Formulas.java 86 KB

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  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package net.sf.l2j.gameserver.skills;
  16. import java.util.logging.Logger;
  17. import net.sf.l2j.Config;
  18. import net.sf.l2j.gameserver.SevenSigns;
  19. import net.sf.l2j.gameserver.SevenSignsFestival;
  20. import net.sf.l2j.gameserver.instancemanager.CastleManager;
  21. import net.sf.l2j.gameserver.instancemanager.ClanHallManager;
  22. import net.sf.l2j.gameserver.instancemanager.FortManager;
  23. import net.sf.l2j.gameserver.instancemanager.SiegeManager;
  24. import net.sf.l2j.gameserver.model.Elementals;
  25. import net.sf.l2j.gameserver.model.L2ItemInstance;
  26. import net.sf.l2j.gameserver.model.L2SiegeClan;
  27. import net.sf.l2j.gameserver.model.L2Skill;
  28. import net.sf.l2j.gameserver.model.actor.L2Character;
  29. import net.sf.l2j.gameserver.model.actor.L2Npc;
  30. import net.sf.l2j.gameserver.model.actor.L2Playable;
  31. import net.sf.l2j.gameserver.model.actor.L2Summon;
  32. import net.sf.l2j.gameserver.model.actor.instance.L2CubicInstance;
  33. import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
  34. import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
  35. import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
  36. import net.sf.l2j.gameserver.model.actor.instance.L2PetInstance;
  37. import net.sf.l2j.gameserver.model.base.PlayerState;
  38. import net.sf.l2j.gameserver.model.entity.Castle;
  39. import net.sf.l2j.gameserver.model.entity.ClanHall;
  40. import net.sf.l2j.gameserver.model.entity.Fort;
  41. import net.sf.l2j.gameserver.model.entity.Siege;
  42. import net.sf.l2j.gameserver.model.itemcontainer.Inventory;
  43. import net.sf.l2j.gameserver.network.SystemMessageId;
  44. import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
  45. import net.sf.l2j.gameserver.skills.conditions.ConditionPlayerState;
  46. import net.sf.l2j.gameserver.skills.conditions.ConditionUsingItemType;
  47. import net.sf.l2j.gameserver.skills.funcs.Func;
  48. import net.sf.l2j.gameserver.templates.chars.L2PcTemplate;
  49. import net.sf.l2j.gameserver.templates.effects.EffectTemplate;
  50. import net.sf.l2j.gameserver.templates.item.L2Weapon;
  51. import net.sf.l2j.gameserver.templates.item.L2WeaponType;
  52. import net.sf.l2j.gameserver.templates.skills.L2SkillType;
  53. import net.sf.l2j.gameserver.util.Util;
  54. import net.sf.l2j.util.Rnd;
  55. /**
  56. * Global calculations, can be modified by server admins
  57. */
  58. public final class Formulas
  59. {
  60. /** Regen Task period */
  61. protected static final Logger _log = Logger.getLogger(L2Character.class.getName());
  62. private static final int HP_REGENERATE_PERIOD = 3000; // 3 secs
  63. public static final byte SHIELD_DEFENSE_FAILED = 0; // no shield defense
  64. public static final byte SHIELD_DEFENSE_SUCCEED = 1; // normal shield defense
  65. public static final byte SHIELD_DEFENSE_PERFECT_BLOCK = 2; // perfect block
  66. public static final byte SKILL_REFLECT_FAILED = 0; // no reflect
  67. public static final byte SKILL_REFLECT_SUCCEED = 1; // normal reflect, some damage reflected some other not
  68. public static final byte SKILL_REFLECT_VENGEANCE = 2; // 100% of the damage affect both
  69. private static final byte MELEE_ATTACK_RANGE = 40;
  70. public static final int MAX_STAT_VALUE = 100;
  71. private static final double[] STRCompute = new double[]{1.036, 34.845}; //{1.016, 28.515}; for C1
  72. private static final double[] INTCompute = new double[]{1.020, 31.375}; //{1.020, 31.375}; for C1
  73. private static final double[] DEXCompute = new double[]{1.009, 19.360}; //{1.009, 19.360}; for C1
  74. private static final double[] WITCompute = new double[]{1.050, 20.000}; //{1.050, 20.000}; for C1
  75. private static final double[] CONCompute = new double[]{1.030, 27.632}; //{1.015, 12.488}; for C1
  76. private static final double[] MENCompute = new double[]{1.010, -0.060}; //{1.010, -0.060}; for C1
  77. protected static final double[] WITbonus = new double[MAX_STAT_VALUE];
  78. protected static final double[] MENbonus = new double[MAX_STAT_VALUE];
  79. protected static final double[] INTbonus = new double[MAX_STAT_VALUE];
  80. protected static final double[] STRbonus = new double[MAX_STAT_VALUE];
  81. protected static final double[] DEXbonus = new double[MAX_STAT_VALUE];
  82. protected static final double[] CONbonus = new double[MAX_STAT_VALUE];
  83. // These values are 100% matching retail tables, no need to change and no need add
  84. // calculation into the stat bonus when accessing (not efficient),
  85. // better to have everything precalculated and use values directly (saves CPU)
  86. static
  87. {
  88. for (int i=0; i < STRbonus.length; i++)
  89. STRbonus[i] = Math.floor(Math.pow(STRCompute[0], i - STRCompute[1]) *100 +.5d) /100;
  90. for (int i=0; i < INTbonus.length; i++)
  91. INTbonus[i] = Math.floor(Math.pow(INTCompute[0], i - INTCompute[1]) *100 +.5d) /100;
  92. for (int i=0; i < DEXbonus.length; i++)
  93. DEXbonus[i] = Math.floor(Math.pow(DEXCompute[0], i - DEXCompute[1]) *100 +.5d) /100;
  94. for (int i=0; i < WITbonus.length; i++)
  95. WITbonus[i] = Math.floor(Math.pow(WITCompute[0], i - WITCompute[1]) *100 +.5d) /100;
  96. for (int i=0; i < CONbonus.length; i++)
  97. CONbonus[i] = Math.floor(Math.pow(CONCompute[0], i - CONCompute[1]) *100 +.5d) /100;
  98. for (int i=0; i < MENbonus.length; i++)
  99. MENbonus[i] = Math.floor(Math.pow(MENCompute[0], i - MENCompute[1]) *100 +.5d) /100;
  100. }
  101. static class FuncAddLevel3 extends Func
  102. {
  103. static final FuncAddLevel3[] _instancies = new FuncAddLevel3[Stats.NUM_STATS];
  104. static Func getInstance(Stats stat)
  105. {
  106. int pos = stat.ordinal();
  107. if (_instancies[pos] == null) _instancies[pos] = new FuncAddLevel3(stat);
  108. return _instancies[pos];
  109. }
  110. private FuncAddLevel3(Stats pStat)
  111. {
  112. super(pStat, 0x10, null);
  113. }
  114. @Override
  115. public void calc(Env env)
  116. {
  117. env.value += env.player.getLevel() / 3.0;
  118. }
  119. }
  120. static class FuncMultLevelMod extends Func
  121. {
  122. static final FuncMultLevelMod[] _instancies = new FuncMultLevelMod[Stats.NUM_STATS];
  123. static Func getInstance(Stats stat)
  124. {
  125. int pos = stat.ordinal();
  126. if (_instancies[pos] == null) _instancies[pos] = new FuncMultLevelMod(stat);
  127. return _instancies[pos];
  128. }
  129. private FuncMultLevelMod(Stats pStat)
  130. {
  131. super(pStat, 0x20, null);
  132. }
  133. @Override
  134. public void calc(Env env)
  135. {
  136. env.value *= env.player.getLevelMod();
  137. }
  138. }
  139. static class FuncMultRegenResting extends Func
  140. {
  141. static final FuncMultRegenResting[] _instancies = new FuncMultRegenResting[Stats.NUM_STATS];
  142. /**
  143. * Return the Func object corresponding to the state concerned.<BR><BR>
  144. */
  145. static Func getInstance(Stats stat)
  146. {
  147. int pos = stat.ordinal();
  148. if (_instancies[pos] == null) _instancies[pos] = new FuncMultRegenResting(stat);
  149. return _instancies[pos];
  150. }
  151. /**
  152. * Constructor of the FuncMultRegenResting.<BR><BR>
  153. */
  154. private FuncMultRegenResting(Stats pStat)
  155. {
  156. super(pStat, 0x20, null);
  157. setCondition(new ConditionPlayerState(PlayerState.RESTING, true));
  158. }
  159. /**
  160. * Calculate the modifier of the state concerned.<BR><BR>
  161. */
  162. @Override
  163. public void calc(Env env)
  164. {
  165. if (!cond.test(env)) return;
  166. env.value *= 1.45;
  167. }
  168. }
  169. static class FuncPAtkMod extends Func
  170. {
  171. static final FuncPAtkMod _fpa_instance = new FuncPAtkMod();
  172. static Func getInstance()
  173. {
  174. return _fpa_instance;
  175. }
  176. private FuncPAtkMod()
  177. {
  178. super(Stats.POWER_ATTACK, 0x30, null);
  179. }
  180. @Override
  181. public void calc(Env env)
  182. {
  183. env.value *= STRbonus[env.player.getSTR()] * env.player.getLevelMod();
  184. }
  185. }
  186. static class FuncMAtkMod extends Func
  187. {
  188. static final FuncMAtkMod _fma_instance = new FuncMAtkMod();
  189. static Func getInstance()
  190. {
  191. return _fma_instance;
  192. }
  193. private FuncMAtkMod()
  194. {
  195. super(Stats.MAGIC_ATTACK, 0x20, null);
  196. }
  197. @Override
  198. public void calc(Env env)
  199. {
  200. double intb = INTbonus[env.player.getINT()];
  201. double lvlb = env.player.getLevelMod();
  202. env.value *= (lvlb * lvlb) * (intb * intb);
  203. }
  204. }
  205. static class FuncMDefMod extends Func
  206. {
  207. static final FuncMDefMod _fmm_instance = new FuncMDefMod();
  208. static Func getInstance()
  209. {
  210. return _fmm_instance;
  211. }
  212. private FuncMDefMod()
  213. {
  214. super(Stats.MAGIC_DEFENCE, 0x20, null);
  215. }
  216. @Override
  217. public void calc(Env env)
  218. {
  219. if (env.player instanceof L2PcInstance)
  220. {
  221. L2PcInstance p = (L2PcInstance) env.player;
  222. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LFINGER) != null) env.value -= 5;
  223. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RFINGER) != null) env.value -= 5;
  224. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEAR) != null) env.value -= 9;
  225. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_REAR) != null) env.value -= 9;
  226. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_NECK) != null) env.value -= 13;
  227. }
  228. env.value *= MENbonus[env.player.getMEN()] * env.player.getLevelMod();
  229. }
  230. }
  231. static class FuncPDefMod extends Func
  232. {
  233. static final FuncPDefMod _fmm_instance = new FuncPDefMod();
  234. static Func getInstance()
  235. {
  236. return _fmm_instance;
  237. }
  238. private FuncPDefMod()
  239. {
  240. super(Stats.POWER_DEFENCE, 0x20, null);
  241. }
  242. @Override
  243. public void calc(Env env)
  244. {
  245. if (env.player instanceof L2PcInstance)
  246. {
  247. L2PcInstance p = (L2PcInstance) env.player;
  248. boolean hasMagePDef = (p.getClassId().isMage() || p.getClassId().getId() == 0x31); // orc mystics are a special case
  249. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD) != null) env.value -= 12;
  250. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST) != null)
  251. env.value -= hasMagePDef ? 15 : 31;
  252. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS) != null)
  253. env.value -= hasMagePDef ? 8 : 18;
  254. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES) != null) env.value -= 8;
  255. if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET) != null) env.value -= 7;
  256. }
  257. env.value *= env.player.getLevelMod();
  258. }
  259. }
  260. static class FuncGatesPDefMod extends Func
  261. {
  262. static final FuncGatesPDefMod _fmm_instance = new FuncGatesPDefMod();
  263. static Func getInstance()
  264. {
  265. return _fmm_instance;
  266. }
  267. private FuncGatesPDefMod()
  268. {
  269. super(Stats.POWER_DEFENCE, 0x20, null);
  270. }
  271. @Override
  272. public void calc(Env env)
  273. {
  274. if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
  275. env.value *= Config.ALT_SIEGE_DAWN_GATES_PDEF_MULT;
  276. else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
  277. env.value *= Config.ALT_SIEGE_DUSK_GATES_PDEF_MULT;
  278. }
  279. }
  280. static class FuncGatesMDefMod extends Func
  281. {
  282. static final FuncGatesMDefMod _fmm_instance = new FuncGatesMDefMod();
  283. static Func getInstance()
  284. {
  285. return _fmm_instance;
  286. }
  287. private FuncGatesMDefMod()
  288. {
  289. super(Stats.MAGIC_DEFENCE, 0x20, null);
  290. }
  291. @Override
  292. public void calc(Env env)
  293. {
  294. if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
  295. env.value *= Config.ALT_SIEGE_DAWN_GATES_MDEF_MULT;
  296. else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
  297. env.value *= Config.ALT_SIEGE_DUSK_GATES_MDEF_MULT;
  298. }
  299. }
  300. static class FuncBowAtkRange extends Func
  301. {
  302. private static final FuncBowAtkRange _fbar_instance = new FuncBowAtkRange();
  303. static Func getInstance()
  304. {
  305. return _fbar_instance;
  306. }
  307. private FuncBowAtkRange()
  308. {
  309. super(Stats.POWER_ATTACK_RANGE, 0x10, null);
  310. setCondition(new ConditionUsingItemType(L2WeaponType.BOW.mask()));
  311. }
  312. @Override
  313. public void calc(Env env)
  314. {
  315. if (!cond.test(env))
  316. return;
  317. // default is 40 and with bow should be 500
  318. env.value += 460;
  319. }
  320. }
  321. static class FuncCrossBowAtkRange extends Func
  322. {
  323. private static final FuncCrossBowAtkRange _fcb_instance = new FuncCrossBowAtkRange();
  324. static Func getInstance()
  325. {
  326. return _fcb_instance;
  327. }
  328. private FuncCrossBowAtkRange()
  329. {
  330. super(Stats.POWER_ATTACK_RANGE, 0x10, null);
  331. setCondition(new ConditionUsingItemType(L2WeaponType.CROSSBOW.mask()));
  332. }
  333. @Override
  334. public void calc(Env env)
  335. {
  336. if (!cond.test(env))
  337. return;
  338. // default is 40 and with crossbow should be 400
  339. env.value += 360;
  340. }
  341. }
  342. static class FuncAtkAccuracy extends Func
  343. {
  344. static final FuncAtkAccuracy _faa_instance = new FuncAtkAccuracy();
  345. static Func getInstance()
  346. {
  347. return _faa_instance;
  348. }
  349. private FuncAtkAccuracy()
  350. {
  351. super(Stats.ACCURACY_COMBAT, 0x10, null);
  352. }
  353. @Override
  354. public void calc(Env env)
  355. {
  356. L2Character p = env.player;
  357. //[Square(DEX)]*6 + lvl + weapon hitbonus;
  358. env.value += Math.sqrt(p.getDEX()) * 6;
  359. env.value += p.getLevel();
  360. if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
  361. if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
  362. if( p instanceof L2Summon) env.value += (p.getLevel() < 60) ? 4 : 5;
  363. }
  364. }
  365. static class FuncAtkEvasion extends Func
  366. {
  367. static final FuncAtkEvasion _fae_instance = new FuncAtkEvasion();
  368. static Func getInstance()
  369. {
  370. return _fae_instance;
  371. }
  372. private FuncAtkEvasion()
  373. {
  374. super(Stats.EVASION_RATE, 0x10, null);
  375. }
  376. @Override
  377. public void calc(Env env)
  378. {
  379. L2Character p = env.player;
  380. //[Square(DEX)]*6 + lvl;
  381. env.value += Math.sqrt(p.getDEX()) * 6;
  382. env.value += p.getLevel();
  383. if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
  384. if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
  385. }
  386. }
  387. static class FuncAtkCritical extends Func
  388. {
  389. static final FuncAtkCritical _fac_instance = new FuncAtkCritical();
  390. static Func getInstance()
  391. {
  392. return _fac_instance;
  393. }
  394. private FuncAtkCritical()
  395. {
  396. super(Stats.CRITICAL_RATE, 0x09, null);
  397. }
  398. @Override
  399. public void calc(Env env)
  400. {
  401. L2Character p = env.player;
  402. if( p instanceof L2Summon) env.value = 40;
  403. else if (p instanceof L2PcInstance && p.getActiveWeaponInstance() == null) env.value = 40;
  404. else
  405. {
  406. env.value *= DEXbonus[p.getDEX()];
  407. env.value *= 10;
  408. }
  409. env.baseValue = env.value;
  410. }
  411. }
  412. static class FuncMAtkCritical extends Func
  413. {
  414. static final FuncMAtkCritical _fac_instance = new FuncMAtkCritical();
  415. static Func getInstance()
  416. {
  417. return _fac_instance;
  418. }
  419. private FuncMAtkCritical()
  420. {
  421. super(Stats.MCRITICAL_RATE, 0x30, null);
  422. }
  423. @Override
  424. public void calc(Env env)
  425. {
  426. L2Character p = env.player;
  427. if (p instanceof L2PcInstance && p.getActiveWeaponInstance() != null)
  428. env.value *= WITbonus[p.getWIT()];
  429. }
  430. }
  431. static class FuncMoveSpeed extends Func
  432. {
  433. static final FuncMoveSpeed _fms_instance = new FuncMoveSpeed();
  434. static Func getInstance()
  435. {
  436. return _fms_instance;
  437. }
  438. private FuncMoveSpeed()
  439. {
  440. super(Stats.RUN_SPEED, 0x30, null);
  441. }
  442. @Override
  443. public void calc(Env env)
  444. {
  445. L2PcInstance p = (L2PcInstance) env.player;
  446. env.value *= DEXbonus[p.getDEX()];
  447. }
  448. }
  449. static class FuncPAtkSpeed extends Func
  450. {
  451. static final FuncPAtkSpeed _fas_instance = new FuncPAtkSpeed();
  452. static Func getInstance()
  453. {
  454. return _fas_instance;
  455. }
  456. private FuncPAtkSpeed()
  457. {
  458. super(Stats.POWER_ATTACK_SPEED, 0x20, null);
  459. }
  460. @Override
  461. public void calc(Env env)
  462. {
  463. L2PcInstance p = (L2PcInstance) env.player;
  464. env.value *= DEXbonus[p.getDEX()];
  465. }
  466. }
  467. static class FuncMAtkSpeed extends Func
  468. {
  469. static final FuncMAtkSpeed _fas_instance = new FuncMAtkSpeed();
  470. static Func getInstance()
  471. {
  472. return _fas_instance;
  473. }
  474. private FuncMAtkSpeed()
  475. {
  476. super(Stats.MAGIC_ATTACK_SPEED, 0x20, null);
  477. }
  478. @Override
  479. public void calc(Env env)
  480. {
  481. L2PcInstance p = (L2PcInstance) env.player;
  482. env.value *= WITbonus[p.getWIT()];
  483. }
  484. }
  485. static class FuncHennaSTR extends Func
  486. {
  487. static final FuncHennaSTR _fh_instance = new FuncHennaSTR();
  488. static Func getInstance()
  489. {
  490. return _fh_instance;
  491. }
  492. private FuncHennaSTR()
  493. {
  494. super(Stats.STAT_STR, 0x10, null);
  495. }
  496. @Override
  497. public void calc(Env env)
  498. {
  499. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  500. L2PcInstance pc = (L2PcInstance) env.player;
  501. if (pc != null) env.value += pc.getHennaStatSTR();
  502. }
  503. }
  504. static class FuncHennaDEX extends Func
  505. {
  506. static final FuncHennaDEX _fh_instance = new FuncHennaDEX();
  507. static Func getInstance()
  508. {
  509. return _fh_instance;
  510. }
  511. private FuncHennaDEX()
  512. {
  513. super(Stats.STAT_DEX, 0x10, null);
  514. }
  515. @Override
  516. public void calc(Env env)
  517. {
  518. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  519. L2PcInstance pc = (L2PcInstance) env.player;
  520. if (pc != null) env.value += pc.getHennaStatDEX();
  521. }
  522. }
  523. static class FuncHennaINT extends Func
  524. {
  525. static final FuncHennaINT _fh_instance = new FuncHennaINT();
  526. static Func getInstance()
  527. {
  528. return _fh_instance;
  529. }
  530. private FuncHennaINT()
  531. {
  532. super(Stats.STAT_INT, 0x10, null);
  533. }
  534. @Override
  535. public void calc(Env env)
  536. {
  537. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  538. L2PcInstance pc = (L2PcInstance) env.player;
  539. if (pc != null) env.value += pc.getHennaStatINT();
  540. }
  541. }
  542. static class FuncHennaMEN extends Func
  543. {
  544. static final FuncHennaMEN _fh_instance = new FuncHennaMEN();
  545. static Func getInstance()
  546. {
  547. return _fh_instance;
  548. }
  549. private FuncHennaMEN()
  550. {
  551. super(Stats.STAT_MEN, 0x10, null);
  552. }
  553. @Override
  554. public void calc(Env env)
  555. {
  556. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  557. L2PcInstance pc = (L2PcInstance) env.player;
  558. if (pc != null) env.value += pc.getHennaStatMEN();
  559. }
  560. }
  561. static class FuncHennaCON extends Func
  562. {
  563. static final FuncHennaCON _fh_instance = new FuncHennaCON();
  564. static Func getInstance()
  565. {
  566. return _fh_instance;
  567. }
  568. private FuncHennaCON()
  569. {
  570. super(Stats.STAT_CON, 0x10, null);
  571. }
  572. @Override
  573. public void calc(Env env)
  574. {
  575. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  576. L2PcInstance pc = (L2PcInstance) env.player;
  577. if (pc != null) env.value += pc.getHennaStatCON();
  578. }
  579. }
  580. static class FuncHennaWIT extends Func
  581. {
  582. static final FuncHennaWIT _fh_instance = new FuncHennaWIT();
  583. static Func getInstance()
  584. {
  585. return _fh_instance;
  586. }
  587. private FuncHennaWIT()
  588. {
  589. super(Stats.STAT_WIT, 0x10, null);
  590. }
  591. @Override
  592. public void calc(Env env)
  593. {
  594. // L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
  595. L2PcInstance pc = (L2PcInstance) env.player;
  596. if (pc != null) env.value += pc.getHennaStatWIT();
  597. }
  598. }
  599. static class FuncMaxHpAdd extends Func
  600. {
  601. static final FuncMaxHpAdd _fmha_instance = new FuncMaxHpAdd();
  602. static Func getInstance()
  603. {
  604. return _fmha_instance;
  605. }
  606. private FuncMaxHpAdd()
  607. {
  608. super(Stats.MAX_HP, 0x10, null);
  609. }
  610. @Override
  611. public void calc(Env env)
  612. {
  613. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  614. int lvl = env.player.getLevel() - t.classBaseLevel;
  615. double hpmod = t.lvlHpMod * lvl;
  616. double hpmax = (t.lvlHpAdd + hpmod) * lvl;
  617. double hpmin = (t.lvlHpAdd * lvl) + hpmod;
  618. env.value += (hpmax + hpmin) / 2;
  619. }
  620. }
  621. static class FuncMaxHpMul extends Func
  622. {
  623. static final FuncMaxHpMul _fmhm_instance = new FuncMaxHpMul();
  624. static Func getInstance()
  625. {
  626. return _fmhm_instance;
  627. }
  628. private FuncMaxHpMul()
  629. {
  630. super(Stats.MAX_HP, 0x20, null);
  631. }
  632. @Override
  633. public void calc(Env env)
  634. {
  635. L2PcInstance p = (L2PcInstance) env.player;
  636. env.value *= CONbonus[p.getCON()];
  637. }
  638. }
  639. static class FuncMaxCpAdd extends Func
  640. {
  641. static final FuncMaxCpAdd _fmca_instance = new FuncMaxCpAdd();
  642. static Func getInstance()
  643. {
  644. return _fmca_instance;
  645. }
  646. private FuncMaxCpAdd()
  647. {
  648. super(Stats.MAX_CP, 0x10, null);
  649. }
  650. @Override
  651. public void calc(Env env)
  652. {
  653. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  654. int lvl = env.player.getLevel() - t.classBaseLevel;
  655. double cpmod = t.lvlCpMod * lvl;
  656. double cpmax = (t.lvlCpAdd + cpmod) * lvl;
  657. double cpmin = (t.lvlCpAdd * lvl) + cpmod;
  658. env.value += (cpmax + cpmin) / 2;
  659. }
  660. }
  661. static class FuncMaxCpMul extends Func
  662. {
  663. static final FuncMaxCpMul _fmcm_instance = new FuncMaxCpMul();
  664. static Func getInstance()
  665. {
  666. return _fmcm_instance;
  667. }
  668. private FuncMaxCpMul()
  669. {
  670. super(Stats.MAX_CP, 0x20, null);
  671. }
  672. @Override
  673. public void calc(Env env)
  674. {
  675. L2PcInstance p = (L2PcInstance) env.player;
  676. env.value *= CONbonus[p.getCON()];
  677. }
  678. }
  679. static class FuncMaxMpAdd extends Func
  680. {
  681. static final FuncMaxMpAdd _fmma_instance = new FuncMaxMpAdd();
  682. static Func getInstance()
  683. {
  684. return _fmma_instance;
  685. }
  686. private FuncMaxMpAdd()
  687. {
  688. super(Stats.MAX_MP, 0x10, null);
  689. }
  690. @Override
  691. public void calc(Env env)
  692. {
  693. L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
  694. int lvl = env.player.getLevel() - t.classBaseLevel;
  695. double mpmod = t.lvlMpMod * lvl;
  696. double mpmax = (t.lvlMpAdd + mpmod) * lvl;
  697. double mpmin = (t.lvlMpAdd * lvl) + mpmod;
  698. env.value += (mpmax + mpmin) / 2;
  699. }
  700. }
  701. static class FuncMaxMpMul extends Func
  702. {
  703. static final FuncMaxMpMul _fmmm_instance = new FuncMaxMpMul();
  704. static Func getInstance()
  705. {
  706. return _fmmm_instance;
  707. }
  708. private FuncMaxMpMul()
  709. {
  710. super(Stats.MAX_MP, 0x20, null);
  711. }
  712. @Override
  713. public void calc(Env env)
  714. {
  715. L2PcInstance p = (L2PcInstance) env.player;
  716. env.value *= MENbonus[p.getMEN()];
  717. }
  718. }
  719. /**
  720. * Return the period between 2 regenerations task (3s for L2Character, 5 min for L2DoorInstance).<BR><BR>
  721. */
  722. public static int getRegeneratePeriod(L2Character cha)
  723. {
  724. if (cha instanceof L2DoorInstance) return HP_REGENERATE_PERIOD * 100; // 5 mins
  725. return HP_REGENERATE_PERIOD; // 3s
  726. }
  727. /**
  728. * Return the standard NPC Calculator set containing ACCURACY_COMBAT and EVASION_RATE.<BR><BR>
  729. *
  730. * <B><U> Concept</U> :</B><BR><BR>
  731. * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
  732. * In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
  733. *
  734. * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
  735. *
  736. * To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called <B>NPC_STD_CALCULATOR</B>.<BR><BR>
  737. *
  738. */
  739. public static Calculator[] getStdNPCCalculators()
  740. {
  741. Calculator[] std = new Calculator[Stats.NUM_STATS];
  742. // Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
  743. std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
  744. std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());
  745. // Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
  746. std[Stats.EVASION_RATE.ordinal()] = new Calculator();
  747. std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
  748. return std;
  749. }
  750. public static Calculator[] getStdDoorCalculators()
  751. {
  752. Calculator[] std = new Calculator[Stats.NUM_STATS];
  753. // Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
  754. std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
  755. std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());
  756. // Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
  757. std[Stats.EVASION_RATE.ordinal()] = new Calculator();
  758. std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
  759. //SevenSigns PDEF Modifier
  760. std[Stats.POWER_DEFENCE.ordinal()].addFunc(FuncGatesPDefMod.getInstance());
  761. //SevenSigns MDEF Modifier
  762. std[Stats.MAGIC_DEFENCE.ordinal()].addFunc(FuncGatesMDefMod.getInstance());
  763. return std;
  764. }
  765. /**
  766. * Add basics Func objects to L2PcInstance and L2Summon.<BR><BR>
  767. *
  768. * <B><U> Concept</U> :</B><BR><BR>
  769. * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
  770. * In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
  771. *
  772. * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
  773. *
  774. * @param cha L2PcInstance or L2Summon that must obtain basic Func objects
  775. */
  776. public static void addFuncsToNewCharacter(L2Character cha)
  777. {
  778. if (cha instanceof L2PcInstance)
  779. {
  780. cha.addStatFunc(FuncMaxHpAdd.getInstance());
  781. cha.addStatFunc(FuncMaxHpMul.getInstance());
  782. cha.addStatFunc(FuncMaxCpAdd.getInstance());
  783. cha.addStatFunc(FuncMaxCpMul.getInstance());
  784. cha.addStatFunc(FuncMaxMpAdd.getInstance());
  785. cha.addStatFunc(FuncMaxMpMul.getInstance());
  786. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
  787. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_CP_RATE));
  788. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
  789. cha.addStatFunc(FuncBowAtkRange.getInstance());
  790. cha.addStatFunc(FuncCrossBowAtkRange.getInstance());
  791. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_ATTACK));
  792. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_DEFENCE));
  793. //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.MAGIC_DEFENCE));
  794. cha.addStatFunc(FuncPAtkMod.getInstance());
  795. cha.addStatFunc(FuncMAtkMod.getInstance());
  796. cha.addStatFunc(FuncPDefMod.getInstance());
  797. cha.addStatFunc(FuncMDefMod.getInstance());
  798. cha.addStatFunc(FuncAtkCritical.getInstance());
  799. cha.addStatFunc(FuncMAtkCritical.getInstance());
  800. cha.addStatFunc(FuncAtkAccuracy.getInstance());
  801. cha.addStatFunc(FuncAtkEvasion.getInstance());
  802. cha.addStatFunc(FuncPAtkSpeed.getInstance());
  803. cha.addStatFunc(FuncMAtkSpeed.getInstance());
  804. cha.addStatFunc(FuncMoveSpeed.getInstance());
  805. cha.addStatFunc(FuncHennaSTR.getInstance());
  806. cha.addStatFunc(FuncHennaDEX.getInstance());
  807. cha.addStatFunc(FuncHennaINT.getInstance());
  808. cha.addStatFunc(FuncHennaMEN.getInstance());
  809. cha.addStatFunc(FuncHennaCON.getInstance());
  810. cha.addStatFunc(FuncHennaWIT.getInstance());
  811. }
  812. else if (cha instanceof L2PetInstance)
  813. {
  814. cha.addStatFunc(FuncPAtkMod.getInstance());
  815. cha.addStatFunc(FuncMAtkMod.getInstance());
  816. cha.addStatFunc(FuncPDefMod.getInstance());
  817. cha.addStatFunc(FuncMDefMod.getInstance());
  818. }
  819. else if (cha instanceof L2Summon)
  820. {
  821. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
  822. //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
  823. cha.addStatFunc(FuncAtkCritical.getInstance());
  824. cha.addStatFunc(FuncMAtkCritical.getInstance());
  825. cha.addStatFunc(FuncAtkAccuracy.getInstance());
  826. cha.addStatFunc(FuncAtkEvasion.getInstance());
  827. }
  828. }
  829. /**
  830. * Calculate the HP regen rate (base + modifiers).<BR><BR>
  831. */
  832. public static final double calcHpRegen(L2Character cha)
  833. {
  834. double init = cha.getTemplate().baseHpReg;
  835. double hpRegenMultiplier = cha.isRaid() ? Config.RAID_HP_REGEN_MULTIPLIER : Config.HP_REGEN_MULTIPLIER;
  836. double hpRegenBonus = 0;
  837. if (Config.L2JMOD_CHAMPION_ENABLE && cha.isChampion())
  838. hpRegenMultiplier *= Config.L2JMOD_CHAMPION_HP_REGEN;
  839. if (cha instanceof L2PcInstance)
  840. {
  841. L2PcInstance player = (L2PcInstance) cha;
  842. // Calculate correct baseHpReg value for certain level of PC
  843. init += (player.getLevel() > 10) ? ((player.getLevel()-1)/10.0) : 0.5;
  844. // SevenSigns Festival modifier
  845. if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
  846. hpRegenMultiplier *= calcFestivalRegenModifier(player);
  847. else
  848. {
  849. double siegeModifier = calcSiegeRegenModifer(player);
  850. if (siegeModifier > 0) hpRegenMultiplier *= siegeModifier;
  851. }
  852. if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null)
  853. {
  854. int clanHallIndex = player.getClan().getHasHideout();
  855. if (clanHallIndex > 0)
  856. {
  857. ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
  858. if(clansHall != null)
  859. if (clansHall.getFunction(ClanHall.FUNC_RESTORE_HP) != null)
  860. hpRegenMultiplier *= 1+ (double)clansHall.getFunction(ClanHall.FUNC_RESTORE_HP).getLvl()/100;
  861. }
  862. }
  863. if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null)
  864. {
  865. int castleIndex = player.getClan().getHasCastle();
  866. if (castleIndex > 0)
  867. {
  868. Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
  869. if(castle != null)
  870. if (castle.getFunction(Castle.FUNC_RESTORE_HP) != null)
  871. hpRegenMultiplier *= 1+ (double)castle.getFunction(Castle.FUNC_RESTORE_HP).getLvl()/100;
  872. }
  873. }
  874. if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null)
  875. {
  876. int fortIndex = player.getClan().getHasFort();
  877. if (fortIndex > 0)
  878. {
  879. Fort fort = FortManager.getInstance().getFortById(fortIndex);
  880. if (fort != null)
  881. if (fort.getFunction(Fort.FUNC_RESTORE_HP) != null)
  882. hpRegenMultiplier *= 1+ (double)fort.getFunction(Fort.FUNC_RESTORE_HP).getLvl()/100;
  883. }
  884. }
  885. // Mother Tree effect is calculated at last
  886. if (player.isInsideZone(L2Character.ZONE_MOTHERTREE)) hpRegenBonus += 2;
  887. // Calculate Movement bonus
  888. if (player.isSitting()) hpRegenMultiplier *= 1.5; // Sitting
  889. else if (!player.isMoving()) hpRegenMultiplier *= 1.1; // Staying
  890. else if (player.isRunning()) hpRegenMultiplier *= 0.7; // Running
  891. // Add CON bonus
  892. init *= cha.getLevelMod() * CONbonus[cha.getCON()];
  893. }
  894. if (init < 1) init = 1;
  895. return cha.calcStat(Stats.REGENERATE_HP_RATE, init, null, null) * hpRegenMultiplier + hpRegenBonus;
  896. }
  897. /**
  898. * Calculate the MP regen rate (base + modifiers).<BR><BR>
  899. */
  900. public static final double calcMpRegen(L2Character cha)
  901. {
  902. double init = cha.getTemplate().baseMpReg;
  903. double mpRegenMultiplier = cha.isRaid() ? Config.RAID_MP_REGEN_MULTIPLIER : Config.MP_REGEN_MULTIPLIER;
  904. double mpRegenBonus = 0;
  905. if (cha instanceof L2PcInstance)
  906. {
  907. L2PcInstance player = (L2PcInstance) cha;
  908. // Calculate correct baseMpReg value for certain level of PC
  909. init += 0.3*((player.getLevel()-1)/10.0);
  910. // SevenSigns Festival modifier
  911. if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
  912. mpRegenMultiplier *= calcFestivalRegenModifier(player);
  913. // Mother Tree effect is calculated at last
  914. if (player.isInsideZone(L2Character.ZONE_MOTHERTREE)) mpRegenBonus += 1;
  915. if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null)
  916. {
  917. int clanHallIndex = player.getClan().getHasHideout();
  918. if (clanHallIndex > 0)
  919. {
  920. ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
  921. if(clansHall != null)
  922. if (clansHall.getFunction(ClanHall.FUNC_RESTORE_MP) != null)
  923. mpRegenMultiplier *= 1+ (double)clansHall.getFunction(ClanHall.FUNC_RESTORE_MP).getLvl()/100;
  924. }
  925. }
  926. if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null)
  927. {
  928. int castleIndex = player.getClan().getHasCastle();
  929. if (castleIndex > 0)
  930. {
  931. Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
  932. if(castle != null)
  933. if (castle.getFunction(Castle.FUNC_RESTORE_MP) != null)
  934. mpRegenMultiplier *= 1+ (double)castle.getFunction(Castle.FUNC_RESTORE_MP).getLvl()/100;
  935. }
  936. }
  937. if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null)
  938. {
  939. int fortIndex = player.getClan().getHasFort();
  940. if (fortIndex > 0)
  941. {
  942. Fort fort = FortManager.getInstance().getFortById(fortIndex);
  943. if(fort != null)
  944. if (fort.getFunction(Fort.FUNC_RESTORE_MP) != null)
  945. mpRegenMultiplier *= 1+ (double)fort.getFunction(Fort.FUNC_RESTORE_MP).getLvl()/100;
  946. }
  947. }
  948. // Calculate Movement bonus
  949. if (player.isSitting()) mpRegenMultiplier *= 1.5; // Sitting
  950. else if (!player.isMoving()) mpRegenMultiplier *= 1.1; // Staying
  951. else if (player.isRunning()) mpRegenMultiplier *= 0.7; // Running
  952. // Add MEN bonus
  953. init *= cha.getLevelMod() * MENbonus[cha.getMEN()];
  954. }
  955. if (init < 1) init = 1;
  956. return cha.calcStat(Stats.REGENERATE_MP_RATE, init, null, null) * mpRegenMultiplier + mpRegenBonus;
  957. }
  958. /**
  959. * Calculate the CP regen rate (base + modifiers).<BR><BR>
  960. */
  961. public static final double calcCpRegen(L2Character cha)
  962. {
  963. double init = cha.getTemplate().baseHpReg;
  964. double cpRegenMultiplier = Config.CP_REGEN_MULTIPLIER;
  965. double cpRegenBonus = 0;
  966. if (cha instanceof L2PcInstance)
  967. {
  968. L2PcInstance player = (L2PcInstance) cha;
  969. // Calculate correct baseHpReg value for certain level of PC
  970. init += (player.getLevel() > 10) ? ((player.getLevel()-1)/10.0) : 0.5;
  971. // Calculate Movement bonus
  972. if (player.isSitting()) cpRegenMultiplier *= 1.5; // Sitting
  973. else if (!player.isMoving()) cpRegenMultiplier *= 1.1; // Staying
  974. else if (player.isRunning()) cpRegenMultiplier *= 0.7; // Running
  975. } else
  976. {
  977. // Calculate Movement bonus
  978. if (!cha.isMoving()) cpRegenMultiplier *= 1.1; // Staying
  979. else if (cha.isRunning()) cpRegenMultiplier *= 0.7; // Running
  980. }
  981. // Apply CON bonus
  982. init *= cha.getLevelMod() * CONbonus[cha.getCON()];
  983. if (init < 1) init = 1;
  984. return cha.calcStat(Stats.REGENERATE_CP_RATE, init, null, null) * cpRegenMultiplier + cpRegenBonus;
  985. }
  986. @SuppressWarnings("deprecation")
  987. public static final double calcFestivalRegenModifier(L2PcInstance activeChar)
  988. {
  989. final int[] festivalInfo = SevenSignsFestival.getInstance().getFestivalForPlayer(activeChar);
  990. final int oracle = festivalInfo[0];
  991. final int festivalId = festivalInfo[1];
  992. int[] festivalCenter;
  993. // If the player isn't found in the festival, leave the regen rate as it is.
  994. if (festivalId < 0) return 0;
  995. // Retrieve the X and Y coords for the center of the festival arena the player is in.
  996. if (oracle == SevenSigns.CABAL_DAWN) festivalCenter = SevenSignsFestival.FESTIVAL_DAWN_PLAYER_SPAWNS[festivalId];
  997. else festivalCenter = SevenSignsFestival.FESTIVAL_DUSK_PLAYER_SPAWNS[festivalId];
  998. // Check the distance between the player and the player spawn point, in the center of the arena.
  999. double distToCenter = activeChar.getDistance(festivalCenter[0], festivalCenter[1]);
  1000. if (Config.DEBUG)
  1001. _log.info("Distance: " + distToCenter + ", RegenMulti: " + (distToCenter * 2.5) / 50);
  1002. return 1.0 - (distToCenter * 0.0005); // Maximum Decreased Regen of ~ -65%;
  1003. }
  1004. public static final double calcSiegeRegenModifer(L2PcInstance activeChar)
  1005. {
  1006. if (activeChar == null || activeChar.getClan() == null) return 0;
  1007. Siege siege = SiegeManager.getInstance().getSiege(activeChar.getPosition().getX(),
  1008. activeChar.getPosition().getY(),
  1009. activeChar.getPosition().getZ());
  1010. if (siege == null || !siege.getIsInProgress()) return 0;
  1011. L2SiegeClan siegeClan = siege.getAttackerClan(activeChar.getClan().getClanId());
  1012. if (siegeClan == null || siegeClan.getFlag().isEmpty()
  1013. || !Util.checkIfInRange(200, activeChar, siegeClan.getFlag().get(0), true)) return 0;
  1014. return 1.5; // If all is true, then modifer will be 50% more
  1015. }
  1016. /** Calculate blow damage based on cAtk */
  1017. public static double calcBlowDamage(L2Character attacker, L2Character target, L2Skill skill, byte shld, boolean ss)
  1018. {
  1019. double power = skill.getPower();
  1020. double damage = attacker.getPAtk(target);
  1021. damage *= calcElemental(attacker, target, skill);
  1022. damage+=calcValakasAttribute(attacker, target, skill);
  1023. double defence = target.getPDef(attacker);
  1024. if(ss)
  1025. damage *= 2.;
  1026. switch(shld)
  1027. {
  1028. case SHIELD_DEFENSE_SUCCEED:
  1029. defence += target.getShldDef();
  1030. break;
  1031. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1032. return 1;
  1033. }
  1034. if(ss && skill.getSSBoost()>0)
  1035. power *= skill.getSSBoost();
  1036. damage = (attacker.calcStat(Stats.CRITICAL_DAMAGE, (damage+power), target, skill)
  1037. + (attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 6.5))
  1038. * (target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, skill));
  1039. // get the natural vulnerability for the template
  1040. if (target instanceof L2Npc)
  1041. {
  1042. damage *= ((L2Npc) target).getTemplate().getVulnerability(Stats.DAGGER_WPN_VULN);
  1043. }
  1044. // get the vulnerability for the instance due to skills (buffs, passives, toggles, etc)
  1045. damage = target.calcStat(Stats.DAGGER_WPN_VULN, damage, target, null);
  1046. damage *= 70. / defence;
  1047. damage += Rnd.get() * attacker.getRandomDamage(target);
  1048. // Dmg bonusses in PvP fight
  1049. if((attacker instanceof L2Playable)
  1050. && (target instanceof L2Playable))
  1051. {
  1052. if(skill == null)
  1053. damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
  1054. else
  1055. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1056. }
  1057. return damage < 1 ? 1. : damage;
  1058. }
  1059. /** Calculated damage caused by ATTACK of attacker on target,
  1060. * called separatly for each weapon, if dual-weapon is used.
  1061. *
  1062. * @param attacker player or NPC that makes ATTACK
  1063. * @param target player or NPC, target of ATTACK
  1064. * @param miss one of ATTACK_XXX constants
  1065. * @param crit if the ATTACK have critical success
  1066. * @param dual if dual weapon is used
  1067. * @param ss if weapon item was charged by soulshot
  1068. * @return damage points
  1069. */
  1070. public static final double calcPhysDam(L2Character attacker, L2Character target, L2Skill skill,
  1071. byte shld, boolean crit, boolean dual, boolean ss)
  1072. {
  1073. double damage = attacker.getPAtk(target);
  1074. double defence = target.getPDef(attacker);
  1075. damage *= calcElemental(attacker, target, skill);
  1076. damage+=calcValakasAttribute(attacker, target, skill);
  1077. switch (shld)
  1078. {
  1079. case SHIELD_DEFENSE_SUCCEED:
  1080. if (!Config.ALT_GAME_SHIELD_BLOCKS)
  1081. defence += target.getShldDef();
  1082. break;
  1083. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1084. return 1.;
  1085. }
  1086. if (ss) damage *= 2;
  1087. if (skill != null)
  1088. {
  1089. double skillpower = skill.getPower(attacker);
  1090. float ssboost = skill.getSSBoost();
  1091. if (ssboost <= 0)
  1092. damage += skillpower;
  1093. else if (ssboost > 0)
  1094. {
  1095. if (ss)
  1096. {
  1097. skillpower *= ssboost;
  1098. damage += skillpower;
  1099. }
  1100. else
  1101. damage += skillpower;
  1102. }
  1103. }
  1104. // defence modifier depending of the attacker weapon
  1105. L2Weapon weapon = attacker.getActiveWeaponItem();
  1106. Stats stat = null;
  1107. if (weapon != null && !attacker.isTransformed())
  1108. {
  1109. switch (weapon.getItemType())
  1110. {
  1111. case BOW:
  1112. stat = Stats.BOW_WPN_VULN;
  1113. break;
  1114. case CROSSBOW:
  1115. stat = Stats.CROSSBOW_WPN_VULN;
  1116. break;
  1117. case BLUNT:
  1118. stat = Stats.BLUNT_WPN_VULN;
  1119. break;
  1120. case DAGGER:
  1121. stat = Stats.DAGGER_WPN_VULN;
  1122. break;
  1123. case DUAL:
  1124. stat = Stats.DUAL_WPN_VULN;
  1125. break;
  1126. case DUALFIST:
  1127. stat = Stats.DUALFIST_WPN_VULN;
  1128. break;
  1129. case ETC:
  1130. stat = Stats.ETC_WPN_VULN;
  1131. break;
  1132. case FIST:
  1133. stat = Stats.FIST_WPN_VULN;
  1134. break;
  1135. case POLE:
  1136. stat = Stats.POLE_WPN_VULN;
  1137. break;
  1138. case SWORD:
  1139. stat = Stats.SWORD_WPN_VULN;
  1140. break;
  1141. case BIGSWORD:
  1142. stat = Stats.BIGSWORD_WPN_VULN;
  1143. break;
  1144. case BIGBLUNT:
  1145. stat = Stats.BIGBLUNT_WPN_VULN;
  1146. break;
  1147. case DUAL_DAGGER:
  1148. stat = Stats.DUALDAGGER_WPN_VULN;
  1149. break;
  1150. case RAPIER:
  1151. stat = Stats.RAPIER_WPN_VULN;
  1152. break;
  1153. case ANCIENT_SWORD:
  1154. stat = Stats.ANCIENT_WPN_VULN;
  1155. break;
  1156. }
  1157. }
  1158. /*if (shld && !Config.ALT_GAME_SHIELD_BLOCKS)
  1159. {
  1160. defence += target.getShldDef();
  1161. }*/
  1162. //if (!(attacker instanceof L2RaidBossInstance) &&
  1163. /*
  1164. if ((attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance))
  1165. {
  1166. if (attacker instanceof L2RaidBossInstance) damage *= 1; // was 10 changed for temp fix
  1167. // else
  1168. // damage *= 2;
  1169. // if (attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance){
  1170. //damage = damage * attacker.getSTR() * attacker.getAccuracy() * 0.05 / defence;
  1171. // damage = damage * attacker.getSTR()* (attacker.getSTR() + attacker.getLevel()) * 0.025 / defence;
  1172. // damage += _rnd.nextDouble() * damage / 10 ;
  1173. }
  1174. */
  1175. // else {
  1176. //if (skill == null)
  1177. if (crit)
  1178. {
  1179. //Finally retail like formula
  1180. damage = 2 * attacker.calcStat(Stats.CRITICAL_DAMAGE, 1, target, skill) * target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, null) * (70 * damage / defence);
  1181. //Crit dmg add is almost useless in normal hits...
  1182. damage += (attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 70 / defence);
  1183. }
  1184. else
  1185. damage = 70 * damage / defence;
  1186. // In C5 summons make 10 % less dmg in PvP.
  1187. if (attacker instanceof L2Summon && target instanceof L2PcInstance)
  1188. damage *= 0.9;
  1189. if (stat != null)
  1190. {
  1191. // get the vulnerability due to skills (buffs, passives, toggles, etc)
  1192. damage = target.calcStat(stat, damage, target, null);
  1193. if (target instanceof L2Npc)
  1194. {
  1195. // get the natural vulnerability for the template
  1196. damage *= ((L2Npc) target).getTemplate().getVulnerability(stat);
  1197. }
  1198. }
  1199. damage += Rnd.nextDouble() * damage / 10;
  1200. // damage += _rnd.nextDouble()* attacker.getRandomDamage(target);
  1201. // }
  1202. if (shld > 0 && Config.ALT_GAME_SHIELD_BLOCKS)
  1203. {
  1204. damage -= target.getShldDef();
  1205. if (damage < 0) damage = 0;
  1206. }
  1207. if (target instanceof L2Npc)
  1208. {
  1209. switch (((L2Npc) target).getTemplate().getRace())
  1210. {
  1211. case BEAST:
  1212. damage *= attacker.getPAtkMonsters(target);
  1213. break;
  1214. case ANIMAL:
  1215. damage *= attacker.getPAtkAnimals(target);
  1216. break;
  1217. case PLANT:
  1218. damage *= attacker.getPAtkPlants(target);
  1219. break;
  1220. case DRAGON:
  1221. damage *= attacker.getPAtkDragons(target);
  1222. break;
  1223. case BUG:
  1224. damage *= attacker.getPAtkInsects(target);
  1225. break;
  1226. case GIANT:
  1227. damage *= attacker.getPAtkGiants(target);
  1228. break;
  1229. default:
  1230. // nothing
  1231. break;
  1232. }
  1233. }
  1234. if (damage > 0 && damage < 1)
  1235. {
  1236. damage = 1;
  1237. }
  1238. else if (damage < 0)
  1239. {
  1240. damage = 0;
  1241. }
  1242. // Dmg bonusses in PvP fight
  1243. if((attacker instanceof L2Playable)
  1244. && (target instanceof L2Playable))
  1245. {
  1246. if(skill == null)
  1247. damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
  1248. else
  1249. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1250. }
  1251. return damage;
  1252. }
  1253. public static final double calcMagicDam(L2Character attacker, L2Character target, L2Skill skill,
  1254. byte shld, boolean ss, boolean bss, boolean mcrit)
  1255. {
  1256. double mAtk = attacker.getMAtk(target, skill);
  1257. double mDef = target.getMDef(attacker, skill);
  1258. switch (shld)
  1259. {
  1260. case SHIELD_DEFENSE_SUCCEED:
  1261. mDef += target.getShldDef(); // kamael
  1262. break;
  1263. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1264. return 1;
  1265. }
  1266. if (bss) mAtk *= 4;
  1267. else if (ss) mAtk *= 2;
  1268. double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower(attacker);
  1269. damage *= calcElemental(attacker, target, skill);
  1270. // In C5 summons make 10 % less dmg in PvP.
  1271. if(attacker instanceof L2Summon && target instanceof L2PcInstance) damage *= 0.9;
  1272. // if(attacker instanceof L2PcInstance && target instanceof L2PcInstance) damage *= 0.9; // PvP modifier (-10%)
  1273. // Failure calculation
  1274. if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(attacker, target, skill))
  1275. {
  1276. if (attacker instanceof L2PcInstance)
  1277. {
  1278. if (calcMagicSuccess(attacker, target, skill)
  1279. && (target.getLevel() - attacker.getLevel()) <= 9)
  1280. {
  1281. if (skill.getSkillType() == L2SkillType.DRAIN)
  1282. attacker.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
  1283. else
  1284. attacker.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));
  1285. damage /= 2;
  1286. }
  1287. else
  1288. {
  1289. SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
  1290. sm.addCharName(target);
  1291. sm.addSkillName(skill);
  1292. attacker.sendPacket(sm);
  1293. damage = 1;
  1294. }
  1295. }
  1296. if (target instanceof L2PcInstance)
  1297. {
  1298. if (skill.getSkillType() == L2SkillType.DRAIN)
  1299. {
  1300. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
  1301. sm.addCharName(attacker);
  1302. target.sendPacket(sm);
  1303. }
  1304. else
  1305. {
  1306. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
  1307. sm.addCharName(attacker);
  1308. target.sendPacket(sm);
  1309. }
  1310. }
  1311. }
  1312. else if (mcrit) damage *= 3;
  1313. damage += Rnd.get() * attacker.getRandomDamage(target);
  1314. // Pvp bonusses for dmg
  1315. if((attacker instanceof L2Playable)
  1316. && (target instanceof L2Playable))
  1317. {
  1318. if(skill.isMagic())
  1319. damage *= attacker.calcStat(Stats.PVP_MAGICAL_DMG, 1, null, null);
  1320. else
  1321. damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
  1322. }
  1323. //random magic damage
  1324. float rnd = Rnd.get(-20,20)/100+1;
  1325. damage *= rnd;
  1326. // CT2.3 general magic vuln
  1327. damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);
  1328. return damage;
  1329. }
  1330. public static final double calcMagicDam(L2CubicInstance attacker, L2Character target, L2Skill skill, boolean mcrit, byte shld)
  1331. {
  1332. double mAtk = attacker.getMAtk();
  1333. double mDef = target.getMDef(attacker.getOwner(), skill);
  1334. switch (shld)
  1335. {
  1336. case SHIELD_DEFENSE_SUCCEED:
  1337. mDef += target.getShldDef(); // kamael
  1338. break;
  1339. case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
  1340. return 1;
  1341. }
  1342. double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower();
  1343. L2PcInstance owner = attacker.getOwner();
  1344. damage *= calcElemental(owner, target, skill);
  1345. // Failure calculation
  1346. if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(owner, target, skill))
  1347. {
  1348. if (calcMagicSuccess(owner, target, skill) && (target.getLevel() - skill.getMagicLevel()) <= 9){
  1349. if (skill.getSkillType() == L2SkillType.DRAIN)
  1350. owner.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
  1351. else
  1352. owner.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));
  1353. damage /= 2;
  1354. }
  1355. else
  1356. {
  1357. SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
  1358. sm.addCharName(target);
  1359. sm.addSkillName(skill);
  1360. owner.sendPacket(sm);
  1361. damage = 1;
  1362. }
  1363. if (target instanceof L2PcInstance)
  1364. {
  1365. if (skill.getSkillType() == L2SkillType.DRAIN)
  1366. {
  1367. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
  1368. sm.addCharName(owner);
  1369. target.sendPacket(sm);
  1370. }
  1371. else
  1372. {
  1373. SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
  1374. sm.addCharName(owner);
  1375. target.sendPacket(sm);
  1376. }
  1377. }
  1378. }
  1379. else if (mcrit) damage *= 3;
  1380. // CT2.3 general magic vuln
  1381. damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);
  1382. return damage;
  1383. }
  1384. /** Returns true in case of critical hit */
  1385. public static final boolean calcCrit(double rate, L2Character target)
  1386. {
  1387. final boolean success = rate > Rnd.get(1000);
  1388. // support for critical damage evasion
  1389. if (success)
  1390. {
  1391. if (target == null)
  1392. return true; // no effect
  1393. return target.getStat().calcStat(Stats.CRIT_DAMAGE_EVASION, 100, null, null) > Rnd.get(100);
  1394. }
  1395. return success;
  1396. }
  1397. /** Calculate value of blow success */
  1398. public static final boolean calcBlow(L2Character activeChar, L2Character target, int chance)
  1399. {
  1400. return activeChar.calcStat(Stats.BLOW_RATE, chance*(1.0+(activeChar.getDEX()-20)/100), target, null)>Rnd.get(100);
  1401. }
  1402. /** Calculate value of lethal chance */
  1403. public static final double calcLethal(L2Character activeChar, L2Character target, int baseLethal, int magiclvl)
  1404. {
  1405. double chance = 0;
  1406. if (magiclvl > 0)
  1407. {
  1408. int delta = ((magiclvl + activeChar.getLevel()) / 2) - 1 - target.getLevel();
  1409. // delta [-3,infinite)
  1410. if (delta >= -3)
  1411. {
  1412. chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
  1413. }
  1414. // delta [-9, -3[
  1415. else if (delta < -3 && delta >= -9)
  1416. {
  1417. // baseLethal
  1418. // chance = -1 * -----------
  1419. // (delta / 3)
  1420. chance = (-3) * (baseLethal / (delta));
  1421. }
  1422. //delta [-infinite,-9[
  1423. else
  1424. {
  1425. chance = baseLethal / 15;
  1426. }
  1427. }
  1428. else
  1429. {
  1430. chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
  1431. }
  1432. return 10 * activeChar.calcStat(Stats.LETHAL_RATE, chance, target, null);
  1433. }
  1434. public static final boolean calcLethalHit(L2Character activeChar, L2Character target, L2Skill skill)
  1435. {
  1436. if (!target.isRaid()
  1437. && !(target instanceof L2DoorInstance)
  1438. && !(target instanceof L2Npc && ((L2Npc) target).getNpcId() == 35062))
  1439. {
  1440. int chance = Rnd.get(1000);
  1441. //activeChar.sendMessage(Double.toString(chance));
  1442. //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel())));
  1443. //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel())));
  1444. // 2nd lethal effect activate (cp,hp to 1 or if target is npc then hp to 1)
  1445. if (skill.getLethalChance2() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel()))
  1446. {
  1447. if (target instanceof L2Npc)
  1448. target.reduceCurrentHp(target.getCurrentHp() - 1, activeChar, skill);
  1449. else if (target instanceof L2PcInstance) // If is a active player set his HP and CP to 1
  1450. {
  1451. L2PcInstance player = (L2PcInstance) target;
  1452. if (!player.isInvul())
  1453. {
  1454. if (!(activeChar instanceof L2PcInstance &&
  1455. (((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
  1456. {
  1457. player.setCurrentHp(1);
  1458. player.setCurrentCp(1);
  1459. player.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE_SUCCESSFUL));
  1460. }
  1461. }
  1462. }
  1463. activeChar.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE));
  1464. }
  1465. else if (skill.getLethalChance1() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel()))
  1466. {
  1467. if (target instanceof L2PcInstance)
  1468. {
  1469. L2PcInstance player = (L2PcInstance) target;
  1470. if (!player.isInvul())
  1471. {
  1472. if (!(activeChar instanceof L2PcInstance &&
  1473. (((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
  1474. {
  1475. player.setCurrentCp(1); // Set CP to 1
  1476. player.sendPacket(new SystemMessage(SystemMessageId.CP_DISAPPEARS_WHEN_HIT_WITH_A_HALF_KILL_SKILL));
  1477. }
  1478. }
  1479. }
  1480. else if (target instanceof L2Npc) // If is a monster remove first damage and after 50% of current hp
  1481. target.reduceCurrentHp(target.getCurrentHp() / 2, activeChar, skill);
  1482. activeChar.sendPacket(new SystemMessage(SystemMessageId.HALF_KILL));
  1483. }
  1484. else
  1485. return false;
  1486. }
  1487. else
  1488. return false;
  1489. return true;
  1490. }
  1491. public static final boolean calcMCrit(double mRate)
  1492. {
  1493. return mRate > Rnd.get(1000);
  1494. }
  1495. /** Returns true in case when ATTACK is canceled due to hit */
  1496. public static final boolean calcAtkBreak(L2Character target, double dmg)
  1497. {
  1498. if (target.getFusionSkill() != null)
  1499. return true;
  1500. double init = 0;
  1501. if (Config.ALT_GAME_CANCEL_CAST && target.isCastingNow()) init = 15;
  1502. if (Config.ALT_GAME_CANCEL_BOW && target.isAttackingNow())
  1503. {
  1504. L2Weapon wpn = target.getActiveWeaponItem();
  1505. if (wpn != null && wpn.getItemType() == L2WeaponType.BOW) init = 15;
  1506. }
  1507. if (target.isRaid() || target.isInvul() || init <= 0) return false; // No attack break
  1508. // Chance of break is higher with higher dmg
  1509. init += Math.sqrt(13*dmg);
  1510. // Chance is affected by target MEN
  1511. init -= (MENbonus[target.getMEN()] * 100 - 100);
  1512. // Calculate all modifiers for ATTACK_CANCEL
  1513. double rate = target.calcStat(Stats.ATTACK_CANCEL, init, null, null);
  1514. // Adjust the rate to be between 1 and 99
  1515. if (rate > 99) rate = 99;
  1516. else if (rate < 1) rate = 1;
  1517. return Rnd.get(100) < rate;
  1518. }
  1519. /** Calculate delay (in milliseconds) before next ATTACK */
  1520. public static final int calcPAtkSpd(L2Character attacker, L2Character target, double rate)
  1521. {
  1522. // measured Oct 2006 by Tank6585, formula by Sami
  1523. // attack speed 312 equals 1500 ms delay... (or 300 + 40 ms delay?)
  1524. if(rate < 2) return 2700;
  1525. else return (int)(470000/rate);
  1526. }
  1527. /** Calculate delay (in milliseconds) for skills cast */
  1528. public static final int calcAtkSpd(L2Character attacker, L2Skill skill, double skillTime)
  1529. {
  1530. if (skill.isMagic()) return (int) (skillTime * 333 / attacker.getMAtkSpd());
  1531. return (int) (skillTime * 333 / attacker.getPAtkSpd());
  1532. }
  1533. /** Returns true if hit missed (target evaded)
  1534. * Formula based on http://l2p.l2wh.com/nonskillattacks.html
  1535. **/
  1536. public static boolean calcHitMiss(L2Character attacker, L2Character target)
  1537. {
  1538. int delta = attacker.getAccuracy() - target.getEvasionRate(attacker);
  1539. int chance;
  1540. if (delta >= 10) chance = 980;
  1541. else
  1542. {
  1543. switch (delta)
  1544. {
  1545. case 9: chance = 975; break;
  1546. case 8: chance = 970; break;
  1547. case 7: chance = 965; break;
  1548. case 6: chance = 960; break;
  1549. case 5: chance = 955; break;
  1550. case 4: chance = 945; break;
  1551. case 3: chance = 935; break;
  1552. case 2: chance = 925; break;
  1553. case 1: chance = 915; break;
  1554. case 0: chance = 905; break;
  1555. case -1: chance = 890; break;
  1556. case -2: chance = 875; break;
  1557. case -3: chance = 860; break;
  1558. case -4: chance = 845; break;
  1559. case -5: chance = 830; break;
  1560. case -6: chance = 815; break;
  1561. case -7: chance = 800; break;
  1562. case -8: chance = 785; break;
  1563. case -9: chance = 770; break;
  1564. case -10: chance = 755; break;
  1565. case -11: chance = 735; break;
  1566. case -12: chance = 715; break;
  1567. case -13: chance = 695; break;
  1568. case -14: chance = 675; break;
  1569. case -15: chance = 655; break;
  1570. case -16: chance = 625; break;
  1571. case -17: chance = 595; break;
  1572. case -18: chance = 565; break;
  1573. case -19: chance = 535; break;
  1574. case -20: chance = 505; break;
  1575. case -21: chance = 455; break;
  1576. case -22: chance = 405; break;
  1577. case -23: chance = 355; break;
  1578. case -24: chance = 305; break;
  1579. default: chance = 275;
  1580. }
  1581. if(!attacker.isInFrontOfTarget())
  1582. {
  1583. if(attacker.isBehindTarget())
  1584. chance *= 1.2;
  1585. else // side
  1586. chance *= 1.1;
  1587. if (chance > 980)
  1588. chance = 980;
  1589. }
  1590. }
  1591. return chance < Rnd.get(1000);
  1592. }
  1593. /**
  1594. * Returns:<br>
  1595. * 0 = shield defense doesn't succeed<br>
  1596. * 1 = shield defense succeed<br>
  1597. * 2 = perfect block<br>
  1598. *
  1599. * @param attacker
  1600. * @param target
  1601. * @param sendSysMsg
  1602. * @return
  1603. */
  1604. public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill, boolean sendSysMsg)
  1605. {
  1606. if (skill != null && skill.ignoreShield())
  1607. return 0;
  1608. double shldRate = target.calcStat(Stats.SHIELD_RATE, 0, attacker, null)
  1609. * DEXbonus[target.getDEX()];
  1610. if (shldRate == 0.0) return 0;
  1611. int degreeside = (int)target.calcStat(Stats.SHIELD_DEFENCE_ANGLE, 0, null, null) + 120;
  1612. if (degreeside < 360 && (!target.isFacing(attacker, degreeside)))
  1613. {
  1614. return 0;
  1615. }
  1616. byte shldSuccess = SHIELD_DEFENSE_FAILED;
  1617. // if attacker
  1618. // if attacker use bow and target wear shield, shield block rate is multiplied by 1.3 (30%)
  1619. L2Weapon at_weapon = attacker.getActiveWeaponItem();
  1620. if (at_weapon != null && at_weapon.getItemType() == L2WeaponType.BOW)
  1621. shldRate *= 1.3;
  1622. if (shldRate > 0 && 100 - Config.ALT_PERFECT_SHLD_BLOCK < Rnd.get(100))
  1623. {
  1624. shldSuccess = SHIELD_DEFENSE_PERFECT_BLOCK;
  1625. }
  1626. else if (shldRate > Rnd.get(100))
  1627. {
  1628. shldSuccess = SHIELD_DEFENSE_SUCCEED;
  1629. }
  1630. if (sendSysMsg && target instanceof L2PcInstance)
  1631. {
  1632. L2PcInstance enemy = (L2PcInstance)target;
  1633. switch (shldSuccess)
  1634. {
  1635. case SHIELD_DEFENSE_SUCCEED:
  1636. enemy.sendPacket(new SystemMessage(SystemMessageId.SHIELD_DEFENCE_SUCCESSFULL));
  1637. break;
  1638. case SHIELD_DEFENSE_PERFECT_BLOCK:
  1639. enemy.sendPacket(new SystemMessage(SystemMessageId.YOUR_EXCELLENT_SHIELD_DEFENSE_WAS_A_SUCCESS));
  1640. break;
  1641. }
  1642. }
  1643. return shldSuccess;
  1644. }
  1645. public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill)
  1646. {
  1647. return calcShldUse(attacker, target, skill, true);
  1648. }
  1649. public static byte calcShldUse(L2Character attacker, L2Character target)
  1650. {
  1651. return calcShldUse(attacker, target, null, true);
  1652. }
  1653. public static boolean calcMagicAffected(L2Character actor, L2Character target, L2Skill skill)
  1654. {
  1655. // TODO: CHECK/FIX THIS FORMULA UP!!
  1656. L2SkillType type = skill.getSkillType();
  1657. double defence = 0;
  1658. if (skill.isActive() && skill.isOffensive() && !skill.isNeutral())
  1659. defence = target.getMDef(actor, skill);
  1660. double attack = 2 * actor.getMAtk(target, skill) * calcSkillVulnerability(actor, target, skill);
  1661. double d = (attack - defence)/(attack + defence);
  1662. if (target.isRaid())
  1663. {
  1664. switch (type)
  1665. {
  1666. case CONFUSION:
  1667. case MUTE:
  1668. case PARALYZE:
  1669. case ROOT:
  1670. case FEAR:
  1671. case SLEEP:
  1672. case STUN:
  1673. case DEBUFF:
  1674. case AGGDEBUFF:
  1675. if ( d > 0 && Rnd.get(1000) == 1)
  1676. return true;
  1677. else
  1678. return false;
  1679. }
  1680. }
  1681. d += 0.5 * Rnd.nextGaussian();
  1682. return d > 0;
  1683. }
  1684. public static double calcSkillVulnerability(L2Character attacker, L2Character target, L2Skill skill)
  1685. {
  1686. double multiplier = 1; // initialize...
  1687. // Get the skill type to calculate its effect in function of base stats
  1688. // of the L2Character target
  1689. if (skill != null)
  1690. {
  1691. // first, get the natural template vulnerability values for the target
  1692. Stats stat = skill.getStat();
  1693. if (stat != null)
  1694. {
  1695. switch (stat)
  1696. {
  1697. case AGGRESSION:
  1698. multiplier *= target.getTemplate().baseAggressionVuln;
  1699. break;
  1700. case BLEED:
  1701. multiplier *= target.getTemplate().baseBleedVuln;
  1702. break;
  1703. case POISON:
  1704. multiplier *= target.getTemplate().basePoisonVuln;
  1705. break;
  1706. case STUN:
  1707. multiplier *= target.getTemplate().baseStunVuln;
  1708. break;
  1709. case ROOT:
  1710. multiplier *= target.getTemplate().baseRootVuln;
  1711. break;
  1712. case MOVEMENT:
  1713. multiplier *= target.getTemplate().baseMovementVuln;
  1714. break;
  1715. case CONFUSION:
  1716. multiplier *= target.getTemplate().baseConfusionVuln;
  1717. break;
  1718. case SLEEP:
  1719. multiplier *= target.getTemplate().baseSleepVuln;
  1720. break;
  1721. }
  1722. }
  1723. if (skill.getElement() > 0)
  1724. multiplier *= calcElemental(attacker, target, skill);
  1725. // Finally, calculate skilltype vulnerabilities
  1726. L2SkillType type = skill.getSkillType();
  1727. // For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
  1728. if (type != null && (type == L2SkillType.PDAM || type == L2SkillType.MDAM))
  1729. type = skill.getEffectType();
  1730. multiplier = calcSkillTypeVulnerability(multiplier, target, type);
  1731. }
  1732. return multiplier;
  1733. }
  1734. public static double calcSkillTypeVulnerability(double multiplier, L2Character target, L2SkillType type)
  1735. {
  1736. if (type != null)
  1737. {
  1738. switch (type)
  1739. {
  1740. case BLEED:
  1741. multiplier = target.calcStat(Stats.BLEED_VULN, multiplier, target, null);
  1742. break;
  1743. case POISON:
  1744. multiplier = target.calcStat(Stats.POISON_VULN, multiplier, target, null);
  1745. break;
  1746. case STUN:
  1747. multiplier = target.calcStat(Stats.STUN_VULN, multiplier, target, null);
  1748. break;
  1749. case PARALYZE:
  1750. multiplier = target.calcStat(Stats.PARALYZE_VULN, multiplier, target, null);
  1751. break;
  1752. case ROOT:
  1753. multiplier = target.calcStat(Stats.ROOT_VULN, multiplier, target, null);
  1754. break;
  1755. case SLEEP:
  1756. multiplier = target.calcStat(Stats.SLEEP_VULN, multiplier, target, null);
  1757. break;
  1758. case MUTE:
  1759. case FEAR:
  1760. case BETRAY:
  1761. case AGGREDUCE_CHAR:
  1762. multiplier = target.calcStat(Stats.DERANGEMENT_VULN, multiplier, target, null);
  1763. break;
  1764. case CONFUSION:
  1765. case CONFUSE_MOB_ONLY:
  1766. multiplier = target.calcStat(Stats.CONFUSION_VULN, multiplier, target, null);
  1767. break;
  1768. case DEBUFF:
  1769. case WEAKNESS:
  1770. multiplier = target.calcStat(Stats.DEBUFF_VULN, multiplier, target, null);
  1771. break;
  1772. case BUFF:
  1773. multiplier = target.calcStat(Stats.BUFF_VULN, multiplier, target, null);
  1774. break;
  1775. default:
  1776. }
  1777. }
  1778. return multiplier;
  1779. }
  1780. public static double calcSkillProficiency(L2Skill skill, L2Character attacker, L2Character target)
  1781. {
  1782. double multiplier = 1; // initialize...
  1783. if (skill != null)
  1784. {
  1785. // Calculate skilltype vulnerabilities
  1786. L2SkillType type = skill.getSkillType();
  1787. // For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
  1788. if (type != null && (type == L2SkillType.PDAM || type == L2SkillType.MDAM))
  1789. type = skill.getEffectType();
  1790. multiplier = calcSkillTypeProficiency(multiplier, attacker, target, type);
  1791. }
  1792. return multiplier;
  1793. }
  1794. public static double calcSkillTypeProficiency(double multiplier, L2Character attacker, L2Character target, L2SkillType type)
  1795. {
  1796. if (type != null)
  1797. {
  1798. switch (type)
  1799. {
  1800. case BLEED:
  1801. multiplier = attacker.calcStat(Stats.BLEED_PROF, multiplier, target, null);
  1802. break;
  1803. case POISON:
  1804. multiplier = attacker.calcStat(Stats.POISON_PROF, multiplier, target, null);
  1805. break;
  1806. case STUN:
  1807. multiplier = attacker.calcStat(Stats.STUN_PROF, multiplier, target, null);
  1808. break;
  1809. case PARALYZE:
  1810. multiplier = attacker.calcStat(Stats.PARALYZE_PROF, multiplier, target, null);
  1811. break;
  1812. case ROOT:
  1813. multiplier = attacker.calcStat(Stats.ROOT_PROF, multiplier, target, null);
  1814. break;
  1815. case SLEEP:
  1816. multiplier = attacker.calcStat(Stats.SLEEP_PROF, multiplier, target, null);
  1817. break;
  1818. case MUTE:
  1819. case FEAR:
  1820. case BETRAY:
  1821. case AGGREDUCE_CHAR:
  1822. multiplier = attacker.calcStat(Stats.DERANGEMENT_PROF, multiplier, target, null);
  1823. break;
  1824. case CONFUSION:
  1825. case CONFUSE_MOB_ONLY:
  1826. multiplier = attacker.calcStat(Stats.CONFUSION_PROF, multiplier, target, null);
  1827. break;
  1828. case DEBUFF:
  1829. case WEAKNESS:
  1830. multiplier = attacker.calcStat(Stats.DEBUFF_PROF, multiplier, target, null);
  1831. break;
  1832. default:
  1833. }
  1834. }
  1835. return multiplier;
  1836. }
  1837. public static double calcSkillStatModifier(L2SkillType type, L2Character target)
  1838. {
  1839. double multiplier = 1;
  1840. if (type == null) return multiplier;
  1841. try
  1842. {
  1843. switch (type)
  1844. {
  1845. case STUN:
  1846. case BLEED:
  1847. case POISON:
  1848. multiplier = 2 - Math.sqrt(CONbonus[target.getCON()]);
  1849. break;
  1850. case SLEEP:
  1851. case DEBUFF:
  1852. case WEAKNESS:
  1853. case ERASE:
  1854. case ROOT:
  1855. case MUTE:
  1856. case FEAR:
  1857. case BETRAY:
  1858. case CONFUSION:
  1859. case CONFUSE_MOB_ONLY:
  1860. case AGGREDUCE_CHAR:
  1861. case PARALYZE:
  1862. multiplier = 2 - Math.sqrt(MENbonus[target.getMEN()]);
  1863. break;
  1864. default:
  1865. return multiplier;
  1866. }
  1867. } catch (ArrayIndexOutOfBoundsException e)
  1868. {
  1869. _log.warning("Character "+target.getName()+" has been set (by a GM?) a MEN or CON stat value out of accepted range");
  1870. }
  1871. if (multiplier < 0)
  1872. multiplier = 0;
  1873. return multiplier;
  1874. }
  1875. public static boolean calcEffectSuccess(L2Character attacker, L2Character target, EffectTemplate effect, L2Skill skill, byte shld, boolean ss, boolean sps, boolean bss)
  1876. {
  1877. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  1878. return false;
  1879. L2SkillType type = effect.effectType != null ? effect.effectType : skill.getSkillType();
  1880. int value = (int)effect.effectPower;
  1881. int lvlDepend = skill.getLevelDepend();
  1882. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  1883. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  1884. // TODO: Temporary fix for NPC skills with MagicLevel not set
  1885. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  1886. // int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()) - target.getLevel()) * lvlDepend;
  1887. double statmodifier = calcSkillStatModifier(type, target);
  1888. double resmodifier = calcSkillTypeVulnerability(1, target, type);
  1889. int ssmodifier = 100;
  1890. if (bss) ssmodifier = 200;
  1891. else if (sps) ssmodifier = 150;
  1892. else if (ss) ssmodifier = 150;
  1893. // Calculate BaseRate.
  1894. int rate = (int) ((value * statmodifier));// + lvlmodifier));
  1895. // Add Matk/Mdef Bonus
  1896. if (skill.isMagic())
  1897. rate = (int) (rate * Math.pow((double) attacker.getMAtk(target, skill) / (target.getMDef(attacker, skill)+(shld==1 ? target.getShldDef() : 0)), 0.2));
  1898. // Add Bonus for Sps/SS
  1899. if (ssmodifier != 100)
  1900. {
  1901. if (rate > 10000 / (100 + ssmodifier)) rate = 100 - (100 - rate) * 100 / ssmodifier;
  1902. else rate = rate * ssmodifier / 100;
  1903. }
  1904. //lvl modifier.
  1905. if (lvlDepend > 0)
  1906. {
  1907. double delta = 0;
  1908. int attackerLvlmod = attacker.getLevel();
  1909. int targetLvlmod = target.getLevel();
  1910. if (attackerLvlmod >= 70)
  1911. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  1912. if (targetLvlmod >= 70)
  1913. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  1914. if (skill.getMagicLevel() == 0)
  1915. delta = attackerLvlmod - targetLvlmod;
  1916. else
  1917. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  1918. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  1919. double deltamod = 1;
  1920. if (delta + 3 < 0)
  1921. {
  1922. if (delta <= -20)
  1923. deltamod = 0.05;
  1924. else
  1925. {
  1926. deltamod = 1 - ((-1) * (delta / 20));
  1927. if (deltamod >= 1)
  1928. deltamod = 0.05;
  1929. }
  1930. }
  1931. else
  1932. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  1933. if (deltamod < 0)
  1934. deltamod *= -1;
  1935. rate *= deltamod;
  1936. }
  1937. if (rate > 99) rate = 99;
  1938. else if (rate < 1) rate = 1;
  1939. //Finaly apply resists.
  1940. rate *= resmodifier * calcSkillTypeProficiency(1, attacker, target, type);
  1941. if (Config.DEVELOPER)
  1942. _log.info(type
  1943. +": "
  1944. + skill.getName()
  1945. + ": "
  1946. + value
  1947. + ", "
  1948. + statmodifier
  1949. + ", "
  1950. + resmodifier
  1951. + ", "
  1952. + ((int) (Math.pow((double) attacker.getMAtk(target, skill)
  1953. / target.getMDef(attacker, skill), 0.2) * 100) - 100) + ", " + ssmodifier + " ==> "
  1954. + rate);
  1955. return (Rnd.get(100) < rate);
  1956. }
  1957. public static boolean calcSkillSuccess(L2Character attacker, L2Character target, L2Skill skill, byte shld, boolean ss, boolean sps, boolean bss)
  1958. {
  1959. if (skill.ignoreResists())
  1960. return (Rnd.get(100) < skill.getPower());
  1961. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  1962. return false;
  1963. L2SkillType type = skill.getSkillType();
  1964. int value = (int) skill.getPower();
  1965. int lvlDepend = skill.getLevelDepend();
  1966. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  1967. if (value == 0) value = (type == L2SkillType.PARALYZE) ? 50 : (type == L2SkillType.FEAR)? 40 : 80;
  1968. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  1969. // TODO: Temporary fix for NPC skills with MagicLevel not set
  1970. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  1971. // int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()) - target.getLevel()) * lvlDepend;
  1972. double statmodifier = calcSkillStatModifier(type, target);
  1973. double resmodifier = calcSkillVulnerability(attacker, target, skill);
  1974. int ssmodifier = 100;
  1975. if (bss) ssmodifier = 200;
  1976. else if (sps) ssmodifier = 150;
  1977. else if (ss) ssmodifier = 150;
  1978. // Calculate BaseRate.
  1979. int rate = (int) ((value * statmodifier));// + lvlmodifier));
  1980. // Add Matk/Mdef Bonus
  1981. if (skill.isMagic())
  1982. rate = (int) (rate * Math.pow((double) attacker.getMAtk(target, skill) / (target.getMDef(attacker, skill)+(shld==1 ? target.getShldDef() : 0)), 0.2));
  1983. // Add Bonus for Sps/SS
  1984. if (ssmodifier != 100)
  1985. {
  1986. if (rate > 10000 / (100 + ssmodifier)) rate = 100 - (100 - rate) * 100 / ssmodifier;
  1987. else rate = rate * ssmodifier / 100;
  1988. }
  1989. //lvl modifier.
  1990. if (lvlDepend > 0)
  1991. {
  1992. double delta = 0;
  1993. int attackerLvlmod = attacker.getLevel();
  1994. int targetLvlmod = target.getLevel();
  1995. if (attackerLvlmod >= 70)
  1996. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  1997. if (targetLvlmod >= 70)
  1998. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  1999. if (skill.getMagicLevel() == 0)
  2000. delta = attackerLvlmod - targetLvlmod;
  2001. else
  2002. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  2003. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  2004. double deltamod = 1;
  2005. if (delta + 3 < 0)
  2006. {
  2007. if (delta <= -20)
  2008. deltamod = 0.05;
  2009. else
  2010. {
  2011. deltamod = 1 - ((-1) * (delta / 20));
  2012. if (deltamod >= 1)
  2013. deltamod = 0.05;
  2014. }
  2015. }
  2016. else
  2017. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  2018. if (deltamod < 0)
  2019. deltamod *= -1;
  2020. rate *= deltamod;
  2021. }
  2022. if (rate > 99) rate = 99;
  2023. else if (rate < 1) rate = 1;
  2024. //Finaly apply resists.
  2025. rate *= resmodifier * calcSkillProficiency(skill, attacker, target);
  2026. if (Config.DEVELOPER)
  2027. _log.info(skill.getName()
  2028. + ": "
  2029. + value
  2030. + ", "
  2031. + statmodifier
  2032. + ", "
  2033. + resmodifier
  2034. + ", "
  2035. + ((int) (Math.pow((double) attacker.getMAtk(target, skill)
  2036. / target.getMDef(attacker, skill), 0.2) * 100) - 100) + ", " + ssmodifier + " ==> "
  2037. + rate);
  2038. return (Rnd.get(100) < rate);
  2039. }
  2040. public static boolean calcCubicSkillSuccess(L2CubicInstance attacker, L2Character target, L2Skill skill, byte shld)
  2041. {
  2042. if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
  2043. return false;
  2044. L2SkillType type = skill.getSkillType();
  2045. // these skills should not work on RaidBoss
  2046. if (target.isRaid())
  2047. {
  2048. switch (type)
  2049. {
  2050. case CONFUSION:
  2051. case ROOT:
  2052. case STUN:
  2053. case MUTE:
  2054. case FEAR:
  2055. case DEBUFF:
  2056. case PARALYZE:
  2057. case SLEEP:
  2058. case AGGDEBUFF:
  2059. return false;
  2060. }
  2061. }
  2062. // if target reflect this skill then the effect will fail
  2063. if (calcSkillReflect(target, skill) != SKILL_REFLECT_FAILED)
  2064. return false;
  2065. int value = (int) skill.getPower();
  2066. int lvlDepend = skill.getLevelDepend();
  2067. // TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
  2068. if (value == 0) value = (type == L2SkillType.PARALYZE) ? 50 : (type == L2SkillType.FEAR) ? 40 : 80;
  2069. if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;
  2070. // TODO: Temporary fix for NPC skills with MagicLevel not set
  2071. // int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
  2072. //int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getOwner().getLevel()) - target.getLevel())
  2073. //* lvlDepend;
  2074. double statmodifier = calcSkillStatModifier(type, target);
  2075. double resmodifier = calcSkillVulnerability(attacker.getOwner(), target, skill);
  2076. int rate = (int) ((value * statmodifier) * resmodifier);
  2077. if (skill.isMagic())
  2078. rate += (int) (Math.pow((double) attacker.getMAtk() / (target.getMDef(attacker.getOwner(), skill) + (shld == 1 ? target.getShldDef() : 0)), 0.2) * 100) - 100;
  2079. //lvl modifier.
  2080. if (lvlDepend > 0)
  2081. {
  2082. double delta = 0;
  2083. int attackerLvlmod = attacker.getOwner().getLevel();
  2084. int targetLvlmod = target.getLevel();
  2085. if (attackerLvlmod >= 70)
  2086. attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
  2087. if (targetLvlmod >= 70)
  2088. targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
  2089. if (skill.getMagicLevel() == 0)
  2090. delta = attackerLvlmod - targetLvlmod;
  2091. else
  2092. delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
  2093. //double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
  2094. double deltamod = 1;
  2095. if (delta + 3 < 0)
  2096. {
  2097. if (delta <= -20)
  2098. deltamod = 0.05;
  2099. else
  2100. {
  2101. deltamod = 1 - ((-1) * (delta / 20));
  2102. if (deltamod >= 1)
  2103. deltamod = 0.05;
  2104. }
  2105. }
  2106. else
  2107. deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
  2108. if (deltamod < 0)
  2109. deltamod *= -1;
  2110. rate *= deltamod;
  2111. }
  2112. if (rate > 99)
  2113. rate = 99;
  2114. else
  2115. if (rate < 1)
  2116. rate = 1;
  2117. if (Config.DEVELOPER)
  2118. _log.info(skill.getName()
  2119. + ": "
  2120. + value
  2121. + ", "
  2122. + statmodifier
  2123. + ", "
  2124. + resmodifier
  2125. + ", "
  2126. + ((int) (Math.pow((double) attacker.getMAtk()
  2127. / target.getMDef(attacker.getOwner(), skill), 0.2) * 100) - 100) + " ==> "
  2128. + rate);
  2129. return (Rnd.get(100) < rate);
  2130. }
  2131. public static boolean calcMagicSuccess(L2Character attacker, L2Character target, L2Skill skill)
  2132. {
  2133. double lvlDifference = (target.getLevel() - (skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()));
  2134. int rate = Math.round((float)(Math.pow(1.3, lvlDifference) * 100));
  2135. return (Rnd.get(10000) > rate);
  2136. }
  2137. public static boolean calculateUnlockChance(L2Skill skill)
  2138. {
  2139. int level = skill.getLevel();
  2140. int chance = 0;
  2141. switch (level)
  2142. {
  2143. case 1:
  2144. chance = 30;
  2145. break;
  2146. case 2:
  2147. chance = 50;
  2148. break;
  2149. case 3:
  2150. chance = 75;
  2151. break;
  2152. case 4:
  2153. case 5:
  2154. case 6:
  2155. case 7:
  2156. case 8:
  2157. case 9:
  2158. case 10:
  2159. case 11:
  2160. case 12:
  2161. case 13:
  2162. case 14:
  2163. chance = 100;
  2164. break;
  2165. }
  2166. if (Rnd.get(120) > chance)
  2167. return false;
  2168. return true;
  2169. }
  2170. public static double calcManaDam(L2Character attacker, L2Character target, L2Skill skill,
  2171. boolean ss, boolean bss)
  2172. {
  2173. //Mana Burnt = (SQR(M.Atk)*Power*(Target Max MP/97))/M.Def
  2174. double mAtk = attacker.getMAtk(target, skill);
  2175. double mDef = target.getMDef(attacker, skill);
  2176. double mp = target.getMaxMp();
  2177. if (bss) mAtk *= 4;
  2178. else if (ss) mAtk *= 2;
  2179. double damage = (Math.sqrt(mAtk) * skill.getPower(attacker) * (mp/97)) / mDef;
  2180. damage *= calcSkillVulnerability(attacker, target, skill);
  2181. return damage;
  2182. }
  2183. public static double calculateSkillResurrectRestorePercent(double baseRestorePercent, int casterWIT)
  2184. {
  2185. double restorePercent = baseRestorePercent;
  2186. double modifier = WITbonus[casterWIT];
  2187. if(restorePercent != 100 && restorePercent != 0) {
  2188. restorePercent = baseRestorePercent * modifier;
  2189. if(restorePercent - baseRestorePercent > 20.0)
  2190. restorePercent = baseRestorePercent + 20.0;
  2191. }
  2192. if(restorePercent > 100)
  2193. restorePercent = 100;
  2194. if(restorePercent < baseRestorePercent)
  2195. restorePercent = baseRestorePercent;
  2196. return restorePercent;
  2197. }
  2198. public static double getSTRBonus(L2Character activeChar)
  2199. {
  2200. return STRbonus[activeChar.getSTR()];
  2201. }
  2202. public static boolean calcPhysicalSkillEvasion(L2Character target, L2Skill skill)
  2203. {
  2204. if (skill.isMagic() && skill.getSkillType() != L2SkillType.BLOW)
  2205. return false;
  2206. return Rnd.get(100) < target.calcStat(Stats.P_SKILL_EVASION, 0, null, skill);
  2207. }
  2208. public static boolean calcSkillMastery(L2Character actor, L2Skill sk)
  2209. {
  2210. if (sk.getSkillType() == L2SkillType.FISHING)
  2211. return false;
  2212. double val = actor.getStat().calcStat(Stats.SKILL_MASTERY, 0, null, null);
  2213. if (actor instanceof L2PcInstance && ((L2PcInstance)actor).isMageClass())
  2214. val *= INTbonus[actor.getINT()];
  2215. else
  2216. val*= STRbonus[actor.getSTR()];
  2217. return Rnd.get(100) < val;
  2218. }
  2219. public static double calcValakasAttribute(L2Character attacker, L2Character target, L2Skill skill)
  2220. {
  2221. double calcPower = 0;
  2222. double calcDefen = 0;
  2223. if (skill != null && skill.getAttributeName().contains("valakas"))
  2224. {
  2225. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2226. calcDefen = target.calcStat(Stats.VALAKAS_RES, calcDefen, target, skill);
  2227. }
  2228. else
  2229. {
  2230. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2231. if (calcPower > 0)
  2232. {
  2233. calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
  2234. calcDefen = target.calcStat(Stats.VALAKAS_RES, calcDefen, target, skill);
  2235. }
  2236. }
  2237. return calcPower - calcDefen;
  2238. }
  2239. public static double calcElemental(L2Character attacker, L2Character target, L2Skill skill)
  2240. {
  2241. double calcPower = 0;
  2242. double calcDefen = 0;
  2243. double calcTotal = 0;
  2244. double result = 1;
  2245. if (target instanceof L2NpcInstance)
  2246. calcDefen = 20;
  2247. L2ItemInstance weaponInstance = attacker.getActiveWeaponInstance();
  2248. int elementType = -1;
  2249. // first check skill element
  2250. if (skill != null && skill.getElement() > 0)
  2251. {
  2252. calcPower = 20;
  2253. // Calculate the elemental power
  2254. switch (skill.getElement())
  2255. {
  2256. case L2Skill.ELEMENT_FIRE:
  2257. if (attacker.getAttackElement() == Elementals.FIRE)
  2258. calcPower = attacker.calcStat(Stats.FIRE_POWER, calcPower, target, skill);
  2259. calcDefen = target.calcStat(Stats.FIRE_RES, calcDefen, target, skill);
  2260. break;
  2261. case L2Skill.ELEMENT_WATER:
  2262. if (attacker.getAttackElement() == Elementals.WATER)
  2263. calcPower = attacker.calcStat(Stats.WATER_POWER, calcPower, target, skill);
  2264. calcDefen = target.calcStat(Stats.WATER_RES, calcDefen, target, skill);
  2265. break;
  2266. case L2Skill.ELEMENT_EARTH:
  2267. if (attacker.getAttackElement() == Elementals.EARTH)
  2268. calcPower = attacker.calcStat(Stats.EARTH_POWER, calcPower, target, skill);
  2269. calcDefen = target.calcStat(Stats.EARTH_RES, calcDefen, target, skill);
  2270. break;
  2271. case L2Skill.ELEMENT_WIND:
  2272. if (attacker.getAttackElement() == Elementals.WIND)
  2273. calcPower = attacker.calcStat(Stats.WIND_POWER, calcPower, target, skill);
  2274. calcDefen = target.calcStat(Stats.WIND_RES, calcDefen, target, skill);
  2275. break;
  2276. case L2Skill.ELEMENT_HOLY:
  2277. if (attacker.getAttackElement() == Elementals.HOLY)
  2278. calcPower = attacker.calcStat(Stats.HOLY_POWER, calcPower, target, skill);
  2279. calcDefen = target.calcStat(Stats.HOLY_RES, calcDefen, target, skill);
  2280. break;
  2281. case L2Skill.ELEMENT_DARK:
  2282. if (attacker.getAttackElement() == Elementals.DARK)
  2283. calcPower = attacker.calcStat(Stats.DARK_POWER, calcPower, target, skill);
  2284. calcDefen = target.calcStat(Stats.DARK_RES, calcDefen, target, skill);
  2285. break;
  2286. }
  2287. calcTotal = calcPower - calcDefen;
  2288. if (calcTotal <= -80)
  2289. result = 0.20;
  2290. else if (calcTotal > -80 && calcTotal <= -1)
  2291. result = 1 - (Math.abs(calcTotal) / 100);
  2292. else if (calcTotal >= 1 && calcTotal <= 74)
  2293. result = 1 + (calcTotal * 0.0052);
  2294. else if (calcTotal >= 75 && calcTotal <= 149)
  2295. result = 1.4;
  2296. else if (calcTotal >= 150)
  2297. result = 1.7;
  2298. }
  2299. // if skill not used or non-elemental skill, check for item/character elemental power
  2300. else
  2301. {
  2302. if (weaponInstance != null && weaponInstance.getAttackElementType() >= 0 && weaponInstance.getAttackElementType() == attacker.getAttackElement())
  2303. elementType = weaponInstance.getAttackElementType();
  2304. else if (attacker.getAttackElement() > 0)
  2305. elementType = attacker.getAttackElement();
  2306. if (elementType >= 0)
  2307. {
  2308. switch (elementType)
  2309. {
  2310. case Elementals.FIRE:
  2311. calcPower = attacker.calcStat(Stats.FIRE_POWER, calcPower, target, skill);
  2312. calcDefen = target.calcStat(Stats.FIRE_RES, calcDefen, target, skill);
  2313. break;
  2314. case Elementals.WATER:
  2315. calcPower = attacker.calcStat(Stats.WATER_POWER, calcPower, target, skill);
  2316. calcDefen = target.calcStat(Stats.WATER_RES, calcDefen, target, skill);
  2317. break;
  2318. case Elementals.EARTH:
  2319. calcPower = attacker.calcStat(Stats.EARTH_POWER, calcPower, target, skill);
  2320. calcDefen = target.calcStat(Stats.EARTH_RES, calcDefen, target, skill);
  2321. break;
  2322. case Elementals.WIND:
  2323. calcPower = attacker.calcStat(Stats.WIND_POWER, calcPower, target, skill);
  2324. calcDefen = target.calcStat(Stats.WIND_RES, calcDefen, target, skill);
  2325. break;
  2326. case Elementals.HOLY:
  2327. calcPower = attacker.calcStat(Stats.HOLY_POWER, calcPower, target, skill);
  2328. calcDefen = target.calcStat(Stats.HOLY_RES, calcDefen, target, skill);
  2329. break;
  2330. case Elementals.DARK:
  2331. calcPower = attacker.calcStat(Stats.DARK_POWER, calcPower, target, skill);
  2332. calcDefen = target.calcStat(Stats.DARK_RES, calcDefen, target, skill);
  2333. break;
  2334. }
  2335. calcTotal = calcPower - calcDefen;
  2336. if (calcTotal <= -80)
  2337. result = 0.20;
  2338. else if (calcTotal > -80 && calcTotal <= -1)
  2339. result = 1 - (Math.abs(calcTotal) * 0.007);
  2340. else if (calcTotal >= 1 && calcTotal < 100)
  2341. result = 1 + (calcTotal * 0.007);
  2342. else if (calcTotal > 100)
  2343. result = 1.7;
  2344. }
  2345. }
  2346. return result;
  2347. }
  2348. /**
  2349. * Calculate skill reflection according these three possibilities:
  2350. * <li>Reflect failed</li>
  2351. * <li>Mormal reflect (just effects). <U>Only possible for skilltypes: BUFF, REFLECT, HEAL_PERCENT,
  2352. * MANAHEAL_PERCENT, HOT, CPHOT, MPHOT</U></li>
  2353. * <li>vengEance reflect (100% damage reflected but damage is also dealt to actor). <U>This is only possible
  2354. * for skills with skilltype PDAM, BLOW, CHARGEDAM, MDAM or DEATHLINK</U></li>
  2355. <br><br>
  2356. *
  2357. @param actor
  2358. * @param target
  2359. * @param skill
  2360. * @return SKILL_REFLECTED_FAILED, SKILL_REFLECT_SUCCEED or SKILL_REFLECT_VENGEANCE
  2361. */
  2362. public static byte calcSkillReflect(L2Character target, L2Skill skill)
  2363. {
  2364. /*
  2365. * Neither some special skills (like hero debuffs...) or those skills
  2366. * ignoring resistances can be reflected
  2367. */
  2368. if (skill.ignoreResists() || !skill.canBeReflected())
  2369. return SKILL_REFLECT_FAILED;
  2370. // only magic and melee skills can be reflected
  2371. if (!skill.isMagic() &&
  2372. (skill.getCastRange() == -1 || skill.getCastRange() > MELEE_ATTACK_RANGE))
  2373. return SKILL_REFLECT_FAILED;
  2374. byte reflect = SKILL_REFLECT_FAILED;
  2375. // check for non-reflected skilltypes, need additional retail check
  2376. switch (skill.getSkillType())
  2377. {
  2378. case BUFF:
  2379. case REFLECT:
  2380. case HEAL_PERCENT:
  2381. case MANAHEAL_PERCENT:
  2382. case HOT:
  2383. case CPHOT:
  2384. case MPHOT:
  2385. case UNDEAD_DEFENSE:
  2386. case AGGDEBUFF:
  2387. case CONT:
  2388. return SKILL_REFLECT_FAILED;
  2389. // these skill types can deal damage
  2390. case PDAM:
  2391. case BLOW:
  2392. case MDAM:
  2393. case DEATHLINK:
  2394. case CHARGEDAM:
  2395. final Stats stat = skill.isMagic() ? Stats.VENGEANCE_SKILL_MAGIC_DAMAGE : Stats.VENGEANCE_SKILL_PHYSICAL_DAMAGE;
  2396. final double venganceChance = target.getStat().calcStat(stat, 0, target, skill);
  2397. if (venganceChance > Rnd.get(100))
  2398. reflect |= SKILL_REFLECT_VENGEANCE;
  2399. break;
  2400. }
  2401. final double reflectChance = target.calcStat(skill.isMagic() ? Stats.REFLECT_SKILL_MAGIC : Stats.REFLECT_SKILL_PHYSIC, 0, null, skill);
  2402. if( Rnd.get(100) < reflectChance)
  2403. reflect |= SKILL_REFLECT_SUCCEED;
  2404. return reflect;
  2405. }
  2406. }