Addition of HitAtNight effect.
This commit is contained in:
@@ -162,6 +162,7 @@ public final class EffectMasterHandler
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EffectHandler.getInstance().registerHandler("HealOverTime", HealOverTime::new);
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EffectHandler.getInstance().registerHandler("HealPercent", HealPercent::new);
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EffectHandler.getInstance().registerHandler("Hide", Hide::new);
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EffectHandler.getInstance().registerHandler("HitAtNight", HitAtNight::new);
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EffectHandler.getInstance().registerHandler("HitNumber", HitNumber::new);
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EffectHandler.getInstance().registerHandler("Hp", Hp::new);
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EffectHandler.getInstance().registerHandler("HpByLevel", HpByLevel::new);
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46
L2J_Mobius_3.0_Helios/dist/game/data/scripts/handlers/effecthandlers/HitAtNight.java
vendored
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46
L2J_Mobius_3.0_Helios/dist/game/data/scripts/handlers/effecthandlers/HitAtNight.java
vendored
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@@ -0,0 +1,46 @@
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import com.l2jmobius.gameserver.GameTimeController;
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import com.l2jmobius.gameserver.model.StatsSet;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.skills.Skill;
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import com.l2jmobius.gameserver.model.stats.Stats;
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/**
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* @author Mobius
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*/
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public class HitAtNight extends AbstractStatEffect
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{
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public HitAtNight(StatsSet params)
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{
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super(params, Stats.HIT_AT_NIGHT);
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}
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@Override
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public void onStart(L2Character effector, L2Character effected, Skill skill)
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{
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GameTimeController.getInstance().addShadowSenseCharacter(effected);
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}
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@Override
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public void onExit(L2Character effector, L2Character effected, Skill skill)
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{
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GameTimeController.getInstance().removeShadowSenseCharacter(effected);
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}
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}
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@@ -6446,7 +6446,7 @@
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<operateType>P</operateType>
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<magicCriticalRate>5</magicCriticalRate>
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<effects>
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<effect name="Accuracy">
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<effect name="HitAtNight">
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<amount>3</amount>
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<mode>DIFF</mode>
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</effect>
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@@ -132,6 +132,7 @@ Heal: Increases current HP by a given amount.
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HealOverTime: Increases current HP by a given amount over time.
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HealPercent: Increases current HP by a given percentage amount.
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Hide: Hide effect.
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HitAtNight: Used by Shadow Sense to modify Accuracy at night. (l2jmobius)
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HitNumber: Polearm attack max hit creatures.
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HpByLevel: recovers certain amount of HP, but current implementation is wrong... final amount should be computed from skill power and character level difference
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HpCpHealCritical: HpCp heal effects always trigger Magic Critical Hit.
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@@ -25,6 +25,8 @@ import java.util.logging.Logger;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.events.EventDispatcher;
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import com.l2jmobius.gameserver.model.events.impl.OnDayNightChange;
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import com.l2jmobius.gameserver.network.SystemMessageId;
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import com.l2jmobius.gameserver.network.serverpackets.SystemMessage;
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/**
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* Game Time controller class.
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@@ -40,10 +42,12 @@ public final class GameTimeController extends Thread
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public static final int MILLIS_PER_IG_DAY = (3600000 * 24) / IG_DAYS_PER_DAY;
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public static final int SECONDS_PER_IG_DAY = MILLIS_PER_IG_DAY / 1000;
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public static final int TICKS_PER_IG_DAY = SECONDS_PER_IG_DAY * TICKS_PER_SECOND;
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private final static int SHADOW_SENSE_ID = 294;
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private static GameTimeController _instance;
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private final Set<L2Character> _movingObjects = ConcurrentHashMap.newKeySet();
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private final Set<L2Character> _shadowSenseCharacters = ConcurrentHashMap.newKeySet();
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private final long _referenceTime;
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private GameTimeController()
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@@ -174,12 +178,42 @@ public final class GameTimeController extends Thread
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if (isNight() != isNight)
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{
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isNight = !isNight;
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EventDispatcher.getInstance().notifyEventAsync(new OnDayNightChange(isNight));
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notifyShadowSense();
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}
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}
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}
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public synchronized void addShadowSenseCharacter(L2Character character)
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{
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if (!_shadowSenseCharacters.contains(character))
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{
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_shadowSenseCharacters.add(character);
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if (isNight())
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{
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final SystemMessage msg = SystemMessage.getSystemMessage(SystemMessageId.IT_IS_NOW_MIDNIGHT_AND_THE_EFFECT_OF_S1_CAN_BE_FELT);
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msg.addSkillName(SHADOW_SENSE_ID);
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character.sendPacket(msg);
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}
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}
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}
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public void removeShadowSenseCharacter(L2Character character)
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{
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_shadowSenseCharacters.remove(character);
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}
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private void notifyShadowSense()
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{
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final SystemMessage msg = SystemMessage.getSystemMessage(isNight() ? SystemMessageId.IT_IS_NOW_MIDNIGHT_AND_THE_EFFECT_OF_S1_CAN_BE_FELT : SystemMessageId.IT_IS_DAWN_AND_THE_EFFECT_OF_S1_WILL_NOW_DISAPPEAR);
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msg.addSkillName(SHADOW_SENSE_ID);
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for (L2Character character : _shadowSenseCharacters)
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{
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character.getStat().recalculateStats(true);
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character.sendPacket(msg);
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}
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}
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public static GameTimeController getInstance()
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{
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return _instance;
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@@ -2575,6 +2575,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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case MAGIC_ATTACK:
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case MAGIC_ATTACK_SPEED:
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case MAGICAL_DEFENCE:
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case HIT_AT_NIGHT:
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{
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info.addComponentType(UserInfoType.STATS);
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break;
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@@ -149,6 +149,8 @@ public enum Stats
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MAGIC_ATTACK_RANGE("mAtkRange"),
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ATTACK_COUNT_MAX("atkCountMax"),
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PHYSICAL_POLEARM_TARGET_SINGLE("polearmSingleTarget"),
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HIT_AT_NIGHT("hitAtNight"),
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// Run speed, walk & escape speed are calculated proportionally, magic speed is a buff
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MOVE_SPEED("moveSpeed"),
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RUN_SPEED("runSpd", new SpeedFinalizer()),
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@@ -18,6 +18,7 @@ package com.l2jmobius.gameserver.model.stats.finalizers;
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import java.util.Optional;
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import com.l2jmobius.gameserver.GameTimeController;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.items.L2Item;
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import com.l2jmobius.gameserver.model.stats.IStatsFunction;
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@@ -69,6 +70,12 @@ public class PAccuracyFinalizer implements IStatsFunction
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baseValue += calcEnchantBodyPart(creature, L2Item.SLOT_GLOVES);
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}
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// Shadow sense
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if (GameTimeController.getInstance().isNight())
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{
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baseValue += creature.getStat().getAdd(Stats.HIT_AT_NIGHT, 0);
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}
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return Stats.defaultValue(creature, stat, baseValue);
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}
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