAtkAccuracy()
  347. {
  348. super(Stats.ACCURACY_COMBAT, 0x10, null);
  349. }
  350. @Override
  351. public void calc(Env env)
  352. {
  353. L2Character p = env.player;
  354. //[Square(DEX)]*6 + lvl + weapon hitbonus;
  355. env.value += Math.sqrt(p.getDEX()) * 6;
  356. env.value += p.getLevel();
  357. if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
  358. if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
  359. if( p instanceof L2Summon) env.value += (p.getLevel() < 60) ? 4 : 5;
  360. }
  361. }
  362. static class FuncAtkEvasion extends Func
  363. {
  364. static final FuncAtkEvasion _fae_instance = new FuncAtkEvasion();
  365. static Func getInstance()
  366. {
  367. return _fae_instance;
  368. }
  369. private FuncAtkEvasion()
  370. {
  371. super(Stats.EVASION_RATE, 0x10, null);
  372. }
  373. @Override
  374. public void calc(Env env)
  375. {
  376. L2Character p = env.player;
  377. //[Square(DEX)]*6 + lvl;
  378. env.value += Math.sqrt(p.getDEX()) * 6;
  379. env.value += p.getLevel();
  380. if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
  381. if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
  382. }
  383. }
  384. static class FuncAtkCritical extends Func
  385. {
  386. static final FuncAtkCritical _fac_instance = new FuncAtkCritical();
  387. static Func getInstance()
  388. {
  389. return _fac_instance;
  390. }
  391. private FuncAtkCritical()
  392. {
  393. super(Stats.CRITICAL_RATE, 0x09, null);
  394. }
  395. @Override
  396. public void calc(Env env)
  397. {
  398. L2Character p = env.player;
  399. if( p instanceof L2Summon) env.value = 40;
  400. else if (p instanceof L2PcInstance && p.getActiveWeaponInstance() == null) env.value = 40;
  401. else
  402. {
  403. env.value *= DEXbonus[p.getDEX()];
  404. env.value *= 10;
  405. }
  406. env.baseValue = env.value;
  407. }
  408. }
  409. static class FuncMAtkCritical extends Func
  410. {
  411. static final FuncMAtkCritical _fac_instance = new FuncMAtkCritical();
  412. static Func getInstance()
  413. {
  414. return _fac_instance;
  415. }
  416. private FuncMAtkCritical()
  417. {
  418. super(Stats.MCRITICAL_RATE, 0x30, null);
  419. }
  420. @Override
  421. public void calc(Env env)
  422. {
  423. L2Character p = env.player;
  424. if (p instanceof L2PcInstance && p.getActiveWeaponInstance() != null)
  425. env.value *= WITbonus[p.getWIT()];
  426. }
  427. }
  428. static class FuncMoveSpeed extends Func
  429. {
  430. static final FuncMoveSpeed _fms_instance = new FuncMoveSpeed();
  431. static Func getInstance()
  432. {
  433. return _fms_instance;
  434. }
  435. private FuncMoveSpeed()
  436. {
  437. super(Stats.RUN_SPEED, 0x30, null);
  438. }
  439. @Override
  440. public void calc(Env env)
  441. {
  442. L2PcInstance p = (L2PcInstance) env.player;
  443. env.value *= DEXbonus[p.getDEX()];
  444. }
  445. }
  446. static class FuncPAtkSpeed extends Func
  447. {
  448. static final FuncPAtkSpeed _fas_instance = new FuncPAtkSpeed();
  449. static Func getInstance()
  450. {
  451. return _fas_instance;
  452. }
  453. private FuncPAtkSpeed()
  454. {
  455. super(Stats.POWER_ATTACK_SPEED, 0x20, null);
  456. }
  457. @Override
  458. public void calc(Env env)
  459. {
  460. L2PcInstance p = (L2PcInstance) env.player;
  461. env.value *= DEXbonus[p.getDEX()];
  462. }
  463. }
  464. static class FuncMAtkSpeed extends Func
  465. {
  466. static final FuncMAtkSpeed _fas_instance = new FuncMAtkSpeed();
  467. static Func getInstance()
  468. {
  469. return _fas_instance;
  470. }
  471. private FuncMAtkSpeed()
  472. {
  473. super(Stats.MAGIC_ATTACK_SPEED, 0x20, null);
  474. }
  475. @Override
  476. public void calc(Env env)
  477. {
  478. L2PcInstance p = (L2PcInstance) env.player;
  479. env.value *= WITbonus[p.getWIT()];
  480. }
  481. }
  482. static class FuncHennaSTR extends Func
  483. {
  484. static final FuncHennaSTR _fh_instance = new FuncHennaSTR();
  485. static Func getInstance()
  486. {
  487. return _fh_instance;
  488. }
  489. private FuncHennaSTR()
  490. {
  491. super(Stats.STAT_STR, 0x10, null);
  492. }
  493. @Override
  494. public void calc(Env env)
  495. {
  496. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  497. L2PcInstance pc = (L2PcInstance) env.player;
  498. if (pc != null) env.value += pc.getHennaStatSTR();
  499. }
  500. }
  501. static class FuncHennaDEX extends Func
  502. {
  503. static final FuncHennaDEX _fh_instance = new FuncHennaDEX();
  504. static Func getInstance()
  505. {
  506. return _fh_instance;
  507. }
  508. private FuncHennaDEX()
  509. {
  510. super(Stats.STAT_DEX, 0x10, null);
  511. }
  512. @Override
  513. public void calc(Env env)
  514. {
  515. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  516. L2PcInstance pc = (L2PcInstance) env.player;
  517. if (pc != null) env.value += pc.getHennaStatDEX();
  518. }
  519. }
  520. static class FuncHennaINT extends Func
  521. {
  522. static final FuncHennaINT _fh_instance = new FuncHennaINT();
  523. static Func getInstance()
  524. {
  525. return _fh_instance;
  526. }
  527. private FuncHennaINT()
  528. {
  529. super(Stats.STAT_INT, 0x10, null);
  530. }
  531. @Override
  532. public void calc(Env env)
  533. {
  534. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  535. L2PcInstance pc = (L2PcInstance) env.player;
  536. if (pc != null) env.value += pc.getHennaStatINT();
  537. }
  538. }
  539. static class FuncHennaMEN extends Func
  540. {
  541. static final FuncHennaMEN _fh_instance = new FuncHennaMEN();
  542. static Func getInstance()
  543. {
  544. return _fh_instance;
  545. }
  546. private FuncHennaMEN()
  547. {
  548. super(Stats.STAT_MEN, 0x10, null);
  549. }
  550. @Override
  551. public void calc(Env env)
  552. {
  553. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  554. L2PcInstance pc = (L2PcInstance) env.player;
  555. if (pc != null) env.value += pc.getHennaStatMEN();
  556. }
  557. }
  558. static class FuncHennaCON extends Func
  559. {
  560. static final FuncHennaCON _fh_instance = new FuncHennaCON();
  561. static Func getInstance()
  562. {
  563. return _fh_instance;
  564. }
  565. private FuncHennaCON()
  566. {
  567. super(Stats.STAT_CON, 0x10, null);
  568. }
  569. @Override
  570. public void calc(Env env)
  571. {
  572. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  573. L2PcInstance pc = (L2PcInstance) env.player;
  574. if (pc != null) env.value += pc.getHennaStatCON();
  575. }
  576. }
  577. static class FuncHennaWIT extends Func
  578. {
  579. static final FuncHennaWIT _fh_instance = new FuncHennaWIT();
  580. static Func getInstance()
  581. {
  582. return _fh_instance;
  583. }
  584. private FuncHennaWIT()
  585. {
  586. super(Stats.STAT_WIT, 0x10, null);
  587. }
  588. @Override
  589. public void calc(Env env)
  590. {
  591. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  592. L2PcInstance pc = (L2PcInstance) env.player;
  593. if (pc != null) env.value += pc.getHennaStatWIT();
  594. }
  595. }
  596. static class FuncMaxHpAdd extends Func
  597. {
  598. static final FuncMaxHpAdd _fmha_instance = new FuncMaxHpAdd();
  599. static Func getInstance()
  600. {
  601. return _fmha_instance;
  602. }
  603. private FuncMaxHpAdd()
  604. {
  605. super(Stats.MAX_HP, 0x10, null);
  606. }
  607. @Override
  608. public void calc(Env env)
  609. {
  610. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  611. int lvl = env.player.getLevel() - t.classBaseLevel;
  612. double hpmod = t.lvlHpMod * lvl;
  613. double hpmax = (t.lvlHpAdd + hpmod) * lvl;
  614. double hpmin = (t.lvlHpAdd * lvl) + hpmod;
  615. env.value += (hpmax + hpmin) / 2;
  616. }
  617. }
  618. static class FuncMaxHpMul extends Func
  619. {
  620. static final FuncMaxHpMul _fmhm_instance = new FuncMaxHpMul();
  621. static Func getInstance()
  622. {
  623. return _fmhm_instance;
  624. }
  625. private FuncMaxHpMul()
  626. {
  627. super(Stats.MAX_HP, 0x20, null);
  628. }
  629. @Override
  630. public void calc(Env env)
  631. {
  632. L2PcInstance p = (L2PcInstance) env.player;
  633. env.value *= CONbonus[p.getCON()];
  634. }
  635. }
  636. static class FuncMaxCpAdd extends Func
  637. {
  638. static final FuncMaxCpAdd _fmca_instance = new FuncMaxCpAdd();
  639. static Func getInstance()
  640. {
  641. return _fmca_instance;
  642. }
  643. private FuncMaxCpAdd()
  644. {
  645. super(Stats.MAX_CP, 0x10, null);
  646. }
  647. @Override
  648. public void calc(Env env)
  649. {
  650. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  651. int lvl = env.player.getLevel() - t.classBaseLevel;
  652. double cpmod = t.lvlCpMod * lvl;
  653. double cpmax = (t.lvlCpAdd + cpmod) * lvl;
  654. double cpmin = (t.lvlCpAdd * lvl) + cpmod;
  655. env.value += (cpmax + cpmin) / 2;
  656. }
  657. }
  658. static class FuncMaxCpMul extends Func
  659. {
  660. static final FuncMaxCpMul _fmcm_instance = new FuncMaxCpMul();
  661. static Func getInstance()
  662. {
  663. return _fmcm_instance;
  664. }
  665. private FuncMaxCpMul()
  666. {
  667. super(Stats.MAX_CP, 0x20, null);
  668. }
  669. @Override
  670. public void calc(Env env)
  671. {
  672. L2PcInstance p = (L2PcInstance) env.player;
  673. env.value *= CONbonus[p.getCON()];
  674. }
  675. }
  676. static class FuncMaxMpAdd extends Func
  677. {
  678. static final FuncMaxMpAdd _fmma_instance = new FuncMaxMpAdd();
  679. static Func getInstance()
  680. {
  681. return _fmma_instance;
  682. }
  683. private FuncMaxMpAdd()
  684. {
  685. super(Stats.MAX_MP, 0x10, null);
  686. }
  687. @Override
  688. public void calc(Env env)
  689. {
  690. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  691. int lvl = env.player.getLevel() - t.classBaseLevel;
  692. double mpmod = t.lvlMpMod * lvl;
  693. double mpmax = (t.lvlMpAdd + mpmod) * lvl;
  694. double mpmin = (t.lvlMpAdd * lvl) + mpmod;
  695. env.value += (mpmax + mpmin) / 2;
  696. }
  697. }
  698. static class FuncMaxMpMul extends Func
  699. {
  700. static final FuncMaxMpMul _fmmm_instance = new FuncMaxMpMul();
  701. static Func getInstance()
  702. {
  703. return _fmmm_instance;
  704. }
  705. private FuncMaxMpMul()
  706. {
  707. super(Stats.MAX_MP, 0x20, null);
  708. }
  709. @Override
  710. public void calc(Env env)
  711. {
  712. L2PcInstance p = (L2PcInstance) env.player;
  713. env.value *= MENbonus[p.getMEN()];
  714. }
  715. }
  716. /**
  717. * Return the period between 2 regenerations task (3s for L2Character, 5 min for L2DoorInstance).<BR><BR>
  718. */
  719. public static int getRegeneratePeriod(L2Character cha)
  720. {
  721. if (cha instanceof L2DoorInstance) return HP_REGENERATE_PERIOD * 100; // 5 mins
  722. return HP_REGENERATE_PERIOD; // 3s
  723. }
  724. /**
  725. * Return the standard NPC Calculator set containing ACCURACY_COMBAT and EVASION_RATE.<BR><BR>
  726. *
  727. * <B><U> Concept</U> :</B><BR><BR>
  728. * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
  729. * In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
  730. *
  731. * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
  732. *
  733. * To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called <B>NPC_STD_CALCULATOR</B>.<BR><BR>
  734. *
  735. */
  736. public static Calculator[] getStdNPCCalculators()
  737. {
  738. Calculator[] std = new Calculator[Stats.NUM_STATS];
  739. // Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
  740. std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
  741. std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());
  742. // Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
  743. std[Stats.EVASION_RATE.ordinal()] = new Calculator();
  744. std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
  745. return std;
  746. }
  747. public static Calculator[] getStdDoorCalculators()
  748. {
  749. Calculator[] std = new Calculator[Stats.NUM_STATS];
  750. // Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
  751. std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
  752. std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());
  753. // Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
  754. std[Stats.EVASION_RATE.ordinal()] = new Calculator();
  755. std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
  756. //SevenSigns PDEF Modifier
  757. std[Stats.POWER_DEFENCE.ordinal()].addFunc(FuncGatesPDefMod.getInstance());
  758. //SevenSigns MDEF Modifier
  759. std[Stats.MAGIC_DEFENCE.ordinal()].addFunc(FuncGatesMDefMod.getInstance());
  760. return std;
  761. }
  762. /**
  763. * Add basics Func objects to L2PcInstance and L2Summon.<BR><BR>
  764. *
  765. * <B><U> Concept</U> :</B><BR><BR>
  766. * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
  767. * In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
  768. *
  769. * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
  770. *
  771. * @param cha L2PcInstance or L2Summon that must obtain basic Func objects
  772. */
  773. public static void addFuncsToNewCharacter(L2Character cha)
  774. {
  775. if (cha instanceof L2PcInstance)
  776. {
  777. cha.addStatFunc(FuncMaxHpAdd.getInstance());
  778. cha.addStatFunc(FuncMaxHpMul.getInstance());
  779. cha.addStatFunc(FuncMaxCpAdd.getInstance());
  780. cha.addStatFunc(FuncMaxCpMul.getInstance());
  781. cha.addStatFunc(FuncMaxMpAdd.getInstance());
  782. cha.addStatFunc(FuncMaxMpMul.getInstance());
  783. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
  784. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_CP_RATE));
  785. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
  786. cha.addStatFunc(FuncBowAtkRange.getInstance());
  787. cha.addStatFunc(FuncCrossBowAtkRange.getInstance());
  788. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_ATTACK));
  789. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_DEFENCE));
  790. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.MAGIC_DEFENCE));
  791. cha.addStatFunc(FuncPAtkMod.getInstance());
  792. cha.addStatFunc(FuncMAtkMod.getInstance());
  793. cha.addStatFunc(FuncPDefMod.getInstance());
  794. cha.addStatFunc(FuncMDefMod.getInstance());
  795. cha.addStatFunc(FuncAtkCritical.getInstance());
  796. cha.addStatFunc(FuncMAtkCritical.getInstance());
  797. cha.addStatFunc(FuncAtkAccuracy.getInstance());
  798. cha.addStatFunc(FuncAtkEvasion.getInstance());
  799. cha.addStatFunc(FuncPAtkSpeed.getInstance());
  800. cha.addStatFunc(FuncMAtkSpeed.getInstance());
  801. cha.addStatFunc(FuncMoveSpeed.getInstance());
  802. cha.addStatFunc(FuncHennaSTR.getInstance());
  803. cha.addStatFunc(FuncHennaDEX.getInstance());
  804. cha.addStatFunc(FuncHennaINT.getInstance());
  805. cha.addStatFunc(FuncHennaMEN.getInstance());
  806. cha.addStatFunc(FuncHennaCON.getInstance());
  807. cha.addStatFunc(FuncHennaWIT.getInstance());
  808. }
  809. else if (cha instanceof L2PetInstance)
  810. {
  811. cha.addStatFunc(FuncPAtkMod.getInstance());
  812. cha.addStatFunc(FuncMAtkMod.getInstance());
  813. cha.addStatFunc(FuncPDefMod.getInstance());
  814. cha.addStatFunc(FuncMDefMod.getInstance());
  815. }
  816. else if (cha instanceof L2Summon)
  817. {
  818. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
  819. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
  820. cha.addStatFunc(FuncAtkCritical.getInstance());
  821. cha.addStatFunc(FuncMAtkCritical.getInstance());
  822. cha.addStatFunc(FuncAtkAccuracy.getInstance());
  823. cha.addStatFunc(FuncAtkEvasion.getInstance());
  824. }
  825. }
  826. /**
  827. * Calculate the HP regen rate (base + modifiers).<BR><BR>
  828. */
  829. public static final double calcHpRegen(L2Character cha)
  830. {
  831. double init = cha.getTemplate().baseHpReg;
  832. double hpRegenMultiplier = cha.isRaid() ? Config.RAID_HP_REGEN_MULTIPLIER : Config.HP_REGEN_MULTIPLIER;
  833. double hpRegenBonus = 0;
  834. if (Config.L2JMOD_CHAMPION_ENABLE && cha.isChampion())
  835. hpRegenMultiplier *= Config.L2JMOD_CHAMPION_HP_REGEN;
  836. if (cha instanceof L2PcInstance)
  837. {
  838. L2PcInstance player = (L2PcInstance) cha;
  839. // Calculate correct baseHpReg value for certain level of PC
  840. init += (player.getLevel() > 10) ? ((player.getLevel()-1)/10.0) : 0.5;
  841. // SevenSigns Festival modifier
  842. if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
  843. hpRegenMultiplier *= calcFestivalRegenModifier(player);
  844. else
  845. {
  846. double siegeModifier = calcSiegeRegenModifer(player);
  847. if (siegeModifier > 0) hpRegenMultiplier *= siegeModifier;
  848. }
  849. if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null)
  850. {
  851. int clanHallIndex = player.getClan().getHasHideout();
  852. if (clanHallIndex > 0)
  853. {
  854. ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
  855. if(clansHall != null)
  856. if (clansHall.getFunction(ClanHall.FUNC_RESTORE_HP) != null)
  857. hpRegenMultiplier *= 1+ (double)clansHall.getFunction(ClanHall.FUNC_RESTORE_HP).getLvl()/100;
  858. }
  859. }
  860. if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null)
  861. {
  862. int castleIndex = player.getClan().getHasCastle();
  863. if (castleIndex > 0)
  864. {
  865. Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
  866. if(castle != null)
  867. if (castle.getFunction(Castle.FUNC_RESTORE_HP) != null)
  868. hpRegenMultiplier *= 1+ (double)castle.getFunction(Castle.FUNC_RESTORE_HP).getLvl()/100;
  869. }
  870. }
  871. if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null)
  872. {
  873. int fortIndex = player.getClan().getHasFort();
  874. if (fortIndex > 0)
  875. {
  876. Fort fort = FortManager.getInstance().getFortById(fortIndex);
  877. if (fort != null)
  878. if (fort.getFunction(Fort.FUNC_RESTORE_HP) != null)
  879. hpRegenMultiplier *= 1+ (double)fort.getFunction(Fort.FUNC_RESTORE_HP).getLvl()/100;
  880. }
  881. }
  882. // Mother Tree effect is calculated at last
  883. if (player.isInsideZone(L2Character.ZONE_MOTHERTREE)) hpRegenBonus += 2;
  884. // Calculate Movement bonus
  885. if (player.isSitting()) hpRegenMultiplier *= 1.5; // Sitting
  886. else if (!player.isMoving()) hpRegenMultiplier *= 1.1; // Staying
  887. else if (player.isRunning()) hpRegenMultiplier *= 0.7; // Running
  888. // Add CON bonus
  889. init *= cha.getLevelMod() * CONbonus[cha.getCON()];
  890. }
  891. if (init < 1) init = 1;
  892. return cha.calcStat(Stats.REGENERATE_HP_RATE, init, null, null) * hpRegenMultiplier + hpRegenBonus;
  893. }
  894. /**
  895. * Calculate the MP regen rate (base + modifiers).<BR><BR>
  896. */
  897. public static final double calcMpRegen(L2Character cha)
  898. {
  899. double init = cha.getTemplate().baseMpReg;
  900. double mpRegenMultiplier = cha.isRaid() ? Config.RAID_MP_REGEN_MULTIPLIER : Config.MP_REGEN_MULTIPLIER;
  901. double mpRegenBonus = 0;
  902. if (cha instanceof L2PcInstance)
  903. {
  904. L2PcInstance player = (L2PcInstance) cha;
  905. // Calculate correct baseMpReg value for certain level of PC
  906. init += 0.3*((player.getLevel()-1)/10.0);
  907. // SevenSigns Festival modifier
  908. if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
  909. mpRegenMultiplier *= calcFestivalRegenModifier(player);
  910. // Mother Tree effect is calculated at last
  911. if (player.isInsideZone(L2Character.ZONE_MOTHERTREE)) mpRegenBonus += 1;
  912. if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null)
  913. {
  914. int clanHallIndex = player.getClan().getHasHideout();
  915. if (clanHallIndex > 0)
  916. {
  917. ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
  918. if(clansHall != null)
  919. if (clansHall.getFunction(ClanHall.FUNC_RESTORE_MP) != null)
  920. mpRegenMultiplier *= 1+ (double)clansHall.getFunction(ClanHall.FUNC_RESTORE_MP).getLvl()/100;
  921. }
  922. }
  923. if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null)
  924. {
  925. int castleIndex = player.getClan().getHasCastle();
  926. if (castleIndex > 0)
  927. {
  928. Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
  929. if(castle != null)
  930. if (castle.getFunction(Castle.FUNC_RESTORE_MP) != null)
  931. mpRegenMultiplier *= 1+ (double)castle.getFunction(Castle.FUNC_RESTORE_MP).getLvl()/100;
  932. }
  933. }
  934. if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null)
  935. {
  936. int fortIndex = player.getClan().getHasFort();
  937. if (fortIndex > 0)
  938. {
  939. Fort fort = FortManager.getInstance().getFortById(fortIndex);
  940. if(fort != null)
  941. if (fort.getFunction(Fort.FUNC_RESTORE_MP) != null)
  942. mpRegenMultiplier *= 1+ (double)fort.getFunction(Fort.FUNC_RESTORE_MP).getLvl()/100;
  943. }
  944. }
  945. // Calculate Movement bonus
  946. if (player.isSitting()) mpRegenMultiplier *= 1.5; // Sitting
  947. else if (!player.isMoving()) mpRegenMultiplier *= 1.1; // Staying
  948. else if (player.isRunning()) mpRegenMultiplier *= 0.7; // Running
  949. // Add MEN bonus
  950. init *= cha.getLevelMod() * MENbonus[cha.getMEN()];
  951. }
  952. if (init < 1) init = 1;
  953. return cha.calcStat(Stats.REGENERATE_MP_RATE, init, null, null) * mpRegenMultiplier + mpRegenBonus;
  954. }
  955. /**
  956. * Calculate the CP regen rate (base + modifiers).<BR><BR>
  957. */
  958. public static final double calcCpRegen(L2Character cha)
  959. {
  960. double init = cha.getTemplate().baseHpReg;
  961. double cpRegenMultiplier = Config.CP_REGEN_MULTIPLIER;
  962. double cpRegenBonus = 0;
  963. if (cha instanceof L2PcInstance)
  964. {
  965. L2PcInstance player = (L2PcInstance) cha;
  966. // Calculate correct baseHpReg value for certain level of PC
  967. init += (player.getLevel() > 10) ? ((player.getLevel()-1)/10.0) : 0.5;
  968. // Calculate Movement bonus
  969. if (player.isSitting()) cpRegenMultiplier *= 1.5; // Sitting
  970. else if (!player.isMoving()) cpRegenMultiplier *= 1.1; // Staying
  971. else if (player.isRunning()) cpRegenMultiplier *= 0.7; // Running
  972. } else
  973. {
  974. // Calculate Movement bonus
  975. if (!cha.isMoving()) cpRegenMultiplier *= 1.1; // Staying
  976. else if (cha.isRunning()) cpRegenMultiplier *= 0.7; // Running
  977. }
  978. // Apply CON bonus
  979. init *= cha.getLevelMod() * CONbonus[cha.getCON()];
  980. if (init < 1) init = 1;
  981. return cha.calcStat(Stats.REGENERATE_CP_RATE, init, null, null) * cpRegenMultiplier + cpRegenBonus;
  982. }
  983. @SuppressWarnings("deprecation")
  984. public static final double calcFestivalRegenModifier(L2PcInstance activeChar)
  985. {
  986. final int[] festivalInfo = SevenSignsFestival.getInstance().getFestivalForPlayer(activeChar);
  987. final int oracle = festivalInfo[0];
  988. final int festivalId = festivalInfo[1];
  989. int[] festivalCenter;
  990. // If the player isn't found in the festival, leave the regen rate as it is.
  991. if (festivalId < 0) return 0;
  992. // Retrieve the X and Y coords for the center of the festival arena the player is in.
  993. if (oracle == SevenSigns.CABAL_DAWN) festivalCenter = SevenSignsFestival.FESTIVAL_DAWN_PLAYER_SPAWNS[festivalId];
  994. else festivalCenter = SevenSignsFestival.FESTIVAL_DUSK_PLAYER_SPAWNS[festivalId];
  995. // Check the distance between the player and the player spawn point, in the center of the arena.
  996. double distToCenter = activeChar.getDistance(festivalCenter[0], festivalCenter[1]);
  997. if (Config.DEBUG)
  998. _log.info("Distance: " + distToCenter + ", RegenMulti: " + (distToCenter * 2.5) / 50);
  999. return 1.0 - (distToCenter * 0.0005); // Maximum Decreased Regen of ~ -65%;
  1000. }
  1001. public static final double calcSiegeRegenModifer(L2PcInstance activeChar)
  1002. {
  1003. if (activeChar == null || activeChar.getClan() == null) return 0;
  1004. Siege siege = SiegeManager.getInstance().getSiege(activeChar.getPosition().getX(),
  1005. activeChar.getPosition().getY(),
  1006. activeChar.getPosition().getZ());
  1007. if (siege == null || !siege.getIsInProgress()) return 0;
  1008. L2SiegeClan siegeClan = siege.getAttackerClan(activeChar.getClan().getClanId());
  1009. if (siegeClan == null || siegeClan.getFlag().isEmpty()
  1010. || !Util.checkIfInRange(200, activeChar, siegeClan.getFlag().get(0), true)) return 0;
  1011. return 1.5; // If all is true, then modifer will be 50% more
  1012. }
  1013. /** Calculate blow damage based on cAtk */
  1014. public static double calcBlowDamage(L2Character attacker, L2Character target, L2Skill skill, byte shld, boolean ss)
  1015. {
  1016. double power = skill.getPower();
  1017. double damage = attacker.getPAtk(target);
  1018. damage *= calcElemental(attacker, target, skill);
  1019. damage+=calcValakasAttribute(attacker, target, skill);
  1020. double defence = target.getPDef(attacker);
  1021. if(ss)
  1022. damage *= 2.;
  1023. switch(shld)
  1024. {
  1025. case SHIELD_DEFENSE_SUCCEED:
  1026. defence += target.getShldDef();
  1027. break;
  1028. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1029. return 1;
  1030. }
  1031. if(ss && skill.getSSBoost()>0)
  1032. power *= skill.getSSBoost();
  1033. damage = (attacker.calcStat(Stats.CRITICAL_DAMAGE, (damage+power), target, skill)
  1034. + (attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 6.5))
  1035. * (target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, skill));
  1036. // get the natural vulnerability for the template
  1037. if (target instanceof L2Npc)
  1038. {
  1039. damage *= ((L2Npc) target).getTemplate().getVulnerability(Stats.DAGGER_WPN_VULN);
  1040. }
  1041. // get the vulnerability for the instance due to skills (buffs, passives, toggles, etc)
  1042. damage = target.calcStat(Stats.DAGGER_WPN_VULN, damage, target, null);
  1043. damage *= 70. / defence;
  1044. damage += Rnd.get() * attacker.getRandomDamage(target);
  1045. // Dmg bonusses in PvP fight
  1046. if((attacker instanceof L2Playable)
  1047. && (target instanceof L2Playable))
  1048. {
  1049. if(skill == null)
  1050. damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
  1051. else
  1052. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1053. }
  1054. return damage < 1 ? 1. : damage;
  1055. }
  1056. /** Calculated damage caused by ATTACK of attacker on target,
  1057. * called separatly for each weapon, if dual-weapon is used.
  1058. *
  1059. * @param attacker player or NPC that makes ATTACK
  1060. * @param target player or NPC, target of ATTACK
  1061. * @param miss one of ATTACK_XXX constants
  1062. * @param crit if the ATTACK have critical success
  1063. * @param dual if dual weapon is used
  1064. * @param ss if weapon item was charged by soulshot
  1065. * @return damage points
  1066. */
  1067. public static final double calcPhysDam(L2Character attacker, L2Character target, L2Skill skill,
  1068. byte shld, boolean crit, boolean dual, boolean ss)
  1069. {
  1070. double damage = attacker.getPAtk(target);
  1071. double defence = target.getPDef(attacker);
  1072. damage *= calcElemental(attacker, target, skill);
  1073. damage+=calcValakasAttribute(attacker, target, skill);
  1074. switch (shld)
  1075. {
  1076. case SHIELD_DEFENSE_SUCCEED:
  1077. if (!Config.ALT_GAME_SHIELD_BLOCKS)
  1078. defence += target.getShldDef();
  1079. break;
  1080. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1081. return 1.;
  1082. }
  1083. if (ss) damage *= 2;
  1084. if (skill != null)
  1085. {
  1086. double skillpower = skill.getPower(attacker);
  1087. float ssboost = skill.getSSBoost();
  1088. if (ssboost <= 0)
  1089. damage += skillpower;
  1090. else if (ssboost > 0)
  1091. {
  1092. if (ss)
  1093. {
  1094. skillpower *= ssboost;
  1095. damage += skillpower;
  1096. }
  1097. else
  1098. damage += skillpower;
  1099. }
  1100. }
  1101. // defence modifier depending of the attacker weapon
  1102. L2Weapon weapon = attacker.getActiveWeaponItem();
  1103. Stats stat = null;
  1104. if (weapon != null && !attacker.isTransformed())
  1105. {
  1106. switch (weapon.getItemType())
  1107. {
  1108. case BOW:
  1109. stat = Stats.BOW_WPN_VULN;
  1110. break;
  1111. case CROSSBOW:
  1112. stat = Stats.CROSSBOW_WPN_VULN;
  1113. break;
  1114. case BLUNT:
  1115. stat = Stats.BLUNT_WPN_VULN;
  1116. break;
  1117. case DAGGER:
  1118. stat = Stats.DAGGER_WPN_VULN;
  1119. break;
  1120. case DUAL:
  1121. stat = Stats.DUAL_WPN_VULN;
  1122. break;
  1123. case DUALFIST:
  1124. stat = Stats.DUALFIST_WPN_VULN;
  1125. break;
  1126. case ETC:
  1127. stat = Stats.ETC_WPN_VULN;
  1128. break;
  1129. case FIST:
  1130. stat = Stats.FIST_WPN_VULN;
  1131. break;
  1132. case POLE:
  1133. stat = Stats.POLE_WPN_VULN;
  1134. break;
  1135. case SWORD:
  1136. stat = Stats.SWORD_WPN_VULN;
  1137. break;
  1138. case BIGSWORD:
  1139. stat = Stats.BIGSWORD_WPN_VULN;
  1140. break;
  1141. case BIGBLUNT:
  1142. stat = Stats.BIGBLUNT_WPN_VULN;
  1143. break;
  1144. case DUAL_DAGGER:
  1145. stat = Stats.DUALDAGGER_WPN_VULN;
  1146. break;
  1147. case RAPIER:
  1148. stat = Stats.RAPIER_WPN_VULN;
  1149. break;
  1150. case ANCIENT_SWORD:
  1151. stat = Stats.ANCIENT_WPN_VULN;
  1152. break;
  1153. }
  1154. }
  1155. /*if (shld && !Config.ALT_GAME_SHIELD_BLOCKS)
  1156. {
  1157. defence += target.getShldDef();
  1158. }*/
  1159. //if (!(attacker instanceof L2RaidBossInstance) &&
  1160. /*
  1161. if ((attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance))
  1162. {
  1163. if (attacker instanceof L2RaidBossInstance) damage *= 1; // was 10 changed for temp fix
  1164. // else
  1165. // damage *= 2;
  1166. // if (attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance){
  1167. //damage = damage * attacker.getSTR() * attacker.getAccuracy() * 0.05 / defence;
  1168. // damage = damage * attacker.getSTR()* (attacker.getSTR() + attacker.getLevel()) * 0.025 / defence;
  1169. // damage += _rnd.nextDouble() * damage / 10 ;
  1170. }
  1171. */
  1172. // else {
  1173. //if (skill == null)
  1174. if (crit)
  1175. {
  1176. //Finally retail like formula
  1177. damage = 2 * attacker.calcStat(Stats.CRITICAL_DAMAGE, 1, target, skill) * target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, null) * (70 * damage / defence);
  1178. //Crit dmg add is almost useless in normal hits...
  1179. damage += (attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 70 / defence);
  1180. }
  1181. else
  1182. damage = 70 * damage / defence;
  1183. // In C5 summons make 10 % less dmg in PvP.
  1184. if (attacker instanceof L2Summon && target instanceof L2PcInstance)
  1185. damage *= 0.9;
  1186. if (stat != null)
  1187. {
  1188. // get the vulnerability due to skills (buffs, passives, toggles, etc)
  1189. damage = target.calcStat(stat, damage, target, null);
  1190. if (target instanceof L2Npc)
  1191. {
  1192. // get the natural vulnerability for the template
  1193. damage *= ((L2Npc) target).getTemplate().getVulnerability(stat);
  1194. }
  1195. }
  1196. damage += Rnd.nextDouble() * damage / 10;
  1197. // damage += _rnd.nextDouble()* attacker.getRandomDamage(target);
  1198. // }
  1199. if (shld > 0 && Config.ALT_GAME_SHIELD_BLOCKS)
  1200. {
  1201. damage -= target.getShldDef();
  1202. if (damage < 0) damage = 0;
  1203. }
  1204. if (target instanceof L2Npc)
  1205. {
  1206. switch (((L2Npc) target).getTemplate().getRace())
  1207. {
  1208. case BEAST:
  1209. damage *= attacker.getPAtkMonsters(target);
  1210. break;
  1211. case ANIMAL:
  1212. damage *= attacker.getPAtkAnimals(target);
  1213. break;
  1214. case PLANT:
  1215. damage *= attacker.getPAtkPlants(target);
  1216. break;
  1217. case DRAGON:
  1218. damage *= attacker.getPAtkDragons(target);
  1219. break;
  1220. case BUG:
  1221. damage *= attacker.getPAtkInsects(target);
  1222. break;
  1223. case GIANT:
  1224. damage *= attacker.getPAtkGiants(target);
  1225. break;
  1226. default:
  1227. // nothing
  1228. break;
  1229. }
  1230. }
  1231. if (damage > 0 && damage < 1)
  1232. {
  1233. damage = 1;
  1234. }
  1235. else if (damage < 0)
  1236. {
  1237. damage = 0;
  1238. }
  1239. // Dmg bonusses in PvP fight
  1240. if((attacker instanceof L2Playable)
  1241. && (target instanceof L2Playable))
  1242. {
  1243. if(skill == null)
  1244. damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
  1245. else
  1246. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1247. }
  1248. return damage;
  1249. }
  1250. public static final double calcMagicDam(L2Character attacker, L2Character target, L2Skill skill,
  1251. byte shld, boolean ss, boolean bss, boolean mcrit)
  1252. {
  1253. double mAtk = attacker.getMAtk(target, skill);
  1254. double mDef = target.getMDef(attacker, skill);
  1255. switch (shld)
  1256. {
  1257. case SHIELD_DEFENSE_SUCCEED:
  1258. mDef += target.getShldDef(); // kamael
  1259. break;
  1260. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1261. return 1;
  1262. }
  1263. if (bss) mAtk *= 4;
  1264. else if (ss) mAtk *= 2;
  1265. double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower(attacker);
  1266. damage *= calcElemental(attacker, target, skill);
  1267. // In C5 summons make 10 % less dmg in PvP.
  1268. if(attacker instanceof L2Summon && target instanceof L2PcInstance) damage *= 0.9;
  1269. // if(attacker instanceof L2PcInstance && target instanceof L2PcInstance) damage *= 0.9; // PvP modifier (-10%)
  1270. // Failure calculation
  1271. if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(attacker, target, skill))
  1272. {
  1273. if (attacker instanceof L2PcInstance)
  1274. {
  1275. if (calcMagicSuccess(attacker, target, skill)
  1276. && (target.getLevel() - attacker.getLevel()) <= 9)
  1277. {
  1278. if (skill.getSkillType() == L2SkillType.DRAIN)
  1279. attacker.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
  1280. else
  1281. attacker.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));
  1282. damage /= 2;
  1283. }
  1284. else
  1285. {
  1286. SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
  1287. sm.addCharName(target);
  1288. sm.addSkillName(skill);
  1289. attacker.sendPacket(sm);
  1290. damage = 1;
  1291. }
  1292. }
  1293. if (target instanceof L2PcInstance)
  1294. {
  1295. if (skill.getSkillType() == L2SkillType.DRAIN)
  1296. {
  1297. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
  1298. sm.addCharName(attacker);
  1299. target.sendPacket(sm);
  1300. }
  1301. else
  1302. {
  1303. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
  1304. sm.addCharName(attacker);
  1305. target.sendPacket(sm);
  1306. }
  1307. }
  1308. }
  1309. else if (mcrit) damage *= 3;
  1310. damage += Rnd.get() * attacker.getRandomDamage(target);
  1311. // Pvp bonusses for dmg
  1312. if((attacker instanceof L2Playable)
  1313. && (target instanceof L2Playable))
  1314. {
  1315. if(skill.isMagic())
  1316. damage *= attacker.calcStat(Stats.PVP_MAGICAL_DMG, 1, null, null);
  1317. else
  1318. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1319. }
  1320. //random magic damage
  1321. float rnd = Rnd.get(-20,20)/100+1;
  1322. damage *= rnd;
  1323. // CT2.3 general magic vuln
  1324. damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);
  1325. return damage;
  1326. }
  1327. public static final double calcMagicDam(L2CubicInstance attacker, L2Character target, L2Skill skill, boolean mcrit, byte shld)
  1328. {
  1329. double mAtk = attacker.getMAtk();
  1330. double mDef = target.getMDef(attacker.getOwner(), skill);
  1331. switch (shld)
  1332. {
  1333. case SHIELD_DEFENSE_SUCCEED:
  1334. mDef += target.getShldDef(); // kamael
  1335. break;
  1336. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1337. return 1;
  1338. }
  1339. double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower();
  1340. L2PcInstance owner = attacker.getOwner();
  1341. damage *= calcElemental(owner, target, skill);
  1342. // Failure calculation
  1343. if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(owner, target, skill))
  1344. {
  1345. if (calcMagicSuccess(owner, target, skill) && (target.getLevel() - skill.getMagicLevel()) <= 9){
  1346. if (skill.getSkillType() == L2SkillType.DRAIN)
  1347. owner.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
  1348. else
  1349. owner.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));
  1350. damage /= 2;
  1351. }
  1352. else
  1353. {
  1354. SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
  1355. sm.addCharName(target);
  1356. sm.addSkillName(skill);
  1357. owner.sendPacket(sm);
  1358. damage = 1;
  1359. }
  1360. if (target instanceof L2PcInstance)
  1361. {
  1362. if (skill.getSkillType() == L2SkillType.DRAIN)
  1363. {
  1364. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
  1365. sm.addCharName(owner);
  1366. target.sendPacket(sm);
  1367. }
  1368. else
  1369. {
  1370. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
  1371. sm.addCharName(owner);
  1372. target.sendPacket(sm);
  1373. }
  1374. }
  1375. }
  1376. else if (mcrit) damage *= 3;
  1377. // CT2.3 general magic vuln
  1378. damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);
  1379. return damage;
  1380. }
  1381. /** Returns true in case of critical hit */
  1382. public static final boolean calcCrit(double rate, L2Character target)
  1383. {
  1384. final boolean success = rate > Rnd.get(1000);
  1385. // support for critical damage evasion
  1386. if (success)
  1387. {
  1388. if (target == null)
  1389. return true; // no effect
  1390. return target.getStat().calcStat(Stats.CRIT_DAMAGE_EVASION, 100, null, null) > Rnd.get(100);
  1391. }
  1392. return success;
  1393. }
  1394. /** Calculate value of blow success */
  1395. public static final boolean calcBlow(L2Character activeChar, L2Character target, int chance)
  1396. {
  1397. return activeChar.calcStat(Stats.BLOW_RATE, chance*(1.0+(activeChar.getDEX()-20)/100), target, null)>Rnd.get(100);
  1398. }
  1399. /** Calculate value of lethal chance */
  1400. public static final double calcLethal(L2Character activeChar, L2Character target, int baseLethal, int magiclvl)
  1401. {
  1402. double chance = 0;
  1403. if (magiclvl > 0)
  1404. {
  1405. int delta = ((magiclvl + activeChar.getLevel()) / 2) - 1 - target.getLevel();
  1406. // delta [-3,infinite)
  1407. if (delta >= -3)
  1408. {
  1409. chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
  1410. }
  1411. // delta [-9, -3[
  1412. else if (delta < -3 && delta >= -9)
  1413. {
  1414. // baseLethal
  1415. // chance = -1 * -----------
  1416. // (delta / 3)
  1417. chance = (-3) * (baseLethal / (delta));
  1418. }
  1419. //delta [-infinite,-9[
  1420. else
  1421. {
  1422. chance = baseLethal / 15;
  1423. }
  1424. }
  1425. else
  1426. {
  1427. chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
  1428. }
  1429. return 10 * activeChar.calcStat(Stats.LETHAL_RATE, chance, target, null);
  1430. }
  1431. public static final boolean calcLethalHit(L2Character activeChar, L2Character target, L2Skill skill)
  1432. {
  1433. if (!target.isRaid()
  1434. && !(target instanceof L2DoorInstance)
  1435. && !(target instanceof L2Npc && ((L2Npc) target).getNpcId() == 35062))
  1436. {
  1437. int chance = Rnd.get(1000);
  1438. //activeChar.sendMessage(Double.toString(chance));
  1439. //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel())));
  1440. //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel())));
  1441. // 2nd lethal effect activate (cp,hp to 1 or if target is npc then hp to 1)
  1442. if (skill.getLethalChance2() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel()))
  1443. {
  1444. if (target instanceof L2Npc)
  1445. target.reduceCurrentHp(target.getCurrentHp() - 1, activeChar, skill);
  1446. else if (target instanceof L2PcInstance) // If is a active player set his HP and CP to 1
  1447. {
  1448. L2PcInstance player = (L2PcInstance) target;
  1449. if (!player.isInvul())
  1450. {
  1451. if (!(activeChar instanceof L2PcInstance &&
  1452. (((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
  1453. {
  1454. player.setCurrentHp(1);
  1455. player.setCurrentCp(1);
  1456. player.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE_SUCCESSFUL));
  1457. }
  1458. }
  1459. }
  1460. activeChar.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE));
  1461. }
  1462. else if (skill.getLethalChance1() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel()))
  1463. {
  1464. if (target instanceof L2PcInstance)
  1465. {
  1466. L2PcInstance player = (L2PcInstance) target;
  1467. if (!player.isInvul())
  1468. {
  1469. if (!(activeChar instanceof L2PcInstance &&
  1470. (((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
  1471. {
  1472. player.setCurrentCp(1); // Set CP to 1
  1473. player.sendPacket(new SystemMessage(SystemMessageId.CP_DISAPPEARS_WHEN_HIT_WITH_A_HALF_KILL_SKILL));
  1474. }
  1475. }
  1476. }
  1477. else if (target instanceof L2Npc) // If is a monster remove first damage and after 50% of current hp
  1478. target.reduceCurrentHp(target.getCurrentHp() / 2, activeChar, skill);
  1479. activeChar.sendPacket(new SystemMessage(SystemMessageId.HALF_KILL));
  1480. }
  1481. else
  1482. return false;
  1483. }
  1484. else
  1485. return false;
  1486. return true;
  1487. }
  1488. public static final boolean calcMCrit(double mRate)
  1489. {
  1490. return mRate > Rnd.get(1000);
  1491. }
  1492. /** Returns true in case when ATTACK is canceled due to hit */
  1493. public static final boolean calcAtkBreak(L2Character target, double dmg)
  1494. {
  1495. if (target.getFusionSkill() != null)
  1496. return true;
  1497. double init = 0;
  1498. if (Config.ALT_GAME_CANCEL_CAST && target.isCastingNow()) init = 15;
  1499. if (Config.ALT_GAME_CANCEL_BOW && target.isAttackingNow())
  1500. {
  1501. L2Weapon wpn = target.getActiveWeaponItem();
  1502. if (wpn != null && wpn.getItemType() == L2WeaponType.BOW) init = 15;
  1503. }
  1504. if (target.isRaid() || target.isInvul() || init <= 0) return false; // No attack break
  1505. // Chance of break is higher with higher dmg
  1506. init += Math.sqrt(13*dmg);
  1507. // Chance is affected by target MEN
  1508. init -= (MENbonus[target.getMEN()] * 100 - 100);
  1509. // Calculate all modifiers for ATTACK_CANCEL
  1510. double rate = target.calcStat(Stats.ATTACK_CANCEL, init, null, null);
  1511. // Adjust the rate to be between 1 and 99
  1512. if (rate > 99) rate = 99;
  1513. else if (rate < 1) rate = 1;
  1514. return Rnd.get(100) < rate;
  1515. }
  1516. /** Calculate delay (in milliseconds) before next ATTACK */
  1517. public static final int calcPAtkSpd(L2Character attacker, L2Character target, double rate)
  1518. {
  1519. // measured Oct 2006 by Tank6585, formula by Sami
  1520. // attack speed 312 equals 1500 ms delay... (or 300 + 40 ms delay?)
  1521. if(rate < 2) return 2700;
  1522. else return (int)(470000/rate);
  1523. }
  1524. /** Calculate delay (in milliseconds) for skills cast */
  1525. public static final int calcAtkSpd(L2Character attacker, L2Skill skill, double skillTime)
  1526. {
  1527. if (skill.isMagic()) return (int) (skillTime * 333 / attacker.getMAtkSpd());
  1528. return (int) (skillTime * 333 / attacker.getPAtkSpd());
  1529. }
  1530. /** Returns true if hit missed (target evaded)
  1531. * Formula based on http://l2p.l2wh.com/nonskillattacks.html
  1532. **/
  1533. public static boolean calcHitMiss(L2Character attacker, L2Character target)
  1534. {
  1535. int delta = attacker.getAccuracy() - target.getEvasionRate(attacker);
  1536. int chance;
  1537. if (delta >= 10) chance = 980;
  1538. else
  1539. {
  1540. switch (delta)
  1541. {
  1542. case 9: chance = 975; break;
  1543. case 8: chance = 970; break;
  1544. case 7: chance = 965; break;
  1545. case 6: chance = 960; break;
  1546. case 5: chance = 955; break;
  1547. case 4: chance = 945; break;
  1548. case 3: chance = 935; break;
  1549. case 2: chance = 925; break;
  1550. case 1: chance = 915; break;
  1551. case 0: chance = 905; break;
  1552. case -1: chance = 890; break;
  1553. case -2: chance = 875; break;
  1554. case -3: chance = 860; break;
  1555. case -4: chance = 845; break;
  1556. case -5: chance = 830; break;
  1557. case -6: chance = 815; break;
  1558. case -7: chance = 800; break;
  1559. case -8: chance = 785; break;
  1560. case -9: chance = 770; break;
  1561. case -10: chance = 755; break;
  1562. case -11: chance = 735; break;
  1563. case -12: chance = 715; break;
  1564. case -13: chance = 695; break;
  1565. case -14: chance = 675; break;
  1566. case -15: chance = 655; break;
  1567. case -16: chance = 625; break;
  1568. case -17: chance = 595; break;
  1569. case -18: chance = 565; break;
  1570. case -19: chance = 535; break;
  1571. case -20: chance = 505; break;
  1572. case -21: chance = 455; break;
  1573. case -22: chance = 405; break;
  1574. case -23: chance = 355; break;
  1575. case -24: chance = 305; break;
  1576. default: chance = 275;
  1577. }
  1578. if(!attacker.isInFrontOfTarget())
  1579. {
  1580. if(attacker.isBehindTarget())
  1581. chance *= 1.2;
  1582. else // side
  1583. chance *= 1.1;
  1584. if (chance > 980)
  1585. chance = 980;
  1586. }
  1587. }
  1588. return chance < Rnd.get(1000);
  1589. }
  1590. /**
  1591. * Returns:<br>
  1592. * 0 = shield defense doesn't succeed<br>
  1593. * 1 = shield defense succeed<br>
  1594. * 2 = perfect block<br>
  1595. *
  1596. * @param attacker
  1597. * @param target
  1598. * @param sendSysMsg
  1599. * @return
  1600. */
  1601. public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill, boolean sendSysMsg)
  1602. {
  1603. if (skill != null && skill.ignoreShield())
  1604. return 0;
  1605. double shldRate = target.calcStat(Stats.SHIELD_RATE, 0, attacker, null)
  1606. * DEXbonus[target.getDEX()];
  1607. if (shldRate == 0.0) return 0;
  1608. int degreeside = (int)target.calcStat(Stats.SHIELD_DEFENCE_ANGLE, 0, null, null) + 120;
  1609. if (degreeside < 360 && (!target.isFacing(attacker, degreeside)))
  1610. {
  1611. return 0;
  1612. }
  1613. byte shldSuccess = SHIELD_DEFENSE_FAILED;
  1614. // if attacker
  1615. // if attacker use bow and target wear shield, shield block rate is multiplied by 1.3 (30%)
  1616. L2Weapon at_weapon = attacker.getActiveWeaponItem();
  1617. if (at_weapon != null && at_weapon.getItemType() == L2WeaponType.BOW)
  1618. shldRate *= 1.3;
  1619. if (shldRate > 0 && 100 - Config.ALT_PERFECT_SHLD_BLOCK < Rnd.get(100))
  1620. {
  1621. shldSuccess = SHIELD_DEFENSE_PERFECT_BLOCK;
  1622. }
  1623. else if (shldRate > Rnd.get(100))
  1624. {
  1625. shldSuccess = SHIELD_DEFENSE_SUCCEED;
  1626. }
  1627. if (sendSysMsg && target instanceof L2PcInstance)
  1628. {
  1629. L2PcInstance enemy = (L2PcInstance)target;
  1630. switch (shldSuccess)
  1631. {
  1632. case SHIELD_DEFENSE_SUCCEED:
  1633. enemy.sendPacket(new SystemMessage(SystemMessageId.SHIELD_DEFENCE_SUCCESSFULL));
  1634. break;
  1635. case SHIELD_DEFENSE_PERFECT_BLOCK:
  1636. enemy.sendPacket(new SystemMessage(SystemMessageId.YOUR_EXCELLENT_SHIELD_DEFENSE_WAS_A_SUCCESS));
  1637. break;
  1638. }
  1639. }
  1640. return shldSuccess;
  1641. }
  1642. public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill)
  1643. {
  1644. return calcShldUse(attacker, target, skill, true);
  1645. }
  1646. public static byte calcShldUse(L2Character attacker, L2Character target)
  1647. {
  1648. return calcShldUse(attacker, target, null, true);
  1649. }
  1650. public static boolean calcMagicAffected(L2Character actor, L2Character target, L2Skill skill)
  1651. {
  1652. // TODO: CHECK/FIX THIS FORMULA UP!!
  1653. L2SkillType type = skill.getSkillType();
  1654. double defence = 0;
  1655. if (skill.isActive() && skill.isOffensive() && !skill.isNeutral())
  1656. defence = target.getMDef(actor, skill);
  1657. double attack = 2 * actor.getMAtk(target, skill) * calcSkillVulnerability(actor, target, skill);
  1658. double d = (attack - defence)/(attack + defence);
  1659. if (target.isRaid())
  1660. {
  1661. switch (type)
  1662. {
  1663. case CONFUSION:
  1664. case MUTE:
  1665. case PARALYZE:
  1666. case ROOT:
  1667. case FEAR:
  1668. case SLEEP:
  1669. case STUN:
  1670. case DEBUFF:
  1671. case AGGDEBUFF:
  1672. if ( d > 0 && Rnd.get(1000) == 1)
  1673. return true;
  1674. else
  1675. return false;
  1676. }
  1677. }
  1678. d += 0.5 * Rnd.nextGaussian();
  1679. return d > 0;
  1680. }
  1681. public static double calcSkillVulnerability(L2Character attacker, L2Character target, L2Skill skill)
  1682. {
  1683. double multiplier = 1; // initialize...
  1684. // Get the skill type to calculate its effect in function of base stats
  1685. // of the L2Character target
  1686. if (skill != null)
  1687. {
  1688. // first, get the natural template vulnerability values for the target
  1689. Stats stat = skill.getStat();
  1690. if (stat != null)
  1691. {
  1692. switch (stat)
  1693. {
  1694. case AGGRESSION:
  1695. multiplier *= target.getTemplate().baseAggressionVuln;
  1696. break;
  1697. case BLEED:
  1698. multiplier *= target.getTemplate().baseBleedVuln;
  1699. break;
  1700. case POISON:
  1701. multiplier *= target.getTemplate().basePoisonVuln;
  1702. break;
  1703. case STUN:
  1704. multiplier *= target.getTemplate().baseStunVuln;
  1705. break;
  1706. case ROOT:
  1707. multiplier *= target.getTemplate().baseRootVuln;
  1708. break;
  1709. case MOVEMENT:
  1710. multiplier *= target.getTemplate().baseMovementVuln;
  1711. break;
  1712. case CONFUSION:
  1713. multiplier *= target.getTemplate().baseConfusionVuln;
  1714. break;
  1715. case SLEEP:
  1716. multiplier *= target.getTemplate().baseSleepVuln;
  1717. break;
  1718. }
  1719. }
  1720. if (skill.getElement() > 0)
  1721. multiplier *= calcElemental(attacker, target, skill);
  1722. // Finally, calculate skilltype vulnerabilities
  1723. L2SkillType type = skill.getSkillType();
  1724. // For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
  1725. if (type != null && (type == L2SkillType.PDAM || type == L2SkillType.MDAM))
  1726. type = skill.getEffectType();
  1727. multiplier = calcSkillTypeVulnerability(multiplier, target, type);
  1728. }
  1729. return multiplier;
  1730. }
  1731. public static double calcSkillTypeVulnerability(double multiplier, L2Character target, L2SkillType type)
  1732. {
  1733. if (type != null)
  1734. {
  1735. switch (type)
  1736. {
  1737. case BLEED:
  1738. multiplier = target.calcStat(Stats.BLEED_VULN, multiplier, target, null);
  1739. break;
  1740. case POISON:
  1741. multiplier = target.calcStat(Stats.POISON_VULN, multiplier, target, null);
  1742. break;
  1743. case STUN:
  1744. multiplier = target.calcStat(Stats.STUN_VULN, multiplier, target, null);
  1745. break;
  1746. case PARALYZE:
  1747. multiplier = target.calcStat(Stats.PARALYZE_VULN, multiplier, target, null);
  1748. break;
  1749. case ROOT:
  1750. multiplier = target.calcStat(Stats.ROOT_VULN, multiplier, target, null);
  1751. break;
  1752. case SLEEP:
  1753. multiplier = target.calcStat(Stats.SLEEP_VULN, multiplier, target, null);
  1754. break;
  1755. case MUTE:
  1756. case FEAR:
  1757. case BETRAY:
  1758. case AGGREDUCE_CHAR:
  1759. multiplier = target.calcStat(Stats.DERANGEMENT_VULN, multiplier, target, null);
  1760. break;
  1761. case CONFUSION:
  1762. case CONFUSE_MOB_ONLY:
  1763. multiplier = target.calcStat(Stats.CONFUSION_VULN, multiplier, target, null);
  1764. break;
  1765. case DEBUFF:
  1766. case WEAKNESS:
  1767. multiplier = target.calcStat(Stats.DEBUFF_VULN, multiplier, target, null);
  1768. break;
  1769. case BUFF:
  1770. multiplier = target.calcStat(Stats.BUFF_VULN, multiplier, target, null);
  1771. break;
  1772. default:
  1773. }
  1774. }
  1775. return multiplier;
  1776. }
  1777. public static double calcSkillProficiency(L2Skill skill, L2Character attacker, L2Character target)
  1778. {
  1779. double multiplier = 1; // initialize...
  1780. if (skill != null)
  1781. {
  1782. // Calculate skilltype vulnerabilities
  1783. L2SkillType type = skill.getSkillType();
  1784. // For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
  1785. if (type != null && (type == L2SkillType.PDAM || type == L2SkillType.MDAM))
  1786. type = skill.getEffectType();
  1787. multiplier = calcSkillTypeProficiency(multiplier, attacker, target, type);
  1788. }
  1789. return multiplier;
  1790. }
  1791. public static double calcSkillTypeProficiency(double multiplier, L2Character attacker, L2Character target, L2SkillType type)
  1792. {
  1793. if (type != null)
  1794. {
  1795. switch (type)
  1796. {
  1797. case BLEED:
  1798. multiplier = attacker.calcStat(Stats.BLEED_PROF, multiplier, target, null);
  1799. break;
  1800. case POISON:
  1801. multiplier = attacker.calcStat(Stats.POISON_PROF, multiplier, target, null);
  1802. break;
  1803. case STUN:
  1804. multiplier = attacker.calcStat(Stats.STUN_PROF, multiplier, target, null);
  1805. break;
  1806. case PARALYZE:
  1807. multiplier = attacker.calcStat(Stats.PARALYZE_PROF, multiplier, target, null);
  1808. break;
  1809. case ROOT:
  1810. multiplier = attacker.calcStat(Stats.ROOT_PROF, multiplier, target, null);
  1811. break;
  1812. case SLEEP:
  1813. multiplier = attacker.calcStat(Stats.SLEEP_PROF, multiplier, target, null);
  1814. break;
  1815. case MUTE:
  1816. case FEAR:
  1817. case BETRAY:
  1818. case AGGREDUCE_CHAR:
  1819. multiplier = attacker.calcStat(Stats.DERANGEMENT_PROF, multiplier, target, null);
  1820. break;
  1821. case CONFUSION:
  1822. case CONFUSE_MOB_ONLY:
  1823. multiplier = attacker.calcStat(Stats.CONFUSION_PROF, multiplier, target, null);
  1824. break;
  1825. case DEBUFF:
  1826. case WEAKNESS:
  1827. multiplier = attacker.calcStat(Stats.DEBUFF_PROF, multiplier, target, null);
  1828. break;
  1829. default:
  1830. }
  1831. }
  1832. return multiplier;
  1833. }
  1834. public static double calcSkillStatModifier(L2SkillType type, L2Character target)
  1835. {
  1836. double multiplier = 1;
  1837. if (type == null) return multiplier;
  1838. try
  1839. {
  1840. switch (type)
  1841. {
  1842. case STUN:
  1843. case BLEED:
  1844. case POISON:
  1845. multiplier = 2 - Math.sqrt(CONbonus[target.getCON()]);
  1846. break;
  1847. case SLEEP:
  1848. case DEBUFF:
  1849. case WEAKNESS:
  1850. case ERASE:
  1851. case ROOT:
  1852. case MUTE:
  1853. case FEAR:
  1854. case BETRAY:
  1855. case CONFUSION:
  1856. case CONFUSE_MOB_ONLY:
  1857. case AGGREDUCE_CHAR:
  1858. case PARALYZE:
  1859. multiplier = 2 - Math.sqrt(MENbonus[target.getMEN()]);
  1860. break;
  1861. default:
  1862. return multiplier;
  1863. }
  1864. } catch (ArrayIndexOutOfBoundsException e)
  1865. {
  1866. _log.warning("Character "+target.getName()+" has been set (by a GM?) a MEN or CON stat value out of accepted range");
  1867. }
  1868. if (multiplier < 0)
  1869. multiplier = 0;
  1870. return multiplier;
  1871. }
  1872. public static boolean calcEffectSuccess(L2Character attacker, L2Character target, EffectTemplate effect, L2Skill skill, byte shld, boolean ss, boolean sps, boolean bss)
  1873. {
  1874. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  1875. return false;
  1876. L2SkillType type = effect.effectType != null ? effect.effectType : skill.getSkillType();
  1877. int value = (int)effect.effectPower;
  1878. int lvlDepend = skill.getLevelDepend();
  1879. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  1880. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  1881. // TODO: Temporary fix for NPC skills with MagicLevel not set
  1882. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  1883. // int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()) - target.getLevel()) * lvlDepend;
  1884. double statmodifier = calcSkillStatModifier(type, target);
  1885. double resmodifier = calcSkillTypeVulnerability(1, target, type);
  1886. int ssmodifier = 100;
  1887. if (bss) ssmodifier = 200;
  1888. else if (sps) ssmodifier = 150;
  1889. else if (ss) ssmodifier = 150;
  1890. // Calculate BaseRate.
  1891. int rate = (int) ((value * statmodifier));// + lvlmodifier));
  1892. // Add Matk/Mdef Bonus
  1893. if (skill.isMagic())
  1894. rate = (int) (rate * Math.pow((double) attacker.getMAtk(target, skill) / (target.getMDef(attacker, skill)+(shld==1 ? target.getShldDef() : 0)), 0.2));
  1895. // Add Bonus for Sps/SS
  1896. if (ssmodifier != 100)
  1897. {
  1898. if (rate > 10000 / (100 + ssmodifier)) rate = 100 - (100 - rate) * 100 / ssmodifier;
  1899. else rate = rate * ssmodifier / 100;
  1900. }
  1901. //lvl modifier.
  1902. if (lvlDepend > 0)
  1903. {
  1904. double delta = 0;
  1905. int attackerLvlmod = attacker.getLevel();
  1906. int targetLvlmod = target.getLevel();
  1907. if (attackerLvlmod >= 70)
  1908. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  1909. if (targetLvlmod >= 70)
  1910. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  1911. if (skill.getMagicLevel() == 0)
  1912. delta = attackerLvlmod - targetLvlmod;
  1913. else
  1914. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  1915. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  1916. double deltamod = 1;
  1917. if (delta + 3 < 0)
  1918. {
  1919. if (delta <= -20)
  1920. deltamod = 0.05;
  1921. else
  1922. {
  1923. deltamod = 1 - ((-1) * (delta / 20));
  1924. if (deltamod >= 1)
  1925. deltamod = 0.05;
  1926. }
  1927. }
  1928. else
  1929. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  1930. if (deltamod < 0)
  1931. deltamod *= -1;
  1932. rate *= deltamod;
  1933. }
  1934. if (rate > 99) rate = 99;
  1935. else if (rate < 1) rate = 1;
  1936. //Finaly apply resists.
  1937. rate *= resmodifier * calcSkillTypeProficiency(1, attacker, target, type);
  1938. if (Config.DEVELOPER)
  1939. _log.info(type
  1940. +": "
  1941. + skill.getName()
  1942. + ": "
  1943. + value
  1944. + ", "
  1945. + statmodifier
  1946. + ", "
  1947. + resmodifier
  1948. + ", "
  1949. + ((int) (Math.pow((double) attacker.getMAtk(target, skill)
  1950. / target.getMDef(attacker, skill), 0.2) * 100) - 100) + ", " + ssmodifier + " ==> "
  1951. + rate);
  1952. return (Rnd.get(100) < rate);
  1953. }
  1954. public static boolean calcSkillSuccess(L2Character attacker, L2Character target, L2Skill skill, byte shld, boolean ss, boolean sps, boolean bss)
  1955. {
  1956. if (skill.ignoreResists())
  1957. return (Rnd.get(100) < skill.getPower());
  1958. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  1959. return false;
  1960. L2SkillType type = skill.getSkillType();
  1961. int value = (int) skill.getPower();
  1962. int lvlDepend = skill.getLevelDepend();
  1963. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  1964. if (value == 0) value = (type == L2SkillType.PARALYZE) ? 50 : (type == L2SkillType.FEAR)? 40 : 80;
  1965. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  1966. // TODO: Temporary fix for NPC skills with MagicLevel not set
  1967. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  1968. // int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()) - target.getLevel()) * lvlDepend;
  1969. double statmodifier = calcSkillStatModifier(type, target);
  1970. double resmodifier = calcSkillVulnerability(attacker, target, skill);
  1971. int ssmodifier = 100;
  1972. if (bss) ssmodifier = 200;
  1973. else if (sps) ssmodifier = 150;
  1974. else if (ss) ssmodifier = 150;
  1975. // Calculate BaseRate.
  1976. int rate = (int) ((value * statmodifier));// + lvlmodifier));
  1977. // Add Matk/Mdef Bonus
  1978. if (skill.isMagic())
  1979. rate = (int) (rate * Math.pow((double) attacker.getMAtk(target, skill) / (target.getMDef(attacker, skill)+(shld==1 ? target.getShldDef() : 0)), 0.2));
  1980. // Add Bonus for Sps/SS
  1981. if (ssmodifier != 100)
  1982. {
  1983. if (rate > 10000 / (100 + ssmodifier)) rate = 100 - (100 - rate) * 100 / ssmodifier;
  1984. else rate = rate * ssmodifier / 100;
  1985. }
  1986. //lvl modifier.
  1987. if (lvlDepend > 0)
  1988. {
  1989. double delta = 0;
  1990. int attackerLvlmod = attacker.getLevel();
  1991. int targetLvlmod = target.getLevel();
  1992. if (attackerLvlmod >= 70)
  1993. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  1994. if (targetLvlmod >= 70)
  1995. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  1996. if (skill.getMagicLevel() == 0)
  1997. delta = attackerLvlmod - targetLvlmod;
  1998. else
  1999. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  2000. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  2001. double deltamod = 1;
  2002. if (delta + 3 < 0)
  2003. {
  2004. if (delta <= -20)
  2005. deltamod = 0.05;
  2006. else
  2007. {
  2008. deltamod = 1 - ((-1) * (delta / 20));
  2009. if (deltamod >= 1)
  2010. deltamod = 0.05;
  2011. }
  2012. }
  2013. else
  2014. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  2015. if (deltamod < 0)
  2016. deltamod *= -1;
  2017. rate *= deltamod;
  2018. }
  2019. if (rate > 99) rate = 99;
  2020. else if (rate < 1) rate = 1;
  2021. //Finaly apply resists.
  2022. rate *= resmodifier * calcSkillProficiency(skill, attacker, target);
  2023. if (Config.DEVELOPER)
  2024. _log.info(skill.getName()
  2025. + ": "
  2026. + value
  2027. + ", "
  2028. + statmodifier
  2029. + ", "
  2030. + resmodifier
  2031. + ", "
  2032. + ((int) (Math.pow((double) attacker.getMAtk(target, skill)
  2033. / target.getMDef(attacker, skill), 0.2) * 100) - 100) + ", " + ssmodifier + " ==> "
  2034. + rate);
  2035. return (Rnd.get(100) < rate);
  2036. }
  2037. public static boolean calcCubicSkillSuccess(L2CubicInstance attacker, L2Character target, L2Skill skill, byte shld)
  2038. {
  2039. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  2040. return false;
  2041. L2SkillType type = skill.getSkillType();
  2042. // these skills should not work on RaidBoss
  2043. if (target.isRaid())
  2044. {
  2045. switch (type)
  2046. {
  2047. case CONFUSION:
  2048. case ROOT:
  2049. case STUN:
  2050. case MUTE:
  2051. case FEAR:
  2052. case DEBUFF:
  2053. case PARALYZE:
  2054. case SLEEP:
  2055. case AGGDEBUFF:
  2056. return false;
  2057. }
  2058. }
  2059. // if target reflect this skill then the effect will fail
  2060. if (calcSkillReflect(target, skill) != SKILL_REFLECT_FAILED)
  2061. return false;
  2062. int value = (int) skill.getPower();
  2063. int lvlDepend = skill.getLevelDepend();
  2064. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  2065. if (value == 0) value = (type == L2SkillType.PARALYZE) ? 50 : (type == L2SkillType.FEAR) ? 40 : 80;
  2066. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  2067. // TODO: Temporary fix for NPC skills with MagicLevel not set
  2068. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  2069. //int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getOwner().getLevel()) - target.getLevel())
  2070. //* lvlDepend;
  2071. double statmodifier = calcSkillStatModifier(type, target);
  2072. double resmodifier = calcSkillVulnerability(attacker.getOwner(), target, skill);
  2073. int rate = (int) ((value * statmodifier) * resmodifier);
  2074. if (skill.isMagic())
  2075. rate += (int) (Math.pow((double) attacker.getMAtk() / (target.getMDef(attacker.getOwner(), skill) + (shld == 1 ? target.getShldDef() : 0)), 0.2) * 100) - 100;
  2076. //lvl modifier.
  2077. if (lvlDepend > 0)
  2078. {
  2079. double delta = 0;
  2080. int attackerLvlmod = attacker.getOwner().getLevel();
  2081. int targetLvlmod = target.getLevel();
  2082. if (attackerLvlmod >= 70)
  2083. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  2084. if (targetLvlmod >= 70)
  2085. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  2086. if (skill.getMagicLevel() == 0)
  2087. delta = attackerLvlmod - targetLvlmod;
  2088. else
  2089. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  2090. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  2091. double deltamod = 1;
  2092. if (delta + 3 < 0)
  2093. {
  2094. if (delta <= -20)
  2095. deltamod = 0.05;
  2096. else
  2097. {
  2098. deltamod = 1 - ((-1) * (delta / 20));
  2099. if (deltamod >= 1)
  2100. deltamod = 0.05;
  2101. }
  2102. }
  2103. else
  2104. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  2105. if (deltamod < 0)
  2106. deltamod *= -1;
  2107. rate *= deltamod;
  2108. }
  2109. if (rate > 99)
  2110. rate = 99;
  2111. else
  2112. if (rate < 1)
  2113. rate = 1;
  2114. if (Config.DEVELOPER)
  2115. _log.info(skill.getName()
  2116. + ": "
  2117. + value
  2118. + ", "
  2119. + statmodifier
  2120. + ", "
  2121. + resmodifier
  2122. + ", "
  2123. + ((int) (Math.pow((double) attacker.getMAtk()
  2124. / target.getMDef(attacker.getOwner(), skill), 0.2) * 100) - 100) + " ==> "
  2125. + rate);
  2126. return (Rnd.get(100) < rate);
  2127. }
  2128. public static boolean calcMagicSuccess(L2Character attacker, L2Character target, L2Skill skill)
  2129. {
  2130. double lvlDifference = (target.getLevel() - (skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()));
  2131. int rate = Math.round((float)(Math.pow(1.3, lvlDifference) * 100));
  2132. return (Rnd.get(10000) > rate);
  2133. }
  2134. public static boolean calculateUnlockChance(L2Skill skill)
  2135. {
  2136. int level = skill.getLevel();
  2137. int chance = 0;
  2138. switch (level)
  2139. {
  2140. case 1:
  2141. chance = 30;
  2142. break;
  2143. case 2:
  2144. chance = 50;
  2145. break;
  2146. case 3:
  2147. chance = 75;
  2148. break;
  2149. case 4:
  2150. case 5:
  2151. case 6:
  2152. case 7:
  2153. case 8:
  2154. case 9:
  2155. case 10:
  2156. case 11:
  2157. case 12:
  2158. case 13:
  2159. case 14:
  2160. chance = 100;
  2161. break;
  2162. }
  2163. if (Rnd.get(120) > chance)
  2164. return false;
  2165. return true;
  2166. }
  2167. public static double calcManaDam(L2Character attacker, L2Character target, L2Skill skill,
  2168. boolean ss, boolean bss)
  2169. {
  2170. //Mana Burnt = (SQR(M.Atk)*Power*(Target Max MP/97))/M.Def
  2171. double mAtk = attacker.getMAtk(target, skill);
  2172. double mDef = target.getMDef(attacker, skill);
  2173. double mp = target.getMaxMp();
  2174. if (bss) mAtk *= 4;
  2175. else if (ss) mAtk *= 2;
  2176. double damage = (Math.sqrt(mAtk) * skill.getPower(attacker) * (mp/97)) / mDef;
  2177. damage *= calcSkillVulnerability(attacker, target, skill);
  2178. return damage;
  2179. }
  2180. public static double calculateSkillResurrectRestorePercent(double baseRestorePercent, int casterWIT)
  2181. {
  2182. double restorePercent = baseRestorePercent;
  2183. double modifier = WITbonus[casterWIT];
  2184. if(restorePercent != 100 && restorePercent != 0) {
  2185. restorePercent = baseRestorePercent * modifier;
  2186. if(restorePercent - baseRestorePercent > 20.0)
  2187. restorePercent = baseRestorePercent + 20.0;
  2188. }
  2189. if(restorePercent > 100)
  2190. restorePercent = 100;
  2191. if(restorePercent < baseRestorePercent)
  2192. restorePercent = baseRestorePercent;
  2193. return restorePercent;
  2194. }
  2195. public static double getSTRBonus(L2Character activeChar)
  2196. {
  2197. return STRbonus[activeChar.getSTR()];
  2198. }
  2199. public static boolean calcPhysicalSkillEvasion(L2Character target, L2Skill skill)
  2200. {
  2201. if (skill.isMagic() && skill.getSkillType() != L2SkillType.BLOW)
  2202. return false;
  2203. return Rnd.get(100) < target.calcStat(Stats.P_SKILL_EVASION, 0, null, skill);
  2204. }
  2205. public static boolean calcSkillMastery(L2Character actor, L2Skill sk)
  2206. {
  2207. if (sk.getSkillType() == L2SkillType.FISHING)
  2208. return false;
  2209. double val = actor.getStat().calcStat(Stats.SKILL_MASTERY, 0, null, null);
  2210. if (actor instanceof L2PcInstance && ((L2PcInstance)actor).isMageClass())
  2211. val *= INTbonus[actor.getINT()];
  2212. else
  2213. val*= STRbonus[actor.getSTR()];
  2214. return Rnd.get(100) < val;
  2215. }
  2216. public static double calcValakasAttribute(L2Character attacker, L2Character target, L2Skill skill)
  2217. {
  2218. double calcPower = 0;
  2219. double calcDefen = 0;
  2220. if (skill != null && skill.getAttributeName().contains("valakas"))
  2221. {
  2222. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2223. calcDefen = target.calcStat(Stats.VALAKAS_RES, calcDefen, target, skill);
  2224. }
  2225. else
  2226. {
  2227. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2228. if (calcPower > 0)
  2229. {
  2230. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2231. calcDefen = target.calcStat(Stats.VALAKAS_RES, calcDefen, target, skill);
  2232. }
  2233. }
  2234. return calcPower - calcDefen;
  2235. }
  2236. public static double calcElemental(L2Character attacker, L2Character target, L2Skill skill)
  2237. {
  2238. int calcPower = 0;
  2239. int calcDefen = 0;
  2240. int calcTotal = 0;
  2241. double result = 1;
  2242. int element;
  2243. if (skill != null)
  2244. {
  2245. element = skill.getElement();
  2246. if (element >= 0)
  2247. {
  2248. calcPower = skill.getElementPower();
  2249. calcDefen = target.getDefenseElementValue(element);
  2250. if (attacker.getAttackElement() == element)
  2251. calcPower += attacker.getAttackElementValue(element);
  2252. calcTotal = Math.max(calcPower - calcDefen, -20);
  2253. if (calcTotal < 0)
  2254. result += calcTotal * 0.01;
  2255. else if (calcTotal < 75)
  2256. result += calcTotal * 0.0052;
  2257. else if (calcTotal < 150)
  2258. result = 1.4;
  2259. else
  2260. result = 1.7;
  2261. if (Config.DEVELOPER)
  2262. _log.info(skill.getName()
  2263. + ": "
  2264. + calcPower
  2265. + ", "
  2266. + calcDefen
  2267. + ", "
  2268. + result);
  2269. }
  2270. }
  2271. else
  2272. {
  2273. element = attacker.getAttackElement();
  2274. if (element >= 0)
  2275. {
  2276. calcPower = attacker.getAttackElementValue(element);
  2277. calcDefen = target.getDefenseElementValue(element);
  2278. calcTotal = Math.max(calcPower - calcDefen, -20);
  2279. calcTotal = Math.min(calcTotal, 100);
  2280. result += calcTotal * 0.007;
  2281. if (Config.DEVELOPER)
  2282. _log.info("Hit: "
  2283. + calcPower
  2284. + ", "
  2285. + calcDefen
  2286. + ", "
  2287. + result);
  2288. }
  2289. }
  2290. return result;
  2291. }
  2292. /**
  2293. * Calculate skill reflection according these three possibilities:
  2294. * <li>Reflect failed</li>
  2295. * <li>Mormal reflect (just effects). <U>Only possible for skilltypes: BUFF, REFLECT, HEAL_PERCENT,
  2296. * MANAHEAL_PERCENT, HOT, CPHOT, MPHOT</U></li>
  2297. * <li>vengEance reflect (100% damage reflected but damage is also dealt to actor). <U>This is only possible
  2298. * for skills with skilltype PDAM, BLOW, CHARGEDAM, MDAM or DEATHLINK</U></li>
  2299. <br><br>
  2300. *
  2301. @param actor
  2302. * @param target
  2303. * @param skill
  2304. * @return SKILL_REFLECTED_FAILED, SKILL_REFLECT_SUCCEED or SKILL_REFLECT_VENGEANCE
  2305. */
  2306. public static byte calcSkillReflect(L2Character target, L2Skill skill)
  2307. {
  2308. /*
  2309. * Neither some special skills (like hero debuffs...) or those skills
  2310. * ignoring resistances can be reflected
  2311. */
  2312. if (skill.ignoreResists() || !skill.canBeReflected())
  2313. return SKILL_REFLECT_FAILED;
  2314. // only magic and melee skills can be reflected
  2315. if (!skill.isMagic() &&
  2316. (skill.getCastRange() == -1 || skill.getCastRange() > MELEE_ATTACK_RANGE))
  2317. return SKILL_REFLECT_FAILED;
  2318. byte reflect = SKILL_REFLECT_FAILED;
  2319. // check for non-reflected skilltypes, need additional retail check
  2320. switch (skill.getSkillType())
  2321. {
  2322. case BUFF:
  2323. case REFLECT:
  2324. case HEAL_PERCENT:
  2325. case MANAHEAL_PERCENT:
  2326. case HOT:
  2327. case CPHOT:
  2328. case MPHOT:
  2329. case UNDEAD_DEFENSE:
  2330. case AGGDEBUFF:
  2331. case CONT:
  2332. return SKILL_REFLECT_FAILED;
  2333. // these skill types can deal damage
  2334. case PDAM:
  2335. case BLOW:
  2336. case MDAM:
  2337. case DEATHLINK:
  2338. case CHARGEDAM:
  2339. final Stats stat = skill.isMagic() ? Stats.VENGEANCE_SKILL_MAGIC_DAMAGE : Stats.VENGEANCE_SKILL_PHYSICAL_DAMAGE;
  2340. final double venganceChance = target.getStat().calcStat(stat, 0, target, skill);
  2341. if (venganceChance > Rnd.get(100))
  2342. reflect |= SKILL_REFLECT_VENGEANCE;
  2343. break;
  2344. }
  2345. final double reflectChance = target.calcStat(skill.isMagic() ? Stats.REFLECT_SKILL_MAGIC : Stats.REFLECT_SKILL_PHYSIC, 0, null, skill);
  2346. if( Rnd.get(100) < reflectChance)
  2347. reflect |= SKILL_REFLECT_SUCCEED;
  2348. return reflect;
  2349. }
  2350. }