Formulas.java 84 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.L2ItemInstance;
  25. import net.sf.l2j.gameserver.model.L2SiegeClan;
  26. import net.sf.l2j.gameserver.model.L2Skill;
  27. import net.sf.l2j.gameserver.model.actor.L2Character;
  28. import net.sf.l2j.gameserver.model.actor.L2Npc;
  29. import net.sf.l2j.gameserver.model.actor.L2Playable;
  30. import net.sf.l2j.gameserver.model.actor.L2Summon;
  31. import net.sf.l2j.gameserver.model.actor.instance.L2CubicInstance;
  32. import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
  33. import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
  34. import net.sf.l2j.gameserver.model.actor.instance.L2PetInstance;
  35. import net.sf.l2j.gameserver.model.base.PlayerState;
  36. import net.sf.l2j.gameserver.model.entity.Castle;
  37. import net.sf.l2j.gameserver.model.entity.ClanHall;
  38. import net.sf.l2j.gameserver.model.entity.Fort;
  39. import net.sf.l2j.gameserver.model.entity.Siege;
  40. import net.sf.l2j.gameserver.model.itemcontainer.Inventory;
  41. import net.sf.l2j.gameserver.network.SystemMessageId;
  42. import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
  43. import net.sf.l2j.gameserver.skills.conditions.ConditionPlayerState;
  44. import net.sf.l2j.gameserver.skills.conditions.ConditionUsingItemType;
  45. import net.sf.l2j.gameserver.skills.funcs.Func;
  46. import net.sf.l2j.gameserver.templates.chars.L2PcTemplate;
  47. import net.sf.l2j.gameserver.templates.effects.EffectTemplate;
  48. import net.sf.l2j.gameserver.templates.item.L2Item;
  49. import net.sf.l2j.gameserver.templates.item.L2Weapon;
  50. import net.sf.l2j.gameserver.templates.item.L2WeaponType;
  51. import net.sf.l2j.gameserver.templates.skills.L2SkillType;
  52. import net.sf.l2j.gameserver.util.Util;
  53. import net.sf.l2j.util.Rnd;
  54. /**
  55. * Global calculations, can be modified by server admins
  56. */
  57. public final class Formulas
  58. {
  59. /** Regen Task period */
  60. protected static final Logger _log = Logger.getLogger(L2Character.class.getName());
  61. private static final int HP_REGENERATE_PERIOD = 3000; // 3 secs
  62. public static final byte SHIELD_DEFENSE_FAILED = 0; // no shield defense
  63. public static final byte SHIELD_DEFENSE_SUCCEED = 1; // normal shield defense
  64. public static final byte SHIELD_DEFENSE_PERFECT_BLOCK = 2; // perfect block
  65. public static final byte SKILL_REFLECT_FAILED = 0; // no reflect
  66. public static final byte SKILL_REFLECT_SUCCEED = 1; // normal reflect, some damage reflected some other not
  67. public static final byte SKILL_REFLECT_VENGEANCE = 2; // 100% of the damage affect both
  68. private static final byte MELEE_ATTACK_RANGE = 40;
  69. public static final int MAX_STAT_VALUE = 100;
  70. private static final double[] STRCompute = new double[]{1.036, 34.845}; //{1.016, 28.515}; for C1
  71. private static final double[] INTCompute = new double[]{1.020, 31.375}; //{1.020, 31.375}; for C1
  72. private static final double[] DEXCompute = new double[]{1.009, 19.360}; //{1.009, 19.360}; for C1
  73. private static final double[] WITCompute = new double[]{1.050, 20.000}; //{1.050, 20.000}; for C1
  74. private static final double[] CONCompute = new double[]{1.030, 27.632}; //{1.015, 12.488}; for C1
  75. private static final double[] MENCompute = new double[]{1.010, -0.060}; //{1.010, -0.060}; for C1
  76. protected static final double[] WITbonus = new double[MAX_STAT_VALUE];
  77. protected static final double[] MENbonus = new double[MAX_STAT_VALUE];
  78. protected static final double[] INTbonus = new double[MAX_STAT_VALUE];
  79. protected static final double[] STRbonus = new double[MAX_STAT_VALUE];
  80. protected static final double[] DEXbonus = new double[MAX_STAT_VALUE];
  81. protected static final double[] CONbonus = new double[MAX_STAT_VALUE];
  82. // These values are 100% matching retail tables, no need to change and no need add
  83. // calculation into the stat bonus when accessing (not efficient),
  84. // better to have everything precalculated and use values directly (saves CPU)
  85. static
  86. {
  87. for (int i=0; i < STRbonus.length; i++)
  88. STRbonus[i] = Math.floor(Math.pow(STRCompute[0], i - STRCompute[1]) *100 +.5d) /100;
  89. for (int i=0; i < INTbonus.length; i++)
  90. INTbonus[i] = Math.floor(Math.pow(INTCompute[0], i - INTCompute[1]) *100 +.5d) /100;
  91. for (int i=0; i < DEXbonus.length; i++)
  92. DEXbonus[i] = Math.floor(Math.pow(DEXCompute[0], i - DEXCompute[1]) *100 +.5d) /100;
  93. for (int i=0; i < WITbonus.length; i++)
  94. WITbonus[i] = Math.floor(Math.pow(WITCompute[0], i - WITCompute[1]) *100 +.5d) /100;
  95. for (int i=0; i < CONbonus.length; i++)
  96. CONbonus[i] = Math.floor(Math.pow(CONCompute[0], i - CONCompute[1]) *100 +.5d) /100;
  97. for (int i=0; i < MENbonus.length; i++)
  98. MENbonus[i] = Math.floor(Math.pow(MENCompute[0], i - MENCompute[1]) *100 +.5d) /100;
  99. }
  100. static class FuncAddLevel3 extends Func
  101. {
  102. static final FuncAddLevel3[] _instancies = new FuncAddLevel3[Stats.NUM_STATS];
  103. static Func getInstance(Stats stat)
  104. {
  105. int pos = stat.ordinal();
  106. if (_instancies[pos] == null) _instancies[pos] = new FuncAddLevel3(stat);
  107. return _instancies[pos];
  108. }
  109. private FuncAddLevel3(Stats pStat)
  110. {
  111. super(pStat, 0x10, null);
  112. }
  113. @Override
  114. public void calc(Env env)
  115. {
  116. env.value += env.player.getLevel() / 3.0;
  117. }
  118. }
  119. static class FuncMultLevelMod extends Func
  120. {
  121. static final FuncMultLevelMod[] _instancies = new FuncMultLevelMod[Stats.NUM_STATS];
  122. static Func getInstance(Stats stat)
  123. {
  124. int pos = stat.ordinal();
  125. if (_instancies[pos] == null) _instancies[pos] = new FuncMultLevelMod(stat);
  126. return _instancies[pos];
  127. }
  128. private FuncMultLevelMod(Stats pStat)
  129. {
  130. super(pStat, 0x20, null);
  131. }
  132. @Override
  133. public void calc(Env env)
  134. {
  135. env.value *= env.player.getLevelMod();
  136. }
  137. }
  138. static class FuncMultRegenResting extends Func
  139. {
  140. static final FuncMultRegenResting[] _instancies = new FuncMultRegenResting[Stats.NUM_STATS];
  141. /**
  142. * Return the Func object corresponding to the state concerned.<BR><BR>
  143. */
  144. static Func getInstance(Stats stat)
  145. {
  146. int pos = stat.ordinal();
  147. if (_instancies[pos] == null) _instancies[pos] = new FuncMultRegenResting(stat);
  148. return _instancies[pos];
  149. }
  150. /**
  151. * Constructor of the FuncMultRegenResting.<BR><BR>
  152. */
  153. private FuncMultRegenResting(Stats pStat)
  154. {
  155. super(pStat, 0x20, null);
  156. setCondition(new ConditionPlayerState(PlayerState.RESTING, true));
  157. }
  158. /**
  159. * Calculate the modifier of the state concerned.<BR><BR>
  160. */
  161. @Override
  162. public void calc(Env env)
  163. {
  164. if (!cond.test(env)) return;
  165. env.value *= 1.45;
  166. }
  167. }
  168. static class FuncPAtkMod extends Func
  169. {
  170. static final FuncPAtkMod _fpa_instance = new FuncPAtkMod();
  171. static Func getInstance()
  172. {
  173. return _fpa_instance;
  174. }
  175. private FuncPAtkMod()
  176. {
  177. super(Stats.POWER_ATTACK, 0x30, null);
  178. }
  179. @Override
  180. public void calc(Env env)
  181. {
  182. env.value *= STRbonus[env.player.getSTR()] * env.player.getLevelMod();
  183. }
  184. }
  185. static class FuncMAtkMod extends Func
  186. {
  187. static final FuncMAtkMod _fma_instance = new FuncMAtkMod();
  188. static Func getInstance()
  189. {
  190. return _fma_instance;
  191. }
  192. private FuncMAtkMod()
  193. {
  194. super(Stats.MAGIC_ATTACK, 0x20, null);
  195. }
  196. @Override
  197. public void calc(Env env)
  198. {
  199. double intb = INTbonus[env.player.getINT()];
  200. double lvlb = env.player.getLevelMod();
  201. env.value *= (lvlb * lvlb) * (intb * intb);
  202. }
  203. }
  204. static class FuncMDefMod extends Func
  205. {
  206. static final FuncMDefMod _fmm_instance = new FuncMDefMod();
  207. static Func getInstance()
  208. {
  209. return _fmm_instance;
  210. }
  211. private FuncMDefMod()
  212. {
  213. super(Stats.MAGIC_DEFENCE, 0x20, null);
  214. }
  215. @Override
  216. public void calc(Env env)
  217. {
  218. if (env.player instanceof L2PcInstance)
  219. {
  220. L2PcInstance p = (L2PcInstance) env.player;
  221. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LFINGER) != null) env.value -= 5;
  222. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RFINGER) != null) env.value -= 5;
  223. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEAR) != null) env.value -= 9;
  224. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_REAR) != null) env.value -= 9;
  225. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_NECK) != null) env.value -= 13;
  226. }
  227. env.value *= MENbonus[env.player.getMEN()] * env.player.getLevelMod();
  228. }
  229. }
  230. static class FuncPDefMod extends Func
  231. {
  232. static final FuncPDefMod _fmm_instance = new FuncPDefMod();
  233. static Func getInstance()
  234. {
  235. return _fmm_instance;
  236. }
  237. private FuncPDefMod()
  238. {
  239. super(Stats.POWER_DEFENCE, 0x20, null);
  240. }
  241. @Override
  242. public void calc(Env env)
  243. {
  244. if (env.player instanceof L2PcInstance)
  245. {
  246. L2PcInstance p = (L2PcInstance) env.player;
  247. boolean hasMagePDef = (p.getClassId().isMage() || p.getClassId().getId() == 0x31); // orc mystics are a special case
  248. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD) != null)
  249. env.value -= 12;
  250. L2ItemInstance chest = p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST);
  251. if (chest != null)
  252. env.value -= hasMagePDef ? 15 : 31;
  253. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS) != null || (chest != null && chest.getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR))
  254. env.value -= hasMagePDef ? 8 : 18;
  255. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES) != null)
  256. env.value -= 8;
  257. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET) != null)
  258. env.value -= 7;
  259. }
  260. env.value *= env.player.getLevelMod();
  261. }
  262. }
  263. static class FuncGatesPDefMod extends Func
  264. {
  265. static final FuncGatesPDefMod _fmm_instance = new FuncGatesPDefMod();
  266. static Func getInstance()
  267. {
  268. return _fmm_instance;
  269. }
  270. private FuncGatesPDefMod()
  271. {
  272. super(Stats.POWER_DEFENCE, 0x20, null);
  273. }
  274. @Override
  275. public void calc(Env env)
  276. {
  277. if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
  278. env.value *= Config.ALT_SIEGE_DAWN_GATES_PDEF_MULT;
  279. else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
  280. env.value *= Config.ALT_SIEGE_DUSK_GATES_PDEF_MULT;
  281. }
  282. }
  283. static class FuncGatesMDefMod extends Func
  284. {
  285. static final FuncGatesMDefMod _fmm_instance = new FuncGatesMDefMod();
  286. static Func getInstance()
  287. {
  288. return _fmm_instance;
  289. }
  290. private FuncGatesMDefMod()
  291. {
  292. super(Stats.MAGIC_DEFENCE, 0x20, null);
  293. }
  294. @Override
  295. public void calc(Env env)
  296. {
  297. if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
  298. env.value *= Config.ALT_SIEGE_DAWN_GATES_MDEF_MULT;
  299. else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
  300. env.value *= Config.ALT_SIEGE_DUSK_GATES_MDEF_MULT;
  301. }
  302. }
  303. static class FuncBowAtkRange extends Func
  304. {
  305. private static final FuncBowAtkRange _fbar_instance = new FuncBowAtkRange();
  306. static Func getInstance()
  307. {
  308. return _fbar_instance;
  309. }
  310. private FuncBowAtkRange()
  311. {
  312. super(Stats.POWER_ATTACK_RANGE, 0x10, null);
  313. setCondition(new ConditionUsingItemType(L2WeaponType.BOW.mask()));
  314. }
  315. @Override
  316. public void calc(Env env)
  317. {
  318. if (!cond.test(env))
  319. return;
  320. // default is 40 and with bow should be 500
  321. env.value += 460;
  322. }
  323. }
  324. static class FuncCrossBowAtkRange extends Func
  325. {
  326. private static final FuncCrossBowAtkRange _fcb_instance = new FuncCrossBowAtkRange();
  327. static Func getInstance()
  328. {
  329. return _fcb_instance;
  330. }
  331. private FuncCrossBowAtkRange()
  332. {
  333. super(Stats.POWER_ATTACK_RANGE, 0x10, null);
  334. setCondition(new ConditionUsingItemType(L2WeaponType.CROSSBOW.mask()));
  335. }
  336. @Override
  337. public void calc(Env env)
  338. {
  339. if (!cond.test(env))
  340. return;
  341. // default is 40 and with crossbow should be 400
  342. env.value += 360;
  343. }
  344. }
  345. static class FuncAtkAccuracy extends Func
  346. {
  347. static final FuncAtkAccuracy _faa_instance = new FuncAtkAccuracy();
  348. static Func getInstance()
  349. {
  350. return _faa_instance;
  351. }
  352. private FuncAtkAccuracy()
  353. {
  354. super(Stats.ACCURACY_COMBAT, 0x10, null);
  355. }
  356. @Override
  357. public void calc(Env env)
  358. {
  359. L2Character p = env.player;
  360. //[Square(DEX)]*6 + lvl + weapon hitbonus;
  361. env.value += Math.sqrt(p.getDEX()) * 6;
  362. env.value += p.getLevel();
  363. if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
  364. if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
  365. if( p instanceof L2Summon) env.value += (p.getLevel() < 60) ? 4 : 5;
  366. }
  367. }
  368. static class FuncAtkEvasion extends Func
  369. {
  370. static final FuncAtkEvasion _fae_instance = new FuncAtkEvasion();
  371. static Func getInstance()
  372. {
  373. return _fae_instance;
  374. }
  375. private FuncAtkEvasion()
  376. {
  377. super(Stats.EVASION_RATE, 0x10, null);
  378. }
  379. @Override
  380. public void calc(Env env)
  381. {
  382. L2Character p = env.player;
  383. //[Square(DEX)]*6 + lvl;
  384. env.value += Math.sqrt(p.getDEX()) * 6;
  385. env.value += p.getLevel();
  386. if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
  387. if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
  388. }
  389. }
  390. static class FuncAtkCritical extends Func
  391. {
  392. static final FuncAtkCritical _fac_instance = new FuncAtkCritical();
  393. static Func getInstance()
  394. {
  395. return _fac_instance;
  396. }
  397. private FuncAtkCritical()
  398. {
  399. super(Stats.CRITICAL_RATE, 0x09, null);
  400. }
  401. @Override
  402. public void calc(Env env)
  403. {
  404. L2Character p = env.player;
  405. if( p instanceof L2Summon) env.value = 40;
  406. else if (p instanceof L2PcInstance && p.getActiveWeaponInstance() == null) env.value = 40;
  407. else
  408. {
  409. env.value *= DEXbonus[p.getDEX()];
  410. env.value *= 10;
  411. }
  412. env.baseValue = env.value;
  413. }
  414. }
  415. static class FuncMAtkCritical extends Func
  416. {
  417. static final FuncMAtkCritical _fac_instance = new FuncMAtkCritical();
  418. static Func getInstance()
  419. {
  420. return _fac_instance;
  421. }
  422. private FuncMAtkCritical()
  423. {
  424. super(Stats.MCRITICAL_RATE, 0x30, null);
  425. }
  426. @Override
  427. public void calc(Env env)
  428. {
  429. L2Character p = env.player;
  430. if(p instanceof L2Summon)
  431. env.value = 8; // TODO: needs retail value
  432. else if (p instanceof L2PcInstance && p.getActiveWeaponInstance() != null)
  433. env.value *= WITbonus[p.getWIT()];
  434. }
  435. }
  436. static class FuncMoveSpeed extends Func
  437. {
  438. static final FuncMoveSpeed _fms_instance = new FuncMoveSpeed();
  439. static Func getInstance()
  440. {
  441. return _fms_instance;
  442. }
  443. private FuncMoveSpeed()
  444. {
  445. super(Stats.RUN_SPEED, 0x30, null);
  446. }
  447. @Override
  448. public void calc(Env env)
  449. {
  450. L2PcInstance p = (L2PcInstance) env.player;
  451. env.value *= DEXbonus[p.getDEX()];
  452. }
  453. }
  454. static class FuncPAtkSpeed extends Func
  455. {
  456. static final FuncPAtkSpeed _fas_instance = new FuncPAtkSpeed();
  457. static Func getInstance()
  458. {
  459. return _fas_instance;
  460. }
  461. private FuncPAtkSpeed()
  462. {
  463. super(Stats.POWER_ATTACK_SPEED, 0x20, null);
  464. }
  465. @Override
  466. public void calc(Env env)
  467. {
  468. L2PcInstance p = (L2PcInstance) env.player;
  469. env.value *= DEXbonus[p.getDEX()];
  470. }
  471. }
  472. static class FuncMAtkSpeed extends Func
  473. {
  474. static final FuncMAtkSpeed _fas_instance = new FuncMAtkSpeed();
  475. static Func getInstance()
  476. {
  477. return _fas_instance;
  478. }
  479. private FuncMAtkSpeed()
  480. {
  481. super(Stats.MAGIC_ATTACK_SPEED, 0x20, null);
  482. }
  483. @Override
  484. public void calc(Env env)
  485. {
  486. L2PcInstance p = (L2PcInstance) env.player;
  487. env.value *= WITbonus[p.getWIT()];
  488. }
  489. }
  490. static class FuncHennaSTR extends Func
  491. {
  492. static final FuncHennaSTR _fh_instance = new FuncHennaSTR();
  493. static Func getInstance()
  494. {
  495. return _fh_instance;
  496. }
  497. private FuncHennaSTR()
  498. {
  499. super(Stats.STAT_STR, 0x10, null);
  500. }
  501. @Override
  502. public void calc(Env env)
  503. {
  504. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  505. L2PcInstance pc = (L2PcInstance) env.player;
  506. if (pc != null) env.value += pc.getHennaStatSTR();
  507. }
  508. }
  509. static class FuncHennaDEX extends Func
  510. {
  511. static final FuncHennaDEX _fh_instance = new FuncHennaDEX();
  512. static Func getInstance()
  513. {
  514. return _fh_instance;
  515. }
  516. private FuncHennaDEX()
  517. {
  518. super(Stats.STAT_DEX, 0x10, null);
  519. }
  520. @Override
  521. public void calc(Env env)
  522. {
  523. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  524. L2PcInstance pc = (L2PcInstance) env.player;
  525. if (pc != null) env.value += pc.getHennaStatDEX();
  526. }
  527. }
  528. static class FuncHennaINT extends Func
  529. {
  530. static final FuncHennaINT _fh_instance = new FuncHennaINT();
  531. static Func getInstance()
  532. {
  533. return _fh_instance;
  534. }
  535. private FuncHennaINT()
  536. {
  537. super(Stats.STAT_INT, 0x10, null);
  538. }
  539. @Override
  540. public void calc(Env env)
  541. {
  542. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  543. L2PcInstance pc = (L2PcInstance) env.player;
  544. if (pc != null) env.value += pc.getHennaStatINT();
  545. }
  546. }
  547. static class FuncHennaMEN extends Func
  548. {
  549. static final FuncHennaMEN _fh_instance = new FuncHennaMEN();
  550. static Func getInstance()
  551. {
  552. return _fh_instance;
  553. }
  554. private FuncHennaMEN()
  555. {
  556. super(Stats.STAT_MEN, 0x10, null);
  557. }
  558. @Override
  559. public void calc(Env env)
  560. {
  561. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  562. L2PcInstance pc = (L2PcInstance) env.player;
  563. if (pc != null) env.value += pc.getHennaStatMEN();
  564. }
  565. }
  566. static class FuncHennaCON extends Func
  567. {
  568. static final FuncHennaCON _fh_instance = new FuncHennaCON();
  569. static Func getInstance()
  570. {
  571. return _fh_instance;
  572. }
  573. private FuncHennaCON()
  574. {
  575. super(Stats.STAT_CON, 0x10, null);
  576. }
  577. @Override
  578. public void calc(Env env)
  579. {
  580. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  581. L2PcInstance pc = (L2PcInstance) env.player;
  582. if (pc != null) env.value += pc.getHennaStatCON();
  583. }
  584. }
  585. static class FuncHennaWIT extends Func
  586. {
  587. static final FuncHennaWIT _fh_instance = new FuncHennaWIT();
  588. static Func getInstance()
  589. {
  590. return _fh_instance;
  591. }
  592. private FuncHennaWIT()
  593. {
  594. super(Stats.STAT_WIT, 0x10, null);
  595. }
  596. @Override
  597. public void calc(Env env)
  598. {
  599. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  600. L2PcInstance pc = (L2PcInstance) env.player;
  601. if (pc != null) env.value += pc.getHennaStatWIT();
  602. }
  603. }
  604. static class FuncMaxHpAdd extends Func
  605. {
  606. static final FuncMaxHpAdd _fmha_instance = new FuncMaxHpAdd();
  607. static Func getInstance()
  608. {
  609. return _fmha_instance;
  610. }
  611. private FuncMaxHpAdd()
  612. {
  613. super(Stats.MAX_HP, 0x10, null);
  614. }
  615. @Override
  616. public void calc(Env env)
  617. {
  618. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  619. int lvl = env.player.getLevel() - t.classBaseLevel;
  620. double hpmod = t.lvlHpMod * lvl;
  621. double hpmax = (t.lvlHpAdd + hpmod) * lvl;
  622. double hpmin = (t.lvlHpAdd * lvl) + hpmod;
  623. env.value += (hpmax + hpmin) / 2;
  624. }
  625. }
  626. static class FuncMaxHpMul extends Func
  627. {
  628. static final FuncMaxHpMul _fmhm_instance = new FuncMaxHpMul();
  629. static Func getInstance()
  630. {
  631. return _fmhm_instance;
  632. }
  633. private FuncMaxHpMul()
  634. {
  635. super(Stats.MAX_HP, 0x20, null);
  636. }
  637. @Override
  638. public void calc(Env env)
  639. {
  640. L2PcInstance p = (L2PcInstance) env.player;
  641. env.value *= CONbonus[p.getCON()];
  642. }
  643. }
  644. static class FuncMaxCpAdd extends Func
  645. {
  646. static final FuncMaxCpAdd _fmca_instance = new FuncMaxCpAdd();
  647. static Func getInstance()
  648. {
  649. return _fmca_instance;
  650. }
  651. private FuncMaxCpAdd()
  652. {
  653. super(Stats.MAX_CP, 0x10, null);
  654. }
  655. @Override
  656. public void calc(Env env)
  657. {
  658. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  659. int lvl = env.player.getLevel() - t.classBaseLevel;
  660. double cpmod = t.lvlCpMod * lvl;
  661. double cpmax = (t.lvlCpAdd + cpmod) * lvl;
  662. double cpmin = (t.lvlCpAdd * lvl) + cpmod;
  663. env.value += (cpmax + cpmin) / 2;
  664. }
  665. }
  666. static class FuncMaxCpMul extends Func
  667. {
  668. static final FuncMaxCpMul _fmcm_instance = new FuncMaxCpMul();
  669. static Func getInstance()
  670. {
  671. return _fmcm_instance;
  672. }
  673. private FuncMaxCpMul()
  674. {
  675. super(Stats.MAX_CP, 0x20, null);
  676. }
  677. @Override
  678. public void calc(Env env)
  679. {
  680. L2PcInstance p = (L2PcInstance) env.player;
  681. env.value *= CONbonus[p.getCON()];
  682. }
  683. }
  684. static class FuncMaxMpAdd extends Func
  685. {
  686. static final FuncMaxMpAdd _fmma_instance = new FuncMaxMpAdd();
  687. static Func getInstance()
  688. {
  689. return _fmma_instance;
  690. }
  691. private FuncMaxMpAdd()
  692. {
  693. super(Stats.MAX_MP, 0x10, null);
  694. }
  695. @Override
  696. public void calc(Env env)
  697. {
  698. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  699. int lvl = env.player.getLevel() - t.classBaseLevel;
  700. double mpmod = t.lvlMpMod * lvl;
  701. double mpmax = (t.lvlMpAdd + mpmod) * lvl;
  702. double mpmin = (t.lvlMpAdd * lvl) + mpmod;
  703. env.value += (mpmax + mpmin) / 2;
  704. }
  705. }
  706. static class FuncMaxMpMul extends Func
  707. {
  708. static final FuncMaxMpMul _fmmm_instance = new FuncMaxMpMul();
  709. static Func getInstance()
  710. {
  711. return _fmmm_instance;
  712. }
  713. private FuncMaxMpMul()
  714. {
  715. super(Stats.MAX_MP, 0x20, null);
  716. }
  717. @Override
  718. public void calc(Env env)
  719. {
  720. L2PcInstance p = (L2PcInstance) env.player;
  721. env.value *= MENbonus[p.getMEN()];
  722. }
  723. }
  724. /**
  725. * Return the period between 2 regenerations task (3s for L2Character, 5 min for L2DoorInstance).<BR><BR>
  726. */
  727. public static int getRegeneratePeriod(L2Character cha)
  728. {
  729. if (cha instanceof L2DoorInstance) return HP_REGENERATE_PERIOD * 100; // 5 mins
  730. return HP_REGENERATE_PERIOD; // 3s
  731. }
  732. /**
  733. * Return the standard NPC Calculator set containing ACCURACY_COMBAT and EVASION_RATE.<BR><BR>
  734. *
  735. * <B><U> Concept</U> :</B><BR><BR>
  736. * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
  737. * In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
  738. *
  739. * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
  740. *
  741. * To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called <B>NPC_STD_CALCULATOR</B>.<BR><BR>
  742. *
  743. */
  744. public static Calculator[] getStdNPCCalculators()
  745. {
  746. Calculator[] std = new Calculator[Stats.NUM_STATS];
  747. // Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
  748. std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
  749. std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());
  750. // Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
  751. std[Stats.EVASION_RATE.ordinal()] = new Calculator();
  752. std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
  753. return std;
  754. }
  755. public static Calculator[] getStdDoorCalculators()
  756. {
  757. Calculator[] std = new Calculator[Stats.NUM_STATS];
  758. // Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
  759. std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
  760. std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());
  761. // Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
  762. std[Stats.EVASION_RATE.ordinal()] = new Calculator();
  763. std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
  764. //SevenSigns PDEF Modifier
  765. std[Stats.POWER_DEFENCE.ordinal()].addFunc(FuncGatesPDefMod.getInstance());
  766. //SevenSigns MDEF Modifier
  767. std[Stats.MAGIC_DEFENCE.ordinal()].addFunc(FuncGatesMDefMod.getInstance());
  768. return std;
  769. }
  770. /**
  771. * Add basics Func objects to L2PcInstance and L2Summon.<BR><BR>
  772. *
  773. * <B><U> Concept</U> :</B><BR><BR>
  774. * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
  775. * In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
  776. *
  777. * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
  778. *
  779. * @param cha L2PcInstance or L2Summon that must obtain basic Func objects
  780. */
  781. public static void addFuncsToNewCharacter(L2Character cha)
  782. {
  783. if (cha instanceof L2PcInstance)
  784. {
  785. cha.addStatFunc(FuncMaxHpAdd.getInstance());
  786. cha.addStatFunc(FuncMaxHpMul.getInstance());
  787. cha.addStatFunc(FuncMaxCpAdd.getInstance());
  788. cha.addStatFunc(FuncMaxCpMul.getInstance());
  789. cha.addStatFunc(FuncMaxMpAdd.getInstance());
  790. cha.addStatFunc(FuncMaxMpMul.getInstance());
  791. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
  792. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_CP_RATE));
  793. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
  794. cha.addStatFunc(FuncBowAtkRange.getInstance());
  795. cha.addStatFunc(FuncCrossBowAtkRange.getInstance());
  796. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_ATTACK));
  797. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_DEFENCE));
  798. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.MAGIC_DEFENCE));
  799. cha.addStatFunc(FuncPAtkMod.getInstance());
  800. cha.addStatFunc(FuncMAtkMod.getInstance());
  801. cha.addStatFunc(FuncPDefMod.getInstance());
  802. cha.addStatFunc(FuncMDefMod.getInstance());
  803. cha.addStatFunc(FuncAtkCritical.getInstance());
  804. cha.addStatFunc(FuncMAtkCritical.getInstance());
  805. cha.addStatFunc(FuncAtkAccuracy.getInstance());
  806. cha.addStatFunc(FuncAtkEvasion.getInstance());
  807. cha.addStatFunc(FuncPAtkSpeed.getInstance());
  808. cha.addStatFunc(FuncMAtkSpeed.getInstance());
  809. cha.addStatFunc(FuncMoveSpeed.getInstance());
  810. cha.addStatFunc(FuncHennaSTR.getInstance());
  811. cha.addStatFunc(FuncHennaDEX.getInstance());
  812. cha.addStatFunc(FuncHennaINT.getInstance());
  813. cha.addStatFunc(FuncHennaMEN.getInstance());
  814. cha.addStatFunc(FuncHennaCON.getInstance());
  815. cha.addStatFunc(FuncHennaWIT.getInstance());
  816. }
  817. else if (cha instanceof L2PetInstance)
  818. {
  819. cha.addStatFunc(FuncPAtkMod.getInstance());
  820. cha.addStatFunc(FuncMAtkMod.getInstance());
  821. cha.addStatFunc(FuncPDefMod.getInstance());
  822. cha.addStatFunc(FuncMDefMod.getInstance());
  823. }
  824. else if (cha instanceof L2Summon)
  825. {
  826. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
  827. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
  828. cha.addStatFunc(FuncAtkCritical.getInstance());
  829. cha.addStatFunc(FuncMAtkCritical.getInstance());
  830. cha.addStatFunc(FuncAtkAccuracy.getInstance());
  831. cha.addStatFunc(FuncAtkEvasion.getInstance());
  832. }
  833. }
  834. /**
  835. * Calculate the HP regen rate (base + modifiers).<BR><BR>
  836. */
  837. public static final double calcHpRegen(L2Character cha)
  838. {
  839. double init = cha.getTemplate().baseHpReg;
  840. double hpRegenMultiplier = cha.isRaid() ? Config.RAID_HP_REGEN_MULTIPLIER : Config.HP_REGEN_MULTIPLIER;
  841. double hpRegenBonus = 0;
  842. if (Config.L2JMOD_CHAMPION_ENABLE && cha.isChampion())
  843. hpRegenMultiplier *= Config.L2JMOD_CHAMPION_HP_REGEN;
  844. if (cha instanceof L2PcInstance)
  845. {
  846. L2PcInstance player = (L2PcInstance) cha;
  847. // Calculate correct baseHpReg value for certain level of PC
  848. init += (player.getLevel() > 10) ? ((player.getLevel()-1)/10.0) : 0.5;
  849. // SevenSigns Festival modifier
  850. if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
  851. hpRegenMultiplier *= calcFestivalRegenModifier(player);
  852. else
  853. {
  854. double siegeModifier = calcSiegeRegenModifer(player);
  855. if (siegeModifier > 0) hpRegenMultiplier *= siegeModifier;
  856. }
  857. if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null)
  858. {
  859. int clanHallIndex = player.getClan().getHasHideout();
  860. if (clanHallIndex > 0)
  861. {
  862. ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
  863. if(clansHall != null)
  864. if (clansHall.getFunction(ClanHall.FUNC_RESTORE_HP) != null)
  865. hpRegenMultiplier *= 1+ (double)clansHall.getFunction(ClanHall.FUNC_RESTORE_HP).getLvl()/100;
  866. }
  867. }
  868. if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null)
  869. {
  870. int castleIndex = player.getClan().getHasCastle();
  871. if (castleIndex > 0)
  872. {
  873. Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
  874. if(castle != null)
  875. if (castle.getFunction(Castle.FUNC_RESTORE_HP) != null)
  876. hpRegenMultiplier *= 1+ (double)castle.getFunction(Castle.FUNC_RESTORE_HP).getLvl()/100;
  877. }
  878. }
  879. if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null)
  880. {
  881. int fortIndex = player.getClan().getHasFort();
  882. if (fortIndex > 0)
  883. {
  884. Fort fort = FortManager.getInstance().getFortById(fortIndex);
  885. if (fort != null)
  886. if (fort.getFunction(Fort.FUNC_RESTORE_HP) != null)
  887. hpRegenMultiplier *= 1+ (double)fort.getFunction(Fort.FUNC_RESTORE_HP).getLvl()/100;
  888. }
  889. }
  890. // Mother Tree effect is calculated at last
  891. if (player.isInsideZone(L2Character.ZONE_MOTHERTREE)) hpRegenBonus += 2;
  892. // Calculate Movement bonus
  893. if (player.isSitting()) hpRegenMultiplier *= 1.5; // Sitting
  894. else if (!player.isMoving()) hpRegenMultiplier *= 1.1; // Staying
  895. else if (player.isRunning()) hpRegenMultiplier *= 0.7; // Running
  896. // Add CON bonus
  897. init *= cha.getLevelMod() * CONbonus[cha.getCON()];
  898. }
  899. if (init < 1) init = 1;
  900. return cha.calcStat(Stats.REGENERATE_HP_RATE, init, null, null) * hpRegenMultiplier + hpRegenBonus;
  901. }
  902. /**
  903. * Calculate the MP regen rate (base + modifiers).<BR><BR>
  904. */
  905. public static final double calcMpRegen(L2Character cha)
  906. {
  907. double init = cha.getTemplate().baseMpReg;
  908. double mpRegenMultiplier = cha.isRaid() ? Config.RAID_MP_REGEN_MULTIPLIER : Config.MP_REGEN_MULTIPLIER;
  909. double mpRegenBonus = 0;
  910. if (cha instanceof L2PcInstance)
  911. {
  912. L2PcInstance player = (L2PcInstance) cha;
  913. // Calculate correct baseMpReg value for certain level of PC
  914. init += 0.3*((player.getLevel()-1)/10.0);
  915. // SevenSigns Festival modifier
  916. if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
  917. mpRegenMultiplier *= calcFestivalRegenModifier(player);
  918. // Mother Tree effect is calculated at last
  919. if (player.isInsideZone(L2Character.ZONE_MOTHERTREE)) mpRegenBonus += 1;
  920. if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null)
  921. {
  922. int clanHallIndex = player.getClan().getHasHideout();
  923. if (clanHallIndex > 0)
  924. {
  925. ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
  926. if(clansHall != null)
  927. if (clansHall.getFunction(ClanHall.FUNC_RESTORE_MP) != null)
  928. mpRegenMultiplier *= 1+ (double)clansHall.getFunction(ClanHall.FUNC_RESTORE_MP).getLvl()/100;
  929. }
  930. }
  931. if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null)
  932. {
  933. int castleIndex = player.getClan().getHasCastle();
  934. if (castleIndex > 0)
  935. {
  936. Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
  937. if(castle != null)
  938. if (castle.getFunction(Castle.FUNC_RESTORE_MP) != null)
  939. mpRegenMultiplier *= 1+ (double)castle.getFunction(Castle.FUNC_RESTORE_MP).getLvl()/100;
  940. }
  941. }
  942. if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null)
  943. {
  944. int fortIndex = player.getClan().getHasFort();
  945. if (fortIndex > 0)
  946. {
  947. Fort fort = FortManager.getInstance().getFortById(fortIndex);
  948. if(fort != null)
  949. if (fort.getFunction(Fort.FUNC_RESTORE_MP) != null)
  950. mpRegenMultiplier *= 1+ (double)fort.getFunction(Fort.FUNC_RESTORE_MP).getLvl()/100;
  951. }
  952. }
  953. // Calculate Movement bonus
  954. if (player.isSitting()) mpRegenMultiplier *= 1.5; // Sitting
  955. else if (!player.isMoving()) mpRegenMultiplier *= 1.1; // Staying
  956. else if (player.isRunning()) mpRegenMultiplier *= 0.7; // Running
  957. // Add MEN bonus
  958. init *= cha.getLevelMod() * MENbonus[cha.getMEN()];
  959. }
  960. if (init < 1) init = 1;
  961. return cha.calcStat(Stats.REGENERATE_MP_RATE, init, null, null) * mpRegenMultiplier + mpRegenBonus;
  962. }
  963. /**
  964. * Calculate the CP regen rate (base + modifiers).<BR><BR>
  965. */
  966. public static final double calcCpRegen(L2Character cha)
  967. {
  968. double init = cha.getTemplate().baseHpReg;
  969. double cpRegenMultiplier = Config.CP_REGEN_MULTIPLIER;
  970. double cpRegenBonus = 0;
  971. if (cha instanceof L2PcInstance)
  972. {
  973. L2PcInstance player = (L2PcInstance) cha;
  974. // Calculate correct baseHpReg value for certain level of PC
  975. init += (player.getLevel() > 10) ? ((player.getLevel()-1)/10.0) : 0.5;
  976. // Calculate Movement bonus
  977. if (player.isSitting()) cpRegenMultiplier *= 1.5; // Sitting
  978. else if (!player.isMoving()) cpRegenMultiplier *= 1.1; // Staying
  979. else if (player.isRunning()) cpRegenMultiplier *= 0.7; // Running
  980. } else
  981. {
  982. // Calculate Movement bonus
  983. if (!cha.isMoving()) cpRegenMultiplier *= 1.1; // Staying
  984. else if (cha.isRunning()) cpRegenMultiplier *= 0.7; // Running
  985. }
  986. // Apply CON bonus
  987. init *= cha.getLevelMod() * CONbonus[cha.getCON()];
  988. if (init < 1) init = 1;
  989. return cha.calcStat(Stats.REGENERATE_CP_RATE, init, null, null) * cpRegenMultiplier + cpRegenBonus;
  990. }
  991. @SuppressWarnings("deprecation")
  992. public static final double calcFestivalRegenModifier(L2PcInstance activeChar)
  993. {
  994. final int[] festivalInfo = SevenSignsFestival.getInstance().getFestivalForPlayer(activeChar);
  995. final int oracle = festivalInfo[0];
  996. final int festivalId = festivalInfo[1];
  997. int[] festivalCenter;
  998. // If the player isn't found in the festival, leave the regen rate as it is.
  999. if (festivalId < 0) return 0;
  1000. // Retrieve the X and Y coords for the center of the festival arena the player is in.
  1001. if (oracle == SevenSigns.CABAL_DAWN) festivalCenter = SevenSignsFestival.FESTIVAL_DAWN_PLAYER_SPAWNS[festivalId];
  1002. else festivalCenter = SevenSignsFestival.FESTIVAL_DUSK_PLAYER_SPAWNS[festivalId];
  1003. // Check the distance between the player and the player spawn point, in the center of the arena.
  1004. double distToCenter = activeChar.getDistance(festivalCenter[0], festivalCenter[1]);
  1005. if (Config.DEBUG)
  1006. _log.info("Distance: " + distToCenter + ", RegenMulti: " + (distToCenter * 2.5) / 50);
  1007. return 1.0 - (distToCenter * 0.0005); // Maximum Decreased Regen of ~ -65%;
  1008. }
  1009. public static final double calcSiegeRegenModifer(L2PcInstance activeChar)
  1010. {
  1011. if (activeChar == null || activeChar.getClan() == null) return 0;
  1012. Siege siege = SiegeManager.getInstance().getSiege(activeChar.getPosition().getX(),
  1013. activeChar.getPosition().getY(),
  1014. activeChar.getPosition().getZ());
  1015. if (siege == null || !siege.getIsInProgress()) return 0;
  1016. L2SiegeClan siegeClan = siege.getAttackerClan(activeChar.getClan().getClanId());
  1017. if (siegeClan == null || siegeClan.getFlag().isEmpty()
  1018. || !Util.checkIfInRange(200, activeChar, siegeClan.getFlag().get(0), true)) return 0;
  1019. return 1.5; // If all is true, then modifer will be 50% more
  1020. }
  1021. /** Calculate blow damage based on cAtk */
  1022. public static double calcBlowDamage(L2Character attacker, L2Character target, L2Skill skill, byte shld, boolean ss)
  1023. {
  1024. double power = skill.getPower();
  1025. double damage = attacker.getPAtk(target);
  1026. damage+=calcValakasAttribute(attacker, target, skill);
  1027. double defence = target.getPDef(attacker);
  1028. // Def bonusses in PvP fight
  1029. if((attacker instanceof L2Playable)
  1030. && (target instanceof L2Playable))
  1031. {
  1032. if(skill == null)
  1033. defence *= target.calcStat(Stats.PVP_PHYSICAL_DEF, 1, null, null);
  1034. else
  1035. defence *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
  1036. }
  1037. if(ss)
  1038. damage *= 2.;
  1039. switch(shld)
  1040. {
  1041. case SHIELD_DEFENSE_SUCCEED:
  1042. defence += target.getShldDef();
  1043. break;
  1044. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1045. return 1;
  1046. }
  1047. if(ss && skill.getSSBoost()>0)
  1048. power *= skill.getSSBoost();
  1049. damage = attacker.calcStat(Stats.CRITICAL_DAMAGE, (damage+power), target, skill);
  1050. damage *= calcElemental(attacker, target, skill);
  1051. damage += attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 6.5;
  1052. damage *= target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, skill);
  1053. // get the natural vulnerability for the template
  1054. if (target instanceof L2Npc)
  1055. {
  1056. damage *= ((L2Npc) target).getTemplate().getVulnerability(Stats.DAGGER_WPN_VULN);
  1057. }
  1058. // get the vulnerability for the instance due to skills (buffs, passives, toggles, etc)
  1059. damage = target.calcStat(Stats.DAGGER_WPN_VULN, damage, target, null);
  1060. damage *= 70. / defence;
  1061. damage += Rnd.get() * attacker.getRandomDamage(target);
  1062. // Dmg bonusses in PvP fight
  1063. if((attacker instanceof L2Playable)
  1064. && (target instanceof L2Playable))
  1065. {
  1066. if(skill == null)
  1067. damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
  1068. else
  1069. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1070. }
  1071. return damage < 1 ? 1. : damage;
  1072. }
  1073. /** Calculated damage caused by ATTACK of attacker on target,
  1074. * called separatly for each weapon, if dual-weapon is used.
  1075. *
  1076. * @param attacker player or NPC that makes ATTACK
  1077. * @param target player or NPC, target of ATTACK
  1078. * @param miss one of ATTACK_XXX constants
  1079. * @param crit if the ATTACK have critical success
  1080. * @param dual if dual weapon is used
  1081. * @param ss if weapon item was charged by soulshot
  1082. * @return damage points
  1083. */
  1084. public static final double calcPhysDam(L2Character attacker, L2Character target, L2Skill skill,
  1085. byte shld, boolean crit, boolean dual, boolean ss)
  1086. {
  1087. double damage = attacker.getPAtk(target);
  1088. double defence = target.getPDef(attacker);
  1089. damage+=calcValakasAttribute(attacker, target, skill);
  1090. // Def bonusses in PvP fight
  1091. if((attacker instanceof L2Playable)
  1092. && (target instanceof L2Playable))
  1093. {
  1094. if(skill == null)
  1095. defence *= target.calcStat(Stats.PVP_PHYSICAL_DEF, 1, null, null);
  1096. else
  1097. defence *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
  1098. }
  1099. switch (shld)
  1100. {
  1101. case SHIELD_DEFENSE_SUCCEED:
  1102. if (!Config.ALT_GAME_SHIELD_BLOCKS)
  1103. defence += target.getShldDef();
  1104. break;
  1105. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1106. return 1.;
  1107. }
  1108. if (ss) damage *= 2;
  1109. if (skill != null)
  1110. {
  1111. double skillpower = skill.getPower(attacker);
  1112. float ssboost = skill.getSSBoost();
  1113. if (ssboost <= 0)
  1114. damage += skillpower;
  1115. else if (ssboost > 0)
  1116. {
  1117. if (ss)
  1118. {
  1119. skillpower *= ssboost;
  1120. damage += skillpower;
  1121. }
  1122. else
  1123. damage += skillpower;
  1124. }
  1125. }
  1126. // defence modifier depending of the attacker weapon
  1127. L2Weapon weapon = attacker.getActiveWeaponItem();
  1128. Stats stat = null;
  1129. if (weapon != null && !attacker.isTransformed())
  1130. {
  1131. switch (weapon.getItemType())
  1132. {
  1133. case BOW:
  1134. stat = Stats.BOW_WPN_VULN;
  1135. break;
  1136. case CROSSBOW:
  1137. stat = Stats.CROSSBOW_WPN_VULN;
  1138. break;
  1139. case BLUNT:
  1140. stat = Stats.BLUNT_WPN_VULN;
  1141. break;
  1142. case DAGGER:
  1143. stat = Stats.DAGGER_WPN_VULN;
  1144. break;
  1145. case DUAL:
  1146. stat = Stats.DUAL_WPN_VULN;
  1147. break;
  1148. case DUALFIST:
  1149. stat = Stats.DUALFIST_WPN_VULN;
  1150. break;
  1151. case ETC:
  1152. stat = Stats.ETC_WPN_VULN;
  1153. break;
  1154. case FIST:
  1155. stat = Stats.FIST_WPN_VULN;
  1156. break;
  1157. case POLE:
  1158. stat = Stats.POLE_WPN_VULN;
  1159. break;
  1160. case SWORD:
  1161. stat = Stats.SWORD_WPN_VULN;
  1162. break;
  1163. case BIGSWORD:
  1164. stat = Stats.BIGSWORD_WPN_VULN;
  1165. break;
  1166. case BIGBLUNT:
  1167. stat = Stats.BIGBLUNT_WPN_VULN;
  1168. break;
  1169. case DUAL_DAGGER:
  1170. stat = Stats.DUALDAGGER_WPN_VULN;
  1171. break;
  1172. case RAPIER:
  1173. stat = Stats.RAPIER_WPN_VULN;
  1174. break;
  1175. case ANCIENT_SWORD:
  1176. stat = Stats.ANCIENT_WPN_VULN;
  1177. break;
  1178. }
  1179. }
  1180. /*if (shld && !Config.ALT_GAME_SHIELD_BLOCKS)
  1181. {
  1182. defence += target.getShldDef();
  1183. }*/
  1184. //if (!(attacker instanceof L2RaidBossInstance) &&
  1185. /*
  1186. if ((attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance))
  1187. {
  1188. if (attacker instanceof L2RaidBossInstance) damage *= 1; // was 10 changed for temp fix
  1189. // else
  1190. // damage *= 2;
  1191. // if (attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance){
  1192. //damage = damage * attacker.getSTR() * attacker.getAccuracy() * 0.05 / defence;
  1193. // damage = damage * attacker.getSTR()* (attacker.getSTR() + attacker.getLevel()) * 0.025 / defence;
  1194. // damage += _rnd.nextDouble() * damage / 10 ;
  1195. }
  1196. */
  1197. // else {
  1198. //if (skill == null)
  1199. if (crit)
  1200. {
  1201. //Finally retail like formula
  1202. damage = 2 * attacker.calcStat(Stats.CRITICAL_DAMAGE, 1, target, skill) * target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, null) * (70 * damage / defence);
  1203. //Crit dmg add is almost useless in normal hits...
  1204. damage += (attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 70 / defence);
  1205. }
  1206. else
  1207. damage = 70 * damage / defence;
  1208. // In C5 summons make 10 % less dmg in PvP.
  1209. if (attacker instanceof L2Summon && target instanceof L2PcInstance)
  1210. damage *= 0.9;
  1211. if (stat != null)
  1212. {
  1213. // get the vulnerability due to skills (buffs, passives, toggles, etc)
  1214. damage = target.calcStat(stat, damage, target, null);
  1215. if (target instanceof L2Npc)
  1216. {
  1217. // get the natural vulnerability for the template
  1218. damage *= ((L2Npc) target).getTemplate().getVulnerability(stat);
  1219. }
  1220. }
  1221. damage += Rnd.nextDouble() * damage / 10;
  1222. // damage += _rnd.nextDouble()* attacker.getRandomDamage(target);
  1223. // }
  1224. if (shld > 0 && Config.ALT_GAME_SHIELD_BLOCKS)
  1225. {
  1226. damage -= target.getShldDef();
  1227. if (damage < 0) damage = 0;
  1228. }
  1229. if (target instanceof L2Npc)
  1230. {
  1231. switch (((L2Npc) target).getTemplate().getRace())
  1232. {
  1233. case BEAST:
  1234. damage *= attacker.getPAtkMonsters(target);
  1235. break;
  1236. case ANIMAL:
  1237. damage *= attacker.getPAtkAnimals(target);
  1238. break;
  1239. case PLANT:
  1240. damage *= attacker.getPAtkPlants(target);
  1241. break;
  1242. case DRAGON:
  1243. damage *= attacker.getPAtkDragons(target);
  1244. break;
  1245. case BUG:
  1246. damage *= attacker.getPAtkInsects(target);
  1247. break;
  1248. case GIANT:
  1249. damage *= attacker.getPAtkGiants(target);
  1250. break;
  1251. default:
  1252. // nothing
  1253. break;
  1254. }
  1255. }
  1256. if (damage > 0 && damage < 1)
  1257. {
  1258. damage = 1;
  1259. }
  1260. else if (damage < 0)
  1261. {
  1262. damage = 0;
  1263. }
  1264. // Dmg bonusses in PvP fight
  1265. if((attacker instanceof L2Playable)
  1266. && (target instanceof L2Playable))
  1267. {
  1268. if(skill == null)
  1269. damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
  1270. else
  1271. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1272. }
  1273. damage *= calcElemental(attacker, target, skill);
  1274. return damage;
  1275. }
  1276. public static final double calcMagicDam(L2Character attacker, L2Character target, L2Skill skill,
  1277. byte shld, boolean ss, boolean bss, boolean mcrit)
  1278. {
  1279. double mAtk = attacker.getMAtk(target, skill);
  1280. double mDef = target.getMDef(attacker, skill);
  1281. // Pvp bonuses for def
  1282. if((attacker instanceof L2Playable)
  1283. && (target instanceof L2Playable))
  1284. {
  1285. if(skill.isMagic())
  1286. mDef *= target.calcStat(Stats.PVP_MAGICAL_DEF, 1, null, null);
  1287. else
  1288. mDef *= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
  1289. }
  1290. switch (shld)
  1291. {
  1292. case SHIELD_DEFENSE_SUCCEED:
  1293. mDef += target.getShldDef(); // kamael
  1294. break;
  1295. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1296. return 1;
  1297. }
  1298. if (bss) mAtk *= 4;
  1299. else if (ss) mAtk *= 2;
  1300. double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower(attacker);
  1301. // In C5 summons make 10 % less dmg in PvP.
  1302. if(attacker instanceof L2Summon && target instanceof L2PcInstance) damage *= 0.9;
  1303. // if(attacker instanceof L2PcInstance && target instanceof L2PcInstance) damage *= 0.9; // PvP modifier (-10%)
  1304. // Failure calculation
  1305. if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(attacker, target, skill))
  1306. {
  1307. if (attacker instanceof L2PcInstance)
  1308. {
  1309. if (calcMagicSuccess(attacker, target, skill)
  1310. && (target.getLevel() - attacker.getLevel()) <= 9)
  1311. {
  1312. if (skill.getSkillType() == L2SkillType.DRAIN)
  1313. attacker.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
  1314. else
  1315. attacker.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));
  1316. damage /= 2;
  1317. }
  1318. else
  1319. {
  1320. SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
  1321. sm.addCharName(target);
  1322. sm.addSkillName(skill);
  1323. attacker.sendPacket(sm);
  1324. damage = 1;
  1325. }
  1326. }
  1327. if (target instanceof L2PcInstance)
  1328. {
  1329. if (skill.getSkillType() == L2SkillType.DRAIN)
  1330. {
  1331. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
  1332. sm.addCharName(attacker);
  1333. target.sendPacket(sm);
  1334. }
  1335. else
  1336. {
  1337. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
  1338. sm.addCharName(attacker);
  1339. target.sendPacket(sm);
  1340. }
  1341. }
  1342. }
  1343. else if (mcrit)
  1344. {
  1345. if (attacker instanceof L2PcInstance && target instanceof L2PcInstance)
  1346. damage *= 2.5;
  1347. else
  1348. damage *= 3;
  1349. }
  1350. damage += Rnd.get() * attacker.getRandomDamage(target);
  1351. // Pvp bonuses for dmg
  1352. if((attacker instanceof L2Playable)
  1353. && (target instanceof L2Playable))
  1354. {
  1355. if(skill.isMagic())
  1356. damage *= attacker.calcStat(Stats.PVP_MAGICAL_DMG, 1, null, null);
  1357. else
  1358. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1359. }
  1360. //random magic damage
  1361. float rnd = Rnd.get(-20,20)/100+1;
  1362. damage *= rnd;
  1363. // CT2.3 general magic vuln
  1364. damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);
  1365. damage *= calcElemental(attacker, target, skill);
  1366. return damage;
  1367. }
  1368. public static final double calcMagicDam(L2CubicInstance attacker, L2Character target, L2Skill skill, boolean mcrit, byte shld)
  1369. {
  1370. double mAtk = attacker.getMAtk();
  1371. double mDef = target.getMDef(attacker.getOwner(), skill);
  1372. switch (shld)
  1373. {
  1374. case SHIELD_DEFENSE_SUCCEED:
  1375. mDef += target.getShldDef(); // kamael
  1376. break;
  1377. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1378. return 1;
  1379. }
  1380. double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower();
  1381. L2PcInstance owner = attacker.getOwner();
  1382. // Failure calculation
  1383. if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(owner, target, skill))
  1384. {
  1385. if (calcMagicSuccess(owner, target, skill) && (target.getLevel() - skill.getMagicLevel()) <= 9){
  1386. if (skill.getSkillType() == L2SkillType.DRAIN)
  1387. owner.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
  1388. else
  1389. owner.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));
  1390. damage /= 2;
  1391. }
  1392. else
  1393. {
  1394. SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
  1395. sm.addCharName(target);
  1396. sm.addSkillName(skill);
  1397. owner.sendPacket(sm);
  1398. damage = 1;
  1399. }
  1400. if (target instanceof L2PcInstance)
  1401. {
  1402. if (skill.getSkillType() == L2SkillType.DRAIN)
  1403. {
  1404. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
  1405. sm.addCharName(owner);
  1406. target.sendPacket(sm);
  1407. }
  1408. else
  1409. {
  1410. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
  1411. sm.addCharName(owner);
  1412. target.sendPacket(sm);
  1413. }
  1414. }
  1415. }
  1416. else if (mcrit) damage *= 3;
  1417. // CT2.3 general magic vuln
  1418. damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);
  1419. damage *= calcElemental(owner, target, skill);
  1420. return damage;
  1421. }
  1422. /** Returns true in case of critical hit */
  1423. public static final boolean calcCrit(double rate, L2Character target)
  1424. {
  1425. final boolean success = rate > Rnd.get(1000);
  1426. // support for critical damage evasion
  1427. if (success)
  1428. {
  1429. if (target == null)
  1430. return true; // no effect
  1431. return target.getStat().calcStat(Stats.CRIT_DAMAGE_EVASION, 100, null, null) > Rnd.get(100);
  1432. }
  1433. return success;
  1434. }
  1435. /** Calculate value of blow success */
  1436. public static final boolean calcBlow(L2Character activeChar, L2Character target, int chance)
  1437. {
  1438. return activeChar.calcStat(Stats.BLOW_RATE, chance*(1.0+(activeChar.getDEX()-20)/100), target, null)>Rnd.get(100);
  1439. }
  1440. /** Calculate value of lethal chance */
  1441. public static final double calcLethal(L2Character activeChar, L2Character target, int baseLethal, int magiclvl)
  1442. {
  1443. double chance = 0;
  1444. if (magiclvl > 0)
  1445. {
  1446. int delta = ((magiclvl + activeChar.getLevel()) / 2) - 1 - target.getLevel();
  1447. // delta [-3,infinite)
  1448. if (delta >= -3)
  1449. {
  1450. chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
  1451. }
  1452. // delta [-9, -3[
  1453. else if (delta < -3 && delta >= -9)
  1454. {
  1455. // baseLethal
  1456. // chance = -1 * -----------
  1457. // (delta / 3)
  1458. chance = (-3) * (baseLethal / (delta));
  1459. }
  1460. //delta [-infinite,-9[
  1461. else
  1462. {
  1463. chance = baseLethal / 15;
  1464. }
  1465. }
  1466. else
  1467. {
  1468. chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
  1469. }
  1470. return 10 * activeChar.calcStat(Stats.LETHAL_RATE, chance, target, null);
  1471. }
  1472. public static final boolean calcLethalHit(L2Character activeChar, L2Character target, L2Skill skill)
  1473. {
  1474. if (!target.isRaid()
  1475. && !(target instanceof L2DoorInstance)
  1476. && !(target instanceof L2Npc && ((L2Npc) target).getNpcId() == 35062))
  1477. {
  1478. int chance = Rnd.get(1000);
  1479. //activeChar.sendMessage(Double.toString(chance));
  1480. //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel())));
  1481. //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel())));
  1482. // 2nd lethal effect activate (cp,hp to 1 or if target is npc then hp to 1)
  1483. if (skill.getLethalChance2() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel()))
  1484. {
  1485. if (target instanceof L2Npc)
  1486. target.reduceCurrentHp(target.getCurrentHp() - 1, activeChar, skill);
  1487. else if (target instanceof L2PcInstance) // If is a active player set his HP and CP to 1
  1488. {
  1489. L2PcInstance player = (L2PcInstance) target;
  1490. if (!player.isInvul())
  1491. {
  1492. if (!(activeChar instanceof L2PcInstance &&
  1493. (((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
  1494. {
  1495. player.setCurrentHp(1);
  1496. player.setCurrentCp(1);
  1497. player.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE_SUCCESSFUL));
  1498. }
  1499. }
  1500. }
  1501. activeChar.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE));
  1502. }
  1503. else if (skill.getLethalChance1() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel()))
  1504. {
  1505. if (target instanceof L2PcInstance)
  1506. {
  1507. L2PcInstance player = (L2PcInstance) target;
  1508. if (!player.isInvul())
  1509. {
  1510. if (!(activeChar instanceof L2PcInstance &&
  1511. (((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
  1512. {
  1513. player.setCurrentCp(1); // Set CP to 1
  1514. player.sendPacket(new SystemMessage(SystemMessageId.CP_DISAPPEARS_WHEN_HIT_WITH_A_HALF_KILL_SKILL));
  1515. }
  1516. }
  1517. }
  1518. else if (target instanceof L2Npc) // If is a monster remove first damage and after 50% of current hp
  1519. target.reduceCurrentHp(target.getCurrentHp() / 2, activeChar, skill);
  1520. activeChar.sendPacket(new SystemMessage(SystemMessageId.HALF_KILL));
  1521. }
  1522. else
  1523. return false;
  1524. }
  1525. else
  1526. return false;
  1527. return true;
  1528. }
  1529. public static final boolean calcMCrit(double mRate)
  1530. {
  1531. return mRate > Rnd.get(1000);
  1532. }
  1533. /** Returns true in case when ATTACK is canceled due to hit */
  1534. public static final boolean calcAtkBreak(L2Character target, double dmg)
  1535. {
  1536. if (target.getFusionSkill() != null)
  1537. return true;
  1538. double init = 0;
  1539. if (Config.ALT_GAME_CANCEL_CAST && target.isCastingNow()) init = 15;
  1540. if (Config.ALT_GAME_CANCEL_BOW && target.isAttackingNow())
  1541. {
  1542. L2Weapon wpn = target.getActiveWeaponItem();
  1543. if (wpn != null && wpn.getItemType() == L2WeaponType.BOW) init = 15;
  1544. }
  1545. if (target.isRaid() || target.isInvul() || init <= 0) return false; // No attack break
  1546. // Chance of break is higher with higher dmg
  1547. init += Math.sqrt(13*dmg);
  1548. // Chance is affected by target MEN
  1549. init -= (MENbonus[target.getMEN()] * 100 - 100);
  1550. // Calculate all modifiers for ATTACK_CANCEL
  1551. double rate = target.calcStat(Stats.ATTACK_CANCEL, init, null, null);
  1552. // Adjust the rate to be between 1 and 99
  1553. if (rate > 99) rate = 99;
  1554. else if (rate < 1) rate = 1;
  1555. return Rnd.get(100) < rate;
  1556. }
  1557. /** Calculate delay (in milliseconds) before next ATTACK */
  1558. public static final int calcPAtkSpd(L2Character attacker, L2Character target, double rate)
  1559. {
  1560. // measured Oct 2006 by Tank6585, formula by Sami
  1561. // attack speed 312 equals 1500 ms delay... (or 300 + 40 ms delay?)
  1562. if(rate < 2) return 2700;
  1563. else return (int)(470000/rate);
  1564. }
  1565. /** Calculate delay (in milliseconds) for skills cast */
  1566. public static final int calcAtkSpd(L2Character attacker, L2Skill skill, double skillTime)
  1567. {
  1568. if (skill.isMagic()) return (int) (skillTime * 333 / attacker.getMAtkSpd());
  1569. return (int) (skillTime * 333 / attacker.getPAtkSpd());
  1570. }
  1571. /** Returns true if hit missed (target evaded)
  1572. * Formula based on http://l2p.l2wh.com/nonskillattacks.html
  1573. **/
  1574. public static boolean calcHitMiss(L2Character attacker, L2Character target)
  1575. {
  1576. int delta = attacker.getAccuracy() - target.getEvasionRate(attacker);
  1577. int chance;
  1578. if (delta >= 10) chance = 980;
  1579. else
  1580. {
  1581. switch (delta)
  1582. {
  1583. case 9: chance = 975; break;
  1584. case 8: chance = 970; break;
  1585. case 7: chance = 965; break;
  1586. case 6: chance = 960; break;
  1587. case 5: chance = 955; break;
  1588. case 4: chance = 945; break;
  1589. case 3: chance = 935; break;
  1590. case 2: chance = 925; break;
  1591. case 1: chance = 915; break;
  1592. case 0: chance = 905; break;
  1593. case -1: chance = 890; break;
  1594. case -2: chance = 875; break;
  1595. case -3: chance = 860; break;
  1596. case -4: chance = 845; break;
  1597. case -5: chance = 830; break;
  1598. case -6: chance = 815; break;
  1599. case -7: chance = 800; break;
  1600. case -8: chance = 785; break;
  1601. case -9: chance = 770; break;
  1602. case -10: chance = 755; break;
  1603. case -11: chance = 735; break;
  1604. case -12: chance = 715; break;
  1605. case -13: chance = 695; break;
  1606. case -14: chance = 675; break;
  1607. case -15: chance = 655; break;
  1608. case -16: chance = 625; break;
  1609. case -17: chance = 595; break;
  1610. case -18: chance = 565; break;
  1611. case -19: chance = 535; break;
  1612. case -20: chance = 505; break;
  1613. case -21: chance = 455; break;
  1614. case -22: chance = 405; break;
  1615. case -23: chance = 355; break;
  1616. case -24: chance = 305; break;
  1617. default: chance = 275;
  1618. }
  1619. if(!attacker.isInFrontOfTarget())
  1620. {
  1621. if(attacker.isBehindTarget())
  1622. chance *= 1.2;
  1623. else // side
  1624. chance *= 1.1;
  1625. if (chance > 980)
  1626. chance = 980;
  1627. }
  1628. }
  1629. return chance < Rnd.get(1000);
  1630. }
  1631. /**
  1632. * Returns:<br>
  1633. * 0 = shield defense doesn't succeed<br>
  1634. * 1 = shield defense succeed<br>
  1635. * 2 = perfect block<br>
  1636. *
  1637. * @param attacker
  1638. * @param target
  1639. * @param sendSysMsg
  1640. * @return
  1641. */
  1642. public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill, boolean sendSysMsg)
  1643. {
  1644. if (skill != null && skill.ignoreShield())
  1645. return 0;
  1646. double shldRate = target.calcStat(Stats.SHIELD_RATE, 0, attacker, null)
  1647. * DEXbonus[target.getDEX()];
  1648. if (shldRate == 0.0) return 0;
  1649. int degreeside = (int)target.calcStat(Stats.SHIELD_DEFENCE_ANGLE, 0, null, null) + 120;
  1650. if (degreeside < 360 && (!target.isFacing(attacker, degreeside)))
  1651. {
  1652. return 0;
  1653. }
  1654. byte shldSuccess = SHIELD_DEFENSE_FAILED;
  1655. // if attacker
  1656. // if attacker use bow and target wear shield, shield block rate is multiplied by 1.3 (30%)
  1657. L2Weapon at_weapon = attacker.getActiveWeaponItem();
  1658. if (at_weapon != null && at_weapon.getItemType() == L2WeaponType.BOW)
  1659. shldRate *= 1.3;
  1660. if (shldRate > 0 && 100 - Config.ALT_PERFECT_SHLD_BLOCK < Rnd.get(100))
  1661. {
  1662. shldSuccess = SHIELD_DEFENSE_PERFECT_BLOCK;
  1663. }
  1664. else if (shldRate > Rnd.get(100))
  1665. {
  1666. shldSuccess = SHIELD_DEFENSE_SUCCEED;
  1667. }
  1668. if (sendSysMsg && target instanceof L2PcInstance)
  1669. {
  1670. L2PcInstance enemy = (L2PcInstance)target;
  1671. switch (shldSuccess)
  1672. {
  1673. case SHIELD_DEFENSE_SUCCEED:
  1674. enemy.sendPacket(new SystemMessage(SystemMessageId.SHIELD_DEFENCE_SUCCESSFULL));
  1675. break;
  1676. case SHIELD_DEFENSE_PERFECT_BLOCK:
  1677. enemy.sendPacket(new SystemMessage(SystemMessageId.YOUR_EXCELLENT_SHIELD_DEFENSE_WAS_A_SUCCESS));
  1678. break;
  1679. }
  1680. }
  1681. return shldSuccess;
  1682. }
  1683. public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill)
  1684. {
  1685. return calcShldUse(attacker, target, skill, true);
  1686. }
  1687. public static byte calcShldUse(L2Character attacker, L2Character target)
  1688. {
  1689. return calcShldUse(attacker, target, null, true);
  1690. }
  1691. public static boolean calcMagicAffected(L2Character actor, L2Character target, L2Skill skill)
  1692. {
  1693. // TODO: CHECK/FIX THIS FORMULA UP!!
  1694. L2SkillType type = skill.getSkillType();
  1695. double defence = 0;
  1696. if (skill.isActive() && skill.isOffensive() && !skill.isNeutral())
  1697. defence = target.getMDef(actor, skill);
  1698. double attack = 2 * actor.getMAtk(target, skill) * calcSkillVulnerability(actor, target, skill);
  1699. double d = (attack - defence)/(attack + defence);
  1700. if (target.isRaid())
  1701. {
  1702. switch (type)
  1703. {
  1704. case CONFUSION:
  1705. case MUTE:
  1706. case PARALYZE:
  1707. case ROOT:
  1708. case FEAR:
  1709. case SLEEP:
  1710. case STUN:
  1711. case DEBUFF:
  1712. case AGGDEBUFF:
  1713. if ( d > 0 && Rnd.get(1000) == 1)
  1714. return true;
  1715. else
  1716. return false;
  1717. }
  1718. }
  1719. d += 0.5 * Rnd.nextGaussian();
  1720. return d > 0;
  1721. }
  1722. public static double calcSkillVulnerability(L2Character attacker, L2Character target, L2Skill skill)
  1723. {
  1724. double multiplier = 1; // initialize...
  1725. // Get the skill type to calculate its effect in function of base stats
  1726. // of the L2Character target
  1727. if (skill != null)
  1728. {
  1729. // first, get the natural template vulnerability values for the target
  1730. Stats stat = skill.getStat();
  1731. if (stat != null)
  1732. {
  1733. switch (stat)
  1734. {
  1735. case AGGRESSION:
  1736. multiplier *= target.getTemplate().baseAggressionVuln;
  1737. break;
  1738. case BLEED:
  1739. multiplier *= target.getTemplate().baseBleedVuln;
  1740. break;
  1741. case POISON:
  1742. multiplier *= target.getTemplate().basePoisonVuln;
  1743. break;
  1744. case STUN:
  1745. multiplier *= target.getTemplate().baseStunVuln;
  1746. break;
  1747. case ROOT:
  1748. multiplier *= target.getTemplate().baseRootVuln;
  1749. break;
  1750. case MOVEMENT:
  1751. multiplier *= target.getTemplate().baseMovementVuln;
  1752. break;
  1753. case CONFUSION:
  1754. multiplier *= target.getTemplate().baseConfusionVuln;
  1755. break;
  1756. case SLEEP:
  1757. multiplier *= target.getTemplate().baseSleepVuln;
  1758. break;
  1759. }
  1760. }
  1761. if (skill.getElement() > 0)
  1762. multiplier *= Math.sqrt(calcElemental(attacker, target, skill));
  1763. // Finally, calculate skilltype vulnerabilities
  1764. L2SkillType type = skill.getSkillType();
  1765. // For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
  1766. if (type != null && (type == L2SkillType.PDAM || type == L2SkillType.MDAM))
  1767. type = skill.getEffectType();
  1768. multiplier = calcSkillTypeVulnerability(multiplier, target, type);
  1769. }
  1770. return multiplier;
  1771. }
  1772. public static double calcSkillTypeVulnerability(double multiplier, L2Character target, L2SkillType type)
  1773. {
  1774. if (type != null)
  1775. {
  1776. switch (type)
  1777. {
  1778. case BLEED:
  1779. multiplier = target.calcStat(Stats.BLEED_VULN, multiplier, target, null);
  1780. break;
  1781. case POISON:
  1782. multiplier = target.calcStat(Stats.POISON_VULN, multiplier, target, null);
  1783. break;
  1784. case STUN:
  1785. multiplier = target.calcStat(Stats.STUN_VULN, multiplier, target, null);
  1786. break;
  1787. case PARALYZE:
  1788. multiplier = target.calcStat(Stats.PARALYZE_VULN, multiplier, target, null);
  1789. break;
  1790. case ROOT:
  1791. multiplier = target.calcStat(Stats.ROOT_VULN, multiplier, target, null);
  1792. break;
  1793. case SLEEP:
  1794. multiplier = target.calcStat(Stats.SLEEP_VULN, multiplier, target, null);
  1795. break;
  1796. case MUTE:
  1797. case FEAR:
  1798. case BETRAY:
  1799. case AGGREDUCE_CHAR:
  1800. multiplier = target.calcStat(Stats.DERANGEMENT_VULN, multiplier, target, null);
  1801. break;
  1802. case CONFUSION:
  1803. case CONFUSE_MOB_ONLY:
  1804. multiplier = target.calcStat(Stats.CONFUSION_VULN, multiplier, target, null);
  1805. break;
  1806. case DEBUFF:
  1807. case WEAKNESS:
  1808. multiplier = target.calcStat(Stats.DEBUFF_VULN, multiplier, target, null);
  1809. break;
  1810. case BUFF:
  1811. multiplier = target.calcStat(Stats.BUFF_VULN, multiplier, target, null);
  1812. break;
  1813. default:
  1814. }
  1815. }
  1816. return multiplier;
  1817. }
  1818. public static double calcSkillProficiency(L2Skill skill, L2Character attacker, L2Character target)
  1819. {
  1820. double multiplier = 1; // initialize...
  1821. if (skill != null)
  1822. {
  1823. // Calculate skilltype vulnerabilities
  1824. L2SkillType type = skill.getSkillType();
  1825. // For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
  1826. if (type != null && (type == L2SkillType.PDAM || type == L2SkillType.MDAM))
  1827. type = skill.getEffectType();
  1828. multiplier = calcSkillTypeProficiency(multiplier, attacker, target, type);
  1829. }
  1830. return multiplier;
  1831. }
  1832. public static double calcSkillTypeProficiency(double multiplier, L2Character attacker, L2Character target, L2SkillType type)
  1833. {
  1834. if (type != null)
  1835. {
  1836. switch (type)
  1837. {
  1838. case BLEED:
  1839. multiplier = attacker.calcStat(Stats.BLEED_PROF, multiplier, target, null);
  1840. break;
  1841. case POISON:
  1842. multiplier = attacker.calcStat(Stats.POISON_PROF, multiplier, target, null);
  1843. break;
  1844. case STUN:
  1845. multiplier = attacker.calcStat(Stats.STUN_PROF, multiplier, target, null);
  1846. break;
  1847. case PARALYZE:
  1848. multiplier = attacker.calcStat(Stats.PARALYZE_PROF, multiplier, target, null);
  1849. break;
  1850. case ROOT:
  1851. multiplier = attacker.calcStat(Stats.ROOT_PROF, multiplier, target, null);
  1852. break;
  1853. case SLEEP:
  1854. multiplier = attacker.calcStat(Stats.SLEEP_PROF, multiplier, target, null);
  1855. break;
  1856. case MUTE:
  1857. case FEAR:
  1858. case BETRAY:
  1859. case AGGREDUCE_CHAR:
  1860. multiplier = attacker.calcStat(Stats.DERANGEMENT_PROF, multiplier, target, null);
  1861. break;
  1862. case CONFUSION:
  1863. case CONFUSE_MOB_ONLY:
  1864. multiplier = attacker.calcStat(Stats.CONFUSION_PROF, multiplier, target, null);
  1865. break;
  1866. case DEBUFF:
  1867. case WEAKNESS:
  1868. multiplier = attacker.calcStat(Stats.DEBUFF_PROF, multiplier, target, null);
  1869. break;
  1870. default:
  1871. }
  1872. }
  1873. return multiplier;
  1874. }
  1875. public static double calcSkillStatModifier(L2SkillType type, L2Character target)
  1876. {
  1877. double multiplier = 1;
  1878. if (type == null) return multiplier;
  1879. try
  1880. {
  1881. switch (type)
  1882. {
  1883. case STUN:
  1884. case BLEED:
  1885. case POISON:
  1886. multiplier = 2 - Math.sqrt(CONbonus[target.getCON()]);
  1887. break;
  1888. case SLEEP:
  1889. case DEBUFF:
  1890. case WEAKNESS:
  1891. case ERASE:
  1892. case ROOT:
  1893. case MUTE:
  1894. case FEAR:
  1895. case BETRAY:
  1896. case CONFUSION:
  1897. case CONFUSE_MOB_ONLY:
  1898. case AGGREDUCE_CHAR:
  1899. case PARALYZE:
  1900. multiplier = 2 - Math.sqrt(MENbonus[target.getMEN()]);
  1901. break;
  1902. default:
  1903. return multiplier;
  1904. }
  1905. } catch (ArrayIndexOutOfBoundsException e)
  1906. {
  1907. _log.warning("Character "+target.getName()+" has been set (by a GM?) a MEN or CON stat value out of accepted range");
  1908. }
  1909. if (multiplier < 0)
  1910. multiplier = 0;
  1911. return multiplier;
  1912. }
  1913. public static boolean calcEffectSuccess(L2Character attacker, L2Character target, EffectTemplate effect, L2Skill skill, byte shld, boolean ss, boolean sps, boolean bss)
  1914. {
  1915. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  1916. return false;
  1917. L2SkillType type = effect.effectType != null ? effect.effectType : skill.getSkillType();
  1918. int value = (int)effect.effectPower;
  1919. int lvlDepend = skill.getLevelDepend();
  1920. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  1921. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  1922. // TODO: Temporary fix for NPC skills with MagicLevel not set
  1923. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  1924. // int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()) - target.getLevel()) * lvlDepend;
  1925. double statmodifier = calcSkillStatModifier(type, target);
  1926. double resmodifier = calcSkillTypeVulnerability(1, target, type);
  1927. int ssmodifier = 100;
  1928. if (bss) ssmodifier = 200;
  1929. else if (sps) ssmodifier = 150;
  1930. else if (ss) ssmodifier = 150;
  1931. // Calculate BaseRate.
  1932. int rate = (int) ((value * statmodifier));// + lvlmodifier));
  1933. // Add Matk/Mdef Bonus
  1934. if (skill.isMagic())
  1935. rate = (int) (rate * Math.pow((double) attacker.getMAtk(target, skill) / (target.getMDef(attacker, skill)+(shld==1 ? target.getShldDef() : 0)), 0.2));
  1936. // Add Bonus for Sps/SS
  1937. if (ssmodifier != 100)
  1938. {
  1939. if (rate > 10000 / (100 + ssmodifier)) rate = 100 - (100 - rate) * 100 / ssmodifier;
  1940. else rate = rate * ssmodifier / 100;
  1941. }
  1942. //lvl modifier.
  1943. if (lvlDepend > 0)
  1944. {
  1945. double delta = 0;
  1946. int attackerLvlmod = attacker.getLevel();
  1947. int targetLvlmod = target.getLevel();
  1948. if (attackerLvlmod >= 70)
  1949. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  1950. if (targetLvlmod >= 70)
  1951. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  1952. if (skill.getMagicLevel() == 0)
  1953. delta = attackerLvlmod - targetLvlmod;
  1954. else
  1955. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  1956. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  1957. double deltamod = 1;
  1958. if (delta + 3 < 0)
  1959. {
  1960. if (delta <= -20)
  1961. deltamod = 0.05;
  1962. else
  1963. {
  1964. deltamod = 1 - ((-1) * (delta / 20));
  1965. if (deltamod >= 1)
  1966. deltamod = 0.05;
  1967. }
  1968. }
  1969. else
  1970. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  1971. if (deltamod < 0)
  1972. deltamod *= -1;
  1973. rate *= deltamod;
  1974. }
  1975. if (rate > 99) rate = 99;
  1976. else if (rate < 1) rate = 1;
  1977. //Finaly apply resists.
  1978. rate *= resmodifier * calcSkillTypeProficiency(1, attacker, target, type);
  1979. if (Config.DEVELOPER)
  1980. _log.info(type
  1981. +": "
  1982. + skill.getName()
  1983. + ": "
  1984. + value
  1985. + ", "
  1986. + statmodifier
  1987. + ", "
  1988. + resmodifier
  1989. + ", "
  1990. + ((int) (Math.pow((double) attacker.getMAtk(target, skill)
  1991. / target.getMDef(attacker, skill), 0.2) * 100) - 100) + ", " + ssmodifier + " ==> "
  1992. + rate);
  1993. return (Rnd.get(100) < rate);
  1994. }
  1995. public static boolean calcSkillSuccess(L2Character attacker, L2Character target, L2Skill skill, byte shld, boolean ss, boolean sps, boolean bss)
  1996. {
  1997. if (skill.ignoreResists())
  1998. return (Rnd.get(100) < skill.getPower());
  1999. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  2000. return false;
  2001. L2SkillType type = skill.getSkillType();
  2002. int value = (int) skill.getPower();
  2003. int lvlDepend = skill.getLevelDepend();
  2004. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  2005. if (value == 0) value = (type == L2SkillType.PARALYZE) ? 50 : (type == L2SkillType.FEAR)? 40 : 80;
  2006. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  2007. // TODO: Temporary fix for NPC skills with MagicLevel not set
  2008. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  2009. // int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()) - target.getLevel()) * lvlDepend;
  2010. double statmodifier = calcSkillStatModifier(type, target);
  2011. double resmodifier = calcSkillVulnerability(attacker, target, skill);
  2012. int ssmodifier = 100;
  2013. if (bss) ssmodifier = 200;
  2014. else if (sps) ssmodifier = 150;
  2015. else if (ss) ssmodifier = 150;
  2016. // Calculate BaseRate.
  2017. int rate = (int) ((value * statmodifier));// + lvlmodifier));
  2018. // Add Matk/Mdef Bonus
  2019. if (skill.isMagic())
  2020. rate = (int) (rate * Math.pow((double) attacker.getMAtk(target, skill) / (target.getMDef(attacker, skill)+(shld==1 ? target.getShldDef() : 0)), 0.2));
  2021. // Add Bonus for Sps/SS
  2022. if (ssmodifier != 100)
  2023. {
  2024. if (rate > 10000 / (100 + ssmodifier)) rate = 100 - (100 - rate) * 100 / ssmodifier;
  2025. else rate = rate * ssmodifier / 100;
  2026. }
  2027. //lvl modifier.
  2028. if (lvlDepend > 0)
  2029. {
  2030. double delta = 0;
  2031. int attackerLvlmod = attacker.getLevel();
  2032. int targetLvlmod = target.getLevel();
  2033. if (attackerLvlmod >= 70)
  2034. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  2035. if (targetLvlmod >= 70)
  2036. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  2037. if (skill.getMagicLevel() == 0)
  2038. delta = attackerLvlmod - targetLvlmod;
  2039. else
  2040. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  2041. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  2042. double deltamod = 1;
  2043. if (delta + 3 < 0)
  2044. {
  2045. if (delta <= -20)
  2046. deltamod = 0.05;
  2047. else
  2048. {
  2049. deltamod = 1 - ((-1) * (delta / 20));
  2050. if (deltamod >= 1)
  2051. deltamod = 0.05;
  2052. }
  2053. }
  2054. else
  2055. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  2056. if (deltamod < 0)
  2057. deltamod *= -1;
  2058. rate *= deltamod;
  2059. }
  2060. if (rate > 99) rate = 99;
  2061. else if (rate < 1) rate = 1;
  2062. //Finaly apply resists.
  2063. rate *= resmodifier * calcSkillProficiency(skill, attacker, target);
  2064. if (Config.DEVELOPER)
  2065. _log.info(skill.getName()
  2066. + ": "
  2067. + value
  2068. + ", "
  2069. + statmodifier
  2070. + ", "
  2071. + resmodifier
  2072. + ", "
  2073. + ((int) (Math.pow((double) attacker.getMAtk(target, skill)
  2074. / target.getMDef(attacker, skill), 0.2) * 100) - 100) + ", " + ssmodifier + " ==> "
  2075. + rate);
  2076. return (Rnd.get(100) < rate);
  2077. }
  2078. public static boolean calcCubicSkillSuccess(L2CubicInstance attacker, L2Character target, L2Skill skill, byte shld)
  2079. {
  2080. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  2081. return false;
  2082. L2SkillType type = skill.getSkillType();
  2083. // these skills should not work on RaidBoss
  2084. if (target.isRaid())
  2085. {
  2086. switch (type)
  2087. {
  2088. case CONFUSION:
  2089. case ROOT:
  2090. case STUN:
  2091. case MUTE:
  2092. case FEAR:
  2093. case DEBUFF:
  2094. case PARALYZE:
  2095. case SLEEP:
  2096. case AGGDEBUFF:
  2097. return false;
  2098. }
  2099. }
  2100. // if target reflect this skill then the effect will fail
  2101. if (calcSkillReflect(target, skill) != SKILL_REFLECT_FAILED)
  2102. return false;
  2103. int value = (int) skill.getPower();
  2104. int lvlDepend = skill.getLevelDepend();
  2105. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  2106. if (value == 0) value = (type == L2SkillType.PARALYZE) ? 50 : (type == L2SkillType.FEAR) ? 40 : 80;
  2107. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  2108. // TODO: Temporary fix for NPC skills with MagicLevel not set
  2109. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  2110. //int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getOwner().getLevel()) - target.getLevel())
  2111. //* lvlDepend;
  2112. double statmodifier = calcSkillStatModifier(type, target);
  2113. double resmodifier = calcSkillVulnerability(attacker.getOwner(), target, skill);
  2114. int rate = (int) ((value * statmodifier) * resmodifier);
  2115. if (skill.isMagic())
  2116. rate += (int) (Math.pow((double) attacker.getMAtk() / (target.getMDef(attacker.getOwner(), skill) + (shld == 1 ? target.getShldDef() : 0)), 0.2) * 100) - 100;
  2117. //lvl modifier.
  2118. if (lvlDepend > 0)
  2119. {
  2120. double delta = 0;
  2121. int attackerLvlmod = attacker.getOwner().getLevel();
  2122. int targetLvlmod = target.getLevel();
  2123. if (attackerLvlmod >= 70)
  2124. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  2125. if (targetLvlmod >= 70)
  2126. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  2127. if (skill.getMagicLevel() == 0)
  2128. delta = attackerLvlmod - targetLvlmod;
  2129. else
  2130. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  2131. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  2132. double deltamod = 1;
  2133. if (delta + 3 < 0)
  2134. {
  2135. if (delta <= -20)
  2136. deltamod = 0.05;
  2137. else
  2138. {
  2139. deltamod = 1 - ((-1) * (delta / 20));
  2140. if (deltamod >= 1)
  2141. deltamod = 0.05;
  2142. }
  2143. }
  2144. else
  2145. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  2146. if (deltamod < 0)
  2147. deltamod *= -1;
  2148. rate *= deltamod;
  2149. }
  2150. if (rate > 99)
  2151. rate = 99;
  2152. else
  2153. if (rate < 1)
  2154. rate = 1;
  2155. if (Config.DEVELOPER)
  2156. _log.info(skill.getName()
  2157. + ": "
  2158. + value
  2159. + ", "
  2160. + statmodifier
  2161. + ", "
  2162. + resmodifier
  2163. + ", "
  2164. + ((int) (Math.pow((double) attacker.getMAtk()
  2165. / target.getMDef(attacker.getOwner(), skill), 0.2) * 100) - 100) + " ==> "
  2166. + rate);
  2167. return (Rnd.get(100) < rate);
  2168. }
  2169. public static boolean calcMagicSuccess(L2Character attacker, L2Character target, L2Skill skill)
  2170. {
  2171. double lvlDifference = (target.getLevel() - (skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()));
  2172. int rate = Math.round((float)(Math.pow(1.3, lvlDifference) * 100));
  2173. return (Rnd.get(10000) > rate);
  2174. }
  2175. public static boolean calculateUnlockChance(L2Skill skill)
  2176. {
  2177. int level = skill.getLevel();
  2178. int chance = 0;
  2179. switch (level)
  2180. {
  2181. case 1:
  2182. chance = 30;
  2183. break;
  2184. case 2:
  2185. chance = 50;
  2186. break;
  2187. case 3:
  2188. chance = 75;
  2189. break;
  2190. case 4:
  2191. case 5:
  2192. case 6:
  2193. case 7:
  2194. case 8:
  2195. case 9:
  2196. case 10:
  2197. case 11:
  2198. case 12:
  2199. case 13:
  2200. case 14:
  2201. chance = 100;
  2202. break;
  2203. }
  2204. if (Rnd.get(120) > chance)
  2205. return false;
  2206. return true;
  2207. }
  2208. public static double calcManaDam(L2Character attacker, L2Character target, L2Skill skill,
  2209. boolean ss, boolean bss)
  2210. {
  2211. //Mana Burnt = (SQR(M.Atk)*Power*(Target Max MP/97))/M.Def
  2212. double mAtk = attacker.getMAtk(target, skill);
  2213. double mDef = target.getMDef(attacker, skill);
  2214. double mp = target.getMaxMp();
  2215. if (bss) mAtk *= 4;
  2216. else if (ss) mAtk *= 2;
  2217. double damage = (Math.sqrt(mAtk) * skill.getPower(attacker) * (mp/97)) / mDef;
  2218. damage *= calcSkillVulnerability(attacker, target, skill);
  2219. return damage;
  2220. }
  2221. public static double calculateSkillResurrectRestorePercent(double baseRestorePercent, int casterWIT)
  2222. {
  2223. if (baseRestorePercent == 0 || baseRestorePercent == 100)
  2224. return baseRestorePercent;
  2225. double restorePercent = baseRestorePercent * WITbonus[casterWIT];
  2226. if(restorePercent - baseRestorePercent > 20.0)
  2227. restorePercent += 20.0;
  2228. restorePercent = Math.max(restorePercent, baseRestorePercent);
  2229. restorePercent = Math.min(restorePercent, 90.0);
  2230. return restorePercent;
  2231. }
  2232. public static double getSTRBonus(L2Character activeChar)
  2233. {
  2234. return STRbonus[activeChar.getSTR()];
  2235. }
  2236. public static boolean calcPhysicalSkillEvasion(L2Character target, L2Skill skill)
  2237. {
  2238. if (skill.isMagic() && skill.getSkillType() != L2SkillType.BLOW)
  2239. return false;
  2240. return Rnd.get(100) < target.calcStat(Stats.P_SKILL_EVASION, 0, null, skill);
  2241. }
  2242. public static boolean calcSkillMastery(L2Character actor, L2Skill sk)
  2243. {
  2244. if (sk.getSkillType() == L2SkillType.FISHING)
  2245. return false;
  2246. double val = actor.getStat().calcStat(Stats.SKILL_MASTERY, 0, null, null);
  2247. if (actor instanceof L2PcInstance)
  2248. {
  2249. if (((L2PcInstance) actor).isMageClass())
  2250. val *= INTbonus[actor.getINT()];
  2251. else
  2252. val *= STRbonus[actor.getSTR()];
  2253. }
  2254. return Rnd.get(100) < val;
  2255. }
  2256. public static double calcValakasAttribute(L2Character attacker, L2Character target, L2Skill skill)
  2257. {
  2258. double calcPower = 0;
  2259. double calcDefen = 0;
  2260. if (skill != null && skill.getAttributeName().contains("valakas"))
  2261. {
  2262. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2263. calcDefen = target.calcStat(Stats.VALAKAS_RES, calcDefen, target, skill);
  2264. }
  2265. else
  2266. {
  2267. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2268. if (calcPower > 0)
  2269. {
  2270. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2271. calcDefen = target.calcStat(Stats.VALAKAS_RES, calcDefen, target, skill);
  2272. }
  2273. }
  2274. return calcPower - calcDefen;
  2275. }
  2276. public static double calcElemental(L2Character attacker, L2Character target, L2Skill skill)
  2277. {
  2278. int calcPower = 0;
  2279. int calcDefen = 0;
  2280. int calcTotal = 0;
  2281. double result = 1.0;
  2282. byte element;
  2283. if (skill != null)
  2284. {
  2285. element = skill.getElement();
  2286. if (element >= 0)
  2287. {
  2288. calcPower = skill.getElementPower();
  2289. calcDefen = target.getDefenseElementValue(element);
  2290. if (attacker.getAttackElement() == element)
  2291. calcPower += attacker.getAttackElementValue(element);
  2292. calcTotal = calcPower - calcDefen;
  2293. if (calcTotal > 0)
  2294. {
  2295. if (calcTotal < 75)
  2296. result += calcTotal * 0.0052;
  2297. else if (calcTotal < 150)
  2298. result = 1.4;
  2299. else if (calcTotal < 290)
  2300. result = 1.7;
  2301. else if (calcTotal < 300)
  2302. result = 1.8;
  2303. else
  2304. result = 2.0;
  2305. }
  2306. if (Config.DEVELOPER)
  2307. _log.info(skill.getName()
  2308. + ": "
  2309. + calcPower
  2310. + ", "
  2311. + calcDefen
  2312. + ", "
  2313. + result);
  2314. }
  2315. }
  2316. else
  2317. {
  2318. element = attacker.getAttackElement();
  2319. if (element >= 0)
  2320. {
  2321. calcPower = attacker.getAttackElementValue(element);
  2322. calcDefen = target.getDefenseElementValue(element);
  2323. calcTotal = Math.max(calcPower - calcDefen, -20);
  2324. calcTotal = Math.min(calcTotal, 100);
  2325. result += calcTotal * 0.007;
  2326. if (Config.DEVELOPER)
  2327. _log.info("Hit: "
  2328. + calcPower
  2329. + ", "
  2330. + calcDefen
  2331. + ", "
  2332. + result);
  2333. }
  2334. }
  2335. return result;
  2336. }
  2337. /**
  2338. * Calculate skill reflection according these three possibilities:
  2339. * <li>Reflect failed</li>
  2340. * <li>Mormal reflect (just effects). <U>Only possible for skilltypes: BUFF, REFLECT, HEAL_PERCENT,
  2341. * MANAHEAL_PERCENT, HOT, CPHOT, MPHOT</U></li>
  2342. * <li>vengEance reflect (100% damage reflected but damage is also dealt to actor). <U>This is only possible
  2343. * for skills with skilltype PDAM, BLOW, CHARGEDAM, MDAM or DEATHLINK</U></li>
  2344. <br><br>
  2345. *
  2346. @param actor
  2347. * @param target
  2348. * @param skill
  2349. * @return SKILL_REFLECTED_FAILED, SKILL_REFLECT_SUCCEED or SKILL_REFLECT_VENGEANCE
  2350. */
  2351. public static byte calcSkillReflect(L2Character target, L2Skill skill)
  2352. {
  2353. /*
  2354. * Neither some special skills (like hero debuffs...) or those skills
  2355. * ignoring resistances can be reflected
  2356. */
  2357. if (skill.ignoreResists() || !skill.canBeReflected())
  2358. return SKILL_REFLECT_FAILED;
  2359. // only magic and melee skills can be reflected
  2360. if (!skill.isMagic() &&
  2361. (skill.getCastRange() == -1 || skill.getCastRange() > MELEE_ATTACK_RANGE))
  2362. return SKILL_REFLECT_FAILED;
  2363. byte reflect = SKILL_REFLECT_FAILED;
  2364. // check for non-reflected skilltypes, need additional retail check
  2365. switch (skill.getSkillType())
  2366. {
  2367. case BUFF:
  2368. case REFLECT:
  2369. case HEAL_PERCENT:
  2370. case MANAHEAL_PERCENT:
  2371. case HOT:
  2372. case CPHOT:
  2373. case MPHOT:
  2374. case UNDEAD_DEFENSE:
  2375. case AGGDEBUFF:
  2376. case CONT:
  2377. return SKILL_REFLECT_FAILED;
  2378. // these skill types can deal damage
  2379. case PDAM:
  2380. case BLOW:
  2381. case MDAM:
  2382. case DEATHLINK:
  2383. case CHARGEDAM:
  2384. final Stats stat = skill.isMagic() ? Stats.VENGEANCE_SKILL_MAGIC_DAMAGE : Stats.VENGEANCE_SKILL_PHYSICAL_DAMAGE;
  2385. final double venganceChance = target.getStat().calcStat(stat, 0, target, skill);
  2386. if (venganceChance > Rnd.get(100))
  2387. reflect |= SKILL_REFLECT_VENGEANCE;
  2388. break;
  2389. }
  2390. final double reflectChance = target.calcStat(skill.isMagic() ? Stats.REFLECT_SKILL_MAGIC : Stats.REFLECT_SKILL_PHYSIC, 0, null, skill);
  2391. if( Rnd.get(100) < reflectChance)
  2392. reflect |= SKILL_REFLECT_SUCCEED;
  2393. return reflect;
  2394. }
  2395. }