Formulas.java 88 KB

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