Enchant bonus for hair accessories.
This commit is contained in:
parent
cbd721420b
commit
22819d176c
@ -139,7 +139,7 @@ public final class PlayerTemplateData implements IGameXmlReader
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}
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}
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// calculate total pdef and mdef from parts
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set.set("basePDef", (set.getInt("basePDefchest", 0) + set.getInt("basePDeflegs", 0) + set.getInt("basePDefhead", 0) + set.getInt("basePDeffeet", 0) + set.getInt("basePDefgloves", 0) + set.getInt("basePDefunderwear", 0) + set.getInt("basePDefcloak", 0)));
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set.set("basePDef", (set.getInt("basePDefchest", 0) + set.getInt("basePDeflegs", 0) + set.getInt("basePDefhead", 0) + set.getInt("basePDeffeet", 0) + set.getInt("basePDefgloves", 0) + set.getInt("basePDefunderwear", 0) + set.getInt("basePDefcloak", 0) + set.getInt("basePDefhair", 0)));
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set.set("baseMDef", (set.getInt("baseMDefrear", 0) + set.getInt("baseMDeflear", 0) + set.getInt("baseMDefrfinger", 0) + set.getInt("baseMDefrfinger", 0) + set.getInt("baseMDefneck", 0)));
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_playerTemplates.put(ClassId.getClassId(classId), new L2PcTemplate(set, creationPoints));
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@ -62,7 +62,7 @@ public class L2PcTemplate extends L2CharTemplate
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_baseMpReg = new double[ExperienceData.getInstance().getMaxLevel()];
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_baseCpReg = new double[ExperienceData.getInstance().getMaxLevel()];
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_baseSlotDef = new HashMap<>(12);
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_baseSlotDef = new HashMap<>(13);
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_baseSlotDef.put(Inventory.PAPERDOLL_CHEST, set.getInt("basePDefchest", 0));
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_baseSlotDef.put(Inventory.PAPERDOLL_LEGS, set.getInt("basePDeflegs", 0));
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_baseSlotDef.put(Inventory.PAPERDOLL_HEAD, set.getInt("basePDefhead", 0));
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@ -75,6 +75,7 @@ public class L2PcTemplate extends L2CharTemplate
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_baseSlotDef.put(Inventory.PAPERDOLL_RFINGER, set.getInt("baseMDefrfinger", 0));
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_baseSlotDef.put(Inventory.PAPERDOLL_LFINGER, set.getInt("baseMDefrfinger", 0));
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_baseSlotDef.put(Inventory.PAPERDOLL_NECK, set.getInt("baseMDefneck", 0));
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_baseSlotDef.put(Inventory.PAPERDOLL_HAIR, set.getInt("basePDefhair", 0));
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_fCollisionRadiusFemale = set.getDouble("collisionFemaleradius");
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_fCollisionHeightFemale = set.getDouble("collisionFemaleheight");
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@ -198,7 +199,7 @@ public class L2PcTemplate extends L2CharTemplate
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/**
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* @param slotId id of inventory slot to return value
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* @return defence value of charactert for EMPTY given slot
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* @return defense value of character for EMPTY given slot
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*/
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public int getBaseDefBySlot(int slotId)
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{
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@ -114,44 +114,32 @@ public interface IStatsFunction
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double value = 0;
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for (L2ItemInstance item : creature.getInventory().getPaperdollItems(L2ItemInstance::isEquipped, L2ItemInstance::isEnchanted))
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{
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if (item.getItem().getStats(stat, 0) <= 0)
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{
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continue;
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}
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// Removed for hair accessory enchant bonus.
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// Hair accessory base defence is zero.
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// if (item.getItem().getStats(stat, 0) <= 0)
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// {
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// continue;
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// }
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final double blessedBonus = item.getItem().isBlessed() ? 1.5 : 1;
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int overEnchant = 0;
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int enchant = item.getEnchantLevel();
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if (enchant > 3)
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{
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overEnchant = enchant - 3;
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enchant = 3;
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}
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if (creature.getActingPlayer().isInOlympiadMode() && (Config.ALT_OLY_ENCHANT_LIMIT >= 0) && ((enchant + overEnchant) > Config.ALT_OLY_ENCHANT_LIMIT))
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if (creature.getActingPlayer().isInOlympiadMode() && (Config.ALT_OLY_ENCHANT_LIMIT >= 0) && (enchant > Config.ALT_OLY_ENCHANT_LIMIT))
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{
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if (Config.ALT_OLY_ENCHANT_LIMIT > 3)
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{
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overEnchant = Config.ALT_OLY_ENCHANT_LIMIT - 3;
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}
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else
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{
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overEnchant = 0;
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enchant = Config.ALT_OLY_ENCHANT_LIMIT;
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}
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enchant = Config.ALT_OLY_ENCHANT_LIMIT;
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}
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if ((stat == Stats.MAGICAL_DEFENCE) || (stat == Stats.PHYSICAL_DEFENCE))
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{
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value += calcEnchantDefBonus(item, blessedBonus, enchant, overEnchant);
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value += calcEnchantDefBonus(item, blessedBonus, enchant);
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}
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else if (stat == Stats.MAGIC_ATTACK)
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{
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value += calcEnchantMatkBonus(item, blessedBonus, enchant, overEnchant);
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value += calcEnchantMatkBonus(item, blessedBonus, enchant);
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}
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else if ((stat == Stats.PHYSICAL_ATTACK) && item.isWeapon())
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{
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value += calcEnchantedPAtkBonus(item, blessedBonus, enchant, overEnchant);
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value += calcEnchantedPAtkBonus(item, blessedBonus, enchant);
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}
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}
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return value;
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@ -161,127 +149,42 @@ public interface IStatsFunction
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* @param item
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* @param blessedBonus
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* @param enchant
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* @param overEnchant
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* @return
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*/
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static double calcEnchantDefBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
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static double calcEnchantDefBonus(L2ItemInstance item, double blessedBonus, int enchant)
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{
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double value = 0;
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switch (item.getItem().getCrystalTypePlus())
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{
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case R:
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{
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// Enchant 0-3 adding +2
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// Enchant 3-6 adding +4
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// Enchant 6-127 adding +6
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switch (overEnchant)
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{
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case 1:
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case 2:
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case 3:
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{
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value += ((2 * blessedBonus * enchant) + (4 * blessedBonus * overEnchant));
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break;
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}
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default:
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{
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value += (6 * blessedBonus * overEnchant);
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break;
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}
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}
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if (value == 0) // 1-3
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{
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value += ((2 * blessedBonus * enchant) + (4 * blessedBonus * overEnchant));
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}
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break;
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return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
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}
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case S:
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case A:
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case B:
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case C:
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case D:
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case NONE:
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default:
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{
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value += enchant + (3 * overEnchant);
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break;
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return enchant + (3 * Math.max(0, enchant - 3));
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}
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}
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return value;
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}
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/**
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* @param item
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* @param blessedBonus
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* @param enchant
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* @param overEnchant
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* @return
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*/
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static double calcEnchantMatkBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
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static double calcEnchantMatkBonus(L2ItemInstance item, double blessedBonus, int enchant)
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{
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double value = 0;
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switch (item.getItem().getCrystalTypePlus())
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{
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case R:
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{
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//@formatter:off
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/* M. Atk. increases by 5 for all weapons.
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* Starting at +4, M. Atk. bonus double.
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* 0-3 adding +5
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* 3-6 adding +10
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* 7-9 adding +15
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* 10-12 adding +20
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* 13-127 adding +25
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*/
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//@formatter:on
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switch (overEnchant)
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{
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case 0:
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{
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break;
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}
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case 1:
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case 2:
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case 3:
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{
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value += ((5 * blessedBonus * enchant) + (10 * blessedBonus * overEnchant));
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break;
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}
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case 4:
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case 5:
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case 6:
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{
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value += (15 * blessedBonus * overEnchant);
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break;
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}
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case 7:
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case 8:
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case 9:
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case 10:
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case 11:
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case 12:
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case 13:
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{
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value += (20 * blessedBonus * (overEnchant - 1.5));
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break;
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}
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default:
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{
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value += (25 * blessedBonus * (overEnchant - 3));
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break;
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}
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}
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if (value == 0) // 1-3
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{
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value += ((5 * blessedBonus * enchant) + (10 * blessedBonus * overEnchant));
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}
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break;
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return ((5 * blessedBonus * enchant) + (10 * blessedBonus * Math.max(0, enchant - 3)));
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}
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case S:
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{
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// M. Atk. increases by 4 for all weapons.
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// Starting at +4, M. Atk. bonus double.
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value += (4 * enchant) + (8 * overEnchant);
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break;
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return (4 * enchant) + (8 * Math.max(0, enchant - 3));
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}
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case A:
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case B:
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@ -289,31 +192,25 @@ public interface IStatsFunction
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{
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// M. Atk. increases by 3 for all weapons.
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// Starting at +4, M. Atk. bonus double.
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value += (3 * enchant) + (6 * overEnchant);
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break;
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return (3 * enchant) + (6 * Math.max(0, enchant - 3));
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}
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case D:
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case NONE:
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default:
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{
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// M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
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// Starting at +4, M. Atk. bonus double.
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value += (2 * enchant) + (4 * overEnchant);
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break;
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return (2 * enchant) + (4 * Math.max(0, enchant - 3));
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}
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}
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return value;
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}
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/**
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* @param item
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* @param blessedBonus
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* @param enchant
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* @param overEnchant
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* @return
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*/
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static double calcEnchantedPAtkBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
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static double calcEnchantedPAtkBonus(L2ItemInstance item, double blessedBonus, int enchant)
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{
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double value = 0;
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switch (item.getItem().getCrystalTypePlus())
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{
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case R:
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@ -322,165 +219,11 @@ public interface IStatsFunction
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{
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if (item.getWeaponItem().getItemType().isRanged())
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{
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//@formatter:off
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/* P. Atk. increases by 12 for bows.
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* Starting at +4, P. Atk. bonus double.
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* 0-3 adding +12
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* 4-6 adding +24
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* 7-9 adding +36
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* 10-12 adding +48
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* 13-127 adding +60
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*/
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//@formatter:on
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switch (overEnchant)
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{
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case 0:
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{
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break;
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}
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case 1:
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case 2:
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case 3:
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{
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value += ((12 * blessedBonus * enchant) + (24 * blessedBonus * overEnchant));
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break;
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}
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case 4:
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case 5:
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case 6:
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{
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value += (36 * blessedBonus * overEnchant);
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break;
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}
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case 7:
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case 8:
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case 9:
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case 10:
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case 11:
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case 12:
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{
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value += (48 * blessedBonus * (overEnchant - 1.5));
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break;
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}
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default:
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{
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value += (60 * blessedBonus * (overEnchant - 3));
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break;
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}
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}
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if (value == 0) // 1-3
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{
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value += ((12 * blessedBonus * enchant) + (24 * blessedBonus * overEnchant));
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}
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}
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else
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{
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//@formatter:off
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/* P. Atk. increases by 7 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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* Starting at +4, P. Atk. bonus double.
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* 0-3 adding +7
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* 4-6 adding +14
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* 7-9 adding +21
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* 10-12 adding +28
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* 13-127 adding +35
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*/
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//@formatter:on
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switch (overEnchant)
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{
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case 0:
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{
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break;
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}
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case 1:
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case 2:
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case 3:
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{
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value += ((7 * blessedBonus * enchant) + (14 * blessedBonus * overEnchant));
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break;
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}
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case 4:
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case 5:
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case 6:
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{
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value += (21 * blessedBonus * overEnchant);
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break;
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}
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case 7:
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case 8:
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case 9:
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case 10:
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case 11:
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case 12:
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{
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value += (28 * blessedBonus * (overEnchant - 1.5));
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break;
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}
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default:
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{
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value += (35 * blessedBonus * (overEnchant - 3));
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break;
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}
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}
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if (value == 0) // 1-3
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{
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value += ((7 * blessedBonus * enchant) + (14 * blessedBonus * overEnchant));
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}
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return (12 * blessedBonus * enchant) + (24 * blessedBonus * Math.max(0, enchant - 3));
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}
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return (7 * blessedBonus * enchant) + (14 * blessedBonus * Math.max(0, enchant - 3));
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}
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else
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{
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//@formatter:off
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/* P. Atk. increases by 6 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
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* Starting at +4, P. Atk. bonus double.
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* 0-3 adding +6
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* 4-6 adding +12
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* 7-9 adding +18
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* 10-12 adding +24
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* 13-127 adding +30
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*/
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//@formatter:on
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switch (overEnchant)
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{
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case 0:
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{
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break;
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}
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case 1:
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case 2:
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case 3:
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{
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value += ((6 * blessedBonus * enchant) + (12 * blessedBonus * overEnchant));
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break;
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}
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case 4:
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case 5:
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case 6:
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{
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value += (18 * blessedBonus * overEnchant);
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break;
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}
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case 7:
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case 8:
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case 9:
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case 10:
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case 11:
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case 12:
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{
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value += (24 * blessedBonus * (overEnchant - 1.5));
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break;
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}
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default:
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{
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value += (30 * blessedBonus * (overEnchant - 3));
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break;
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}
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}
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if (value == 0) // 1-3
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{
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value += ((6 * blessedBonus * enchant) + (12 * blessedBonus * overEnchant));
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}
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}
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break;
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return (6 * blessedBonus * enchant) + (12 * blessedBonus * Math.max(0, enchant - 3));
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}
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case S:
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{
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@ -490,22 +233,15 @@ public interface IStatsFunction
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{
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// P. Atk. increases by 10 for bows.
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// Starting at +4, P. Atk. bonus double.
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value += (10 * enchant) + (20 * overEnchant);
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return (10 * enchant) + (20 * Math.max(0, enchant - 3));
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}
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else
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{
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// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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// Starting at +4, P. Atk. bonus double.
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value += (6 * enchant) + (12 * overEnchant);
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}
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}
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else
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{
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// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
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// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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// Starting at +4, P. Atk. bonus double.
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value += (5 * enchant) + (10 * overEnchant);
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return (6 * enchant) + (12 * Math.max(0, enchant - 3));
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}
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break;
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// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
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// Starting at +4, P. Atk. bonus double.
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return (5 * enchant) + (10 * Math.max(0, enchant - 3));
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}
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case A:
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{
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@ -515,22 +251,15 @@ public interface IStatsFunction
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{
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// P. Atk. increases by 8 for bows.
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// Starting at +4, P. Atk. bonus double.
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value += (8 * enchant) + (16 * overEnchant);
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return (8 * enchant) + (16 * Math.max(0, enchant - 3));
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}
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else
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{
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// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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// Starting at +4, P. Atk. bonus double.
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value += (5 * enchant) + (10 * overEnchant);
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}
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}
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else
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||||
{
|
||||
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case B:
|
||||
case C:
|
||||
@ -541,42 +270,29 @@ public interface IStatsFunction
|
||||
{
|
||||
// P. Atk. increases by 6 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (6 * enchant) + (12 * overEnchant);
|
||||
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (3 * enchant) + (6 * overEnchant);
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case D:
|
||||
case NONE:
|
||||
default:
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
// Bows increase by 4.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 2 for all weapons with the exception of bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (2 * enchant) + (4 * overEnchant);
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 2 for all weapons with the exception of bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
default double validateValue(L2Character creature, double value, double minValue, double maxValue)
|
||||
|
@ -42,7 +42,8 @@ public class PDefenseFinalizer implements IStatsFunction
|
||||
Inventory.PAPERDOLL_FEET,
|
||||
Inventory.PAPERDOLL_GLOVES,
|
||||
Inventory.PAPERDOLL_UNDER,
|
||||
Inventory.PAPERDOLL_CLOAK
|
||||
Inventory.PAPERDOLL_CLOAK,
|
||||
Inventory.PAPERDOLL_HAIR
|
||||
};
|
||||
|
||||
@Override
|
||||
@ -70,7 +71,8 @@ public class PDefenseFinalizer implements IStatsFunction
|
||||
final L2PcInstance player = creature.getActingPlayer();
|
||||
for (int slot : SLOTS)
|
||||
{
|
||||
if (!inv.isPaperdollSlotEmpty(slot) || ((slot == Inventory.PAPERDOLL_LEGS) && !inv.isPaperdollSlotEmpty(Inventory.PAPERDOLL_CHEST) && (inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST).getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)))
|
||||
if (!inv.isPaperdollSlotEmpty(slot) || //
|
||||
((slot == Inventory.PAPERDOLL_LEGS) && !inv.isPaperdollSlotEmpty(Inventory.PAPERDOLL_CHEST) && (inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST).getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)))
|
||||
{
|
||||
final int defaultStatValue = player.getTemplate().getBaseDefBySlot(slot);
|
||||
baseValue -= creature.getTransformation().map(transform -> transform.getBaseDefBySlot(player, slot)).orElse(defaultStatValue);
|
||||
|
@ -139,7 +139,7 @@ public final class PlayerTemplateData implements IGameXmlReader
|
||||
}
|
||||
}
|
||||
// calculate total pdef and mdef from parts
|
||||
set.set("basePDef", (set.getInt("basePDefchest", 0) + set.getInt("basePDeflegs", 0) + set.getInt("basePDefhead", 0) + set.getInt("basePDeffeet", 0) + set.getInt("basePDefgloves", 0) + set.getInt("basePDefunderwear", 0) + set.getInt("basePDefcloak", 0)));
|
||||
set.set("basePDef", (set.getInt("basePDefchest", 0) + set.getInt("basePDeflegs", 0) + set.getInt("basePDefhead", 0) + set.getInt("basePDeffeet", 0) + set.getInt("basePDefgloves", 0) + set.getInt("basePDefunderwear", 0) + set.getInt("basePDefcloak", 0) + set.getInt("basePDefhair", 0)));
|
||||
set.set("baseMDef", (set.getInt("baseMDefrear", 0) + set.getInt("baseMDeflear", 0) + set.getInt("baseMDefrfinger", 0) + set.getInt("baseMDefrfinger", 0) + set.getInt("baseMDefneck", 0)));
|
||||
|
||||
_playerTemplates.put(ClassId.getClassId(classId), new L2PcTemplate(set, creationPoints));
|
||||
|
@ -62,7 +62,7 @@ public class L2PcTemplate extends L2CharTemplate
|
||||
_baseMpReg = new double[ExperienceData.getInstance().getMaxLevel()];
|
||||
_baseCpReg = new double[ExperienceData.getInstance().getMaxLevel()];
|
||||
|
||||
_baseSlotDef = new HashMap<>(12);
|
||||
_baseSlotDef = new HashMap<>(13);
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_CHEST, set.getInt("basePDefchest", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_LEGS, set.getInt("basePDeflegs", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_HEAD, set.getInt("basePDefhead", 0));
|
||||
@ -75,6 +75,7 @@ public class L2PcTemplate extends L2CharTemplate
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_RFINGER, set.getInt("baseMDefrfinger", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_LFINGER, set.getInt("baseMDefrfinger", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_NECK, set.getInt("baseMDefneck", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_HAIR, set.getInt("basePDefhair", 0));
|
||||
|
||||
_fCollisionRadiusFemale = set.getDouble("collisionFemaleradius");
|
||||
_fCollisionHeightFemale = set.getDouble("collisionFemaleheight");
|
||||
@ -198,7 +199,7 @@ public class L2PcTemplate extends L2CharTemplate
|
||||
|
||||
/**
|
||||
* @param slotId id of inventory slot to return value
|
||||
* @return defence value of charactert for EMPTY given slot
|
||||
* @return defense value of character for EMPTY given slot
|
||||
*/
|
||||
public int getBaseDefBySlot(int slotId)
|
||||
{
|
||||
|
@ -114,44 +114,32 @@ public interface IStatsFunction
|
||||
double value = 0;
|
||||
for (L2ItemInstance item : creature.getInventory().getPaperdollItems(L2ItemInstance::isEquipped, L2ItemInstance::isEnchanted))
|
||||
{
|
||||
if (item.getItem().getStats(stat, 0) <= 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Removed for hair accessory enchant bonus.
|
||||
// Hair accessory base defence is zero.
|
||||
// if (item.getItem().getStats(stat, 0) <= 0)
|
||||
// {
|
||||
// continue;
|
||||
// }
|
||||
|
||||
final double blessedBonus = item.getItem().isBlessed() ? 1.5 : 1;
|
||||
int overEnchant = 0;
|
||||
int enchant = item.getEnchantLevel();
|
||||
if (enchant > 3)
|
||||
{
|
||||
overEnchant = enchant - 3;
|
||||
enchant = 3;
|
||||
}
|
||||
|
||||
if (creature.getActingPlayer().isInOlympiadMode() && (Config.ALT_OLY_ENCHANT_LIMIT >= 0) && ((enchant + overEnchant) > Config.ALT_OLY_ENCHANT_LIMIT))
|
||||
if (creature.getActingPlayer().isInOlympiadMode() && (Config.ALT_OLY_ENCHANT_LIMIT >= 0) && (enchant > Config.ALT_OLY_ENCHANT_LIMIT))
|
||||
{
|
||||
if (Config.ALT_OLY_ENCHANT_LIMIT > 3)
|
||||
{
|
||||
overEnchant = Config.ALT_OLY_ENCHANT_LIMIT - 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
overEnchant = 0;
|
||||
enchant = Config.ALT_OLY_ENCHANT_LIMIT;
|
||||
}
|
||||
enchant = Config.ALT_OLY_ENCHANT_LIMIT;
|
||||
}
|
||||
|
||||
if ((stat == Stats.MAGICAL_DEFENCE) || (stat == Stats.PHYSICAL_DEFENCE))
|
||||
{
|
||||
value += calcEnchantDefBonus(item, blessedBonus, enchant, overEnchant);
|
||||
value += calcEnchantDefBonus(item, blessedBonus, enchant);
|
||||
}
|
||||
else if (stat == Stats.MAGIC_ATTACK)
|
||||
{
|
||||
value += calcEnchantMatkBonus(item, blessedBonus, enchant, overEnchant);
|
||||
value += calcEnchantMatkBonus(item, blessedBonus, enchant);
|
||||
}
|
||||
else if ((stat == Stats.PHYSICAL_ATTACK) && item.isWeapon())
|
||||
{
|
||||
value += calcEnchantedPAtkBonus(item, blessedBonus, enchant, overEnchant);
|
||||
value += calcEnchantedPAtkBonus(item, blessedBonus, enchant);
|
||||
}
|
||||
}
|
||||
return value;
|
||||
@ -161,127 +149,42 @@ public interface IStatsFunction
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantDefBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
static double calcEnchantDefBonus(L2ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
{
|
||||
// Enchant 0-3 adding +2
|
||||
// Enchant 3-6 adding +4
|
||||
// Enchant 6-127 adding +6
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((2 * blessedBonus * enchant) + (4 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (6 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((2 * blessedBonus * enchant) + (4 * blessedBonus * overEnchant));
|
||||
}
|
||||
break;
|
||||
return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
|
||||
}
|
||||
case S:
|
||||
case A:
|
||||
case B:
|
||||
case C:
|
||||
case D:
|
||||
case NONE:
|
||||
default:
|
||||
{
|
||||
value += enchant + (3 * overEnchant);
|
||||
break;
|
||||
return enchant + (3 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantMatkBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
static double calcEnchantMatkBonus(L2ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
{
|
||||
//@formatter:off
|
||||
/* M. Atk. increases by 5 for all weapons.
|
||||
* Starting at +4, M. Atk. bonus double.
|
||||
* 0-3 adding +5
|
||||
* 3-6 adding +10
|
||||
* 7-9 adding +15
|
||||
* 10-12 adding +20
|
||||
* 13-127 adding +25
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((5 * blessedBonus * enchant) + (10 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (15 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
case 13:
|
||||
{
|
||||
value += (20 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (25 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((5 * blessedBonus * enchant) + (10 * blessedBonus * overEnchant));
|
||||
}
|
||||
break;
|
||||
return ((5 * blessedBonus * enchant) + (10 * blessedBonus * Math.max(0, enchant - 3)));
|
||||
}
|
||||
case S:
|
||||
{
|
||||
// M. Atk. increases by 4 for all weapons.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
break;
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case A:
|
||||
case B:
|
||||
@ -289,31 +192,25 @@ public interface IStatsFunction
|
||||
{
|
||||
// M. Atk. increases by 3 for all weapons.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (3 * enchant) + (6 * overEnchant);
|
||||
break;
|
||||
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case D:
|
||||
case NONE:
|
||||
default:
|
||||
{
|
||||
// M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (2 * enchant) + (4 * overEnchant);
|
||||
break;
|
||||
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantedPAtkBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
static double calcEnchantedPAtkBonus(L2ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
@ -322,165 +219,11 @@ public interface IStatsFunction
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 12 for bows.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +12
|
||||
* 4-6 adding +24
|
||||
* 7-9 adding +36
|
||||
* 10-12 adding +48
|
||||
* 13-127 adding +60
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((12 * blessedBonus * enchant) + (24 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (36 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (48 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (60 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((12 * blessedBonus * enchant) + (24 * blessedBonus * overEnchant));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 7 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +7
|
||||
* 4-6 adding +14
|
||||
* 7-9 adding +21
|
||||
* 10-12 adding +28
|
||||
* 13-127 adding +35
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((7 * blessedBonus * enchant) + (14 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (21 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (28 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (35 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((7 * blessedBonus * enchant) + (14 * blessedBonus * overEnchant));
|
||||
}
|
||||
return (12 * blessedBonus * enchant) + (24 * blessedBonus * Math.max(0, enchant - 3));
|
||||
}
|
||||
return (7 * blessedBonus * enchant) + (14 * blessedBonus * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 6 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +6
|
||||
* 4-6 adding +12
|
||||
* 7-9 adding +18
|
||||
* 10-12 adding +24
|
||||
* 13-127 adding +30
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((6 * blessedBonus * enchant) + (12 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (18 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (24 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (30 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((6 * blessedBonus * enchant) + (12 * blessedBonus * overEnchant));
|
||||
}
|
||||
}
|
||||
break;
|
||||
return (6 * blessedBonus * enchant) + (12 * blessedBonus * Math.max(0, enchant - 3));
|
||||
}
|
||||
case S:
|
||||
{
|
||||
@ -490,22 +233,15 @@ public interface IStatsFunction
|
||||
{
|
||||
// P. Atk. increases by 10 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (10 * enchant) + (20 * overEnchant);
|
||||
return (10 * enchant) + (20 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (6 * enchant) + (12 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (5 * enchant) + (10 * overEnchant);
|
||||
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case A:
|
||||
{
|
||||
@ -515,22 +251,15 @@ public interface IStatsFunction
|
||||
{
|
||||
// P. Atk. increases by 8 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (8 * enchant) + (16 * overEnchant);
|
||||
return (8 * enchant) + (16 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (5 * enchant) + (10 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case B:
|
||||
case C:
|
||||
@ -541,42 +270,29 @@ public interface IStatsFunction
|
||||
{
|
||||
// P. Atk. increases by 6 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (6 * enchant) + (12 * overEnchant);
|
||||
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (3 * enchant) + (6 * overEnchant);
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case D:
|
||||
case NONE:
|
||||
default:
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
// Bows increase by 4.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 2 for all weapons with the exception of bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (2 * enchant) + (4 * overEnchant);
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 2 for all weapons with the exception of bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
default double validateValue(L2Character creature, double value, double minValue, double maxValue)
|
||||
|
@ -42,7 +42,8 @@ public class PDefenseFinalizer implements IStatsFunction
|
||||
Inventory.PAPERDOLL_FEET,
|
||||
Inventory.PAPERDOLL_GLOVES,
|
||||
Inventory.PAPERDOLL_UNDER,
|
||||
Inventory.PAPERDOLL_CLOAK
|
||||
Inventory.PAPERDOLL_CLOAK,
|
||||
Inventory.PAPERDOLL_HAIR
|
||||
};
|
||||
|
||||
@Override
|
||||
@ -70,7 +71,8 @@ public class PDefenseFinalizer implements IStatsFunction
|
||||
final L2PcInstance player = creature.getActingPlayer();
|
||||
for (int slot : SLOTS)
|
||||
{
|
||||
if (!inv.isPaperdollSlotEmpty(slot) || ((slot == Inventory.PAPERDOLL_LEGS) && !inv.isPaperdollSlotEmpty(Inventory.PAPERDOLL_CHEST) && (inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST).getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)))
|
||||
if (!inv.isPaperdollSlotEmpty(slot) || //
|
||||
((slot == Inventory.PAPERDOLL_LEGS) && !inv.isPaperdollSlotEmpty(Inventory.PAPERDOLL_CHEST) && (inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST).getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)))
|
||||
{
|
||||
final int defaultStatValue = player.getTemplate().getBaseDefBySlot(slot);
|
||||
baseValue -= creature.getTransformation().map(transform -> transform.getBaseDefBySlot(player, slot)).orElse(defaultStatValue);
|
||||
|
@ -139,7 +139,7 @@ public final class PlayerTemplateData implements IGameXmlReader
|
||||
}
|
||||
}
|
||||
// calculate total pdef and mdef from parts
|
||||
set.set("basePDef", (set.getInt("basePDefchest", 0) + set.getInt("basePDeflegs", 0) + set.getInt("basePDefhead", 0) + set.getInt("basePDeffeet", 0) + set.getInt("basePDefgloves", 0) + set.getInt("basePDefunderwear", 0) + set.getInt("basePDefcloak", 0)));
|
||||
set.set("basePDef", (set.getInt("basePDefchest", 0) + set.getInt("basePDeflegs", 0) + set.getInt("basePDefhead", 0) + set.getInt("basePDeffeet", 0) + set.getInt("basePDefgloves", 0) + set.getInt("basePDefunderwear", 0) + set.getInt("basePDefcloak", 0) + set.getInt("basePDefhair", 0)));
|
||||
set.set("baseMDef", (set.getInt("baseMDefrear", 0) + set.getInt("baseMDeflear", 0) + set.getInt("baseMDefrfinger", 0) + set.getInt("baseMDefrfinger", 0) + set.getInt("baseMDefneck", 0)));
|
||||
|
||||
_playerTemplates.put(ClassId.getClassId(classId), new L2PcTemplate(set, creationPoints));
|
||||
|
@ -62,7 +62,7 @@ public class L2PcTemplate extends L2CharTemplate
|
||||
_baseMpReg = new double[ExperienceData.getInstance().getMaxLevel()];
|
||||
_baseCpReg = new double[ExperienceData.getInstance().getMaxLevel()];
|
||||
|
||||
_baseSlotDef = new HashMap<>(12);
|
||||
_baseSlotDef = new HashMap<>(13);
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_CHEST, set.getInt("basePDefchest", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_LEGS, set.getInt("basePDeflegs", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_HEAD, set.getInt("basePDefhead", 0));
|
||||
@ -75,6 +75,7 @@ public class L2PcTemplate extends L2CharTemplate
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_RFINGER, set.getInt("baseMDefrfinger", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_LFINGER, set.getInt("baseMDefrfinger", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_NECK, set.getInt("baseMDefneck", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_HAIR, set.getInt("basePDefhair", 0));
|
||||
|
||||
_fCollisionRadiusFemale = set.getDouble("collisionFemaleradius");
|
||||
_fCollisionHeightFemale = set.getDouble("collisionFemaleheight");
|
||||
@ -198,7 +199,7 @@ public class L2PcTemplate extends L2CharTemplate
|
||||
|
||||
/**
|
||||
* @param slotId id of inventory slot to return value
|
||||
* @return defence value of charactert for EMPTY given slot
|
||||
* @return defense value of character for EMPTY given slot
|
||||
*/
|
||||
public int getBaseDefBySlot(int slotId)
|
||||
{
|
||||
|
@ -114,44 +114,32 @@ public interface IStatsFunction
|
||||
double value = 0;
|
||||
for (L2ItemInstance item : creature.getInventory().getPaperdollItems(L2ItemInstance::isEquipped, L2ItemInstance::isEnchanted))
|
||||
{
|
||||
if (item.getItem().getStats(stat, 0) <= 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Removed for hair accessory enchant bonus.
|
||||
// Hair accessory base defence is zero.
|
||||
// if (item.getItem().getStats(stat, 0) <= 0)
|
||||
// {
|
||||
// continue;
|
||||
// }
|
||||
|
||||
final double blessedBonus = item.getItem().isBlessed() ? 1.5 : 1;
|
||||
int overEnchant = 0;
|
||||
int enchant = item.getEnchantLevel();
|
||||
if (enchant > 3)
|
||||
{
|
||||
overEnchant = enchant - 3;
|
||||
enchant = 3;
|
||||
}
|
||||
|
||||
if (creature.getActingPlayer().isInOlympiadMode() && (Config.ALT_OLY_ENCHANT_LIMIT >= 0) && ((enchant + overEnchant) > Config.ALT_OLY_ENCHANT_LIMIT))
|
||||
if (creature.getActingPlayer().isInOlympiadMode() && (Config.ALT_OLY_ENCHANT_LIMIT >= 0) && (enchant > Config.ALT_OLY_ENCHANT_LIMIT))
|
||||
{
|
||||
if (Config.ALT_OLY_ENCHANT_LIMIT > 3)
|
||||
{
|
||||
overEnchant = Config.ALT_OLY_ENCHANT_LIMIT - 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
overEnchant = 0;
|
||||
enchant = Config.ALT_OLY_ENCHANT_LIMIT;
|
||||
}
|
||||
enchant = Config.ALT_OLY_ENCHANT_LIMIT;
|
||||
}
|
||||
|
||||
if ((stat == Stats.MAGICAL_DEFENCE) || (stat == Stats.PHYSICAL_DEFENCE))
|
||||
{
|
||||
value += calcEnchantDefBonus(item, blessedBonus, enchant, overEnchant);
|
||||
value += calcEnchantDefBonus(item, blessedBonus, enchant);
|
||||
}
|
||||
else if (stat == Stats.MAGIC_ATTACK)
|
||||
{
|
||||
value += calcEnchantMatkBonus(item, blessedBonus, enchant, overEnchant);
|
||||
value += calcEnchantMatkBonus(item, blessedBonus, enchant);
|
||||
}
|
||||
else if ((stat == Stats.PHYSICAL_ATTACK) && item.isWeapon())
|
||||
{
|
||||
value += calcEnchantedPAtkBonus(item, blessedBonus, enchant, overEnchant);
|
||||
value += calcEnchantedPAtkBonus(item, blessedBonus, enchant);
|
||||
}
|
||||
}
|
||||
return value;
|
||||
@ -161,127 +149,42 @@ public interface IStatsFunction
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantDefBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
static double calcEnchantDefBonus(L2ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
{
|
||||
// Enchant 0-3 adding +2
|
||||
// Enchant 3-6 adding +4
|
||||
// Enchant 6-127 adding +6
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((2 * blessedBonus * enchant) + (4 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (6 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((2 * blessedBonus * enchant) + (4 * blessedBonus * overEnchant));
|
||||
}
|
||||
break;
|
||||
return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
|
||||
}
|
||||
case S:
|
||||
case A:
|
||||
case B:
|
||||
case C:
|
||||
case D:
|
||||
case NONE:
|
||||
default:
|
||||
{
|
||||
value += enchant + (3 * overEnchant);
|
||||
break;
|
||||
return enchant + (3 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantMatkBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
static double calcEnchantMatkBonus(L2ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
{
|
||||
//@formatter:off
|
||||
/* M. Atk. increases by 5 for all weapons.
|
||||
* Starting at +4, M. Atk. bonus double.
|
||||
* 0-3 adding +5
|
||||
* 3-6 adding +10
|
||||
* 7-9 adding +15
|
||||
* 10-12 adding +20
|
||||
* 13-127 adding +25
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((5 * blessedBonus * enchant) + (10 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (15 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
case 13:
|
||||
{
|
||||
value += (20 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (25 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((5 * blessedBonus * enchant) + (10 * blessedBonus * overEnchant));
|
||||
}
|
||||
break;
|
||||
return ((5 * blessedBonus * enchant) + (10 * blessedBonus * Math.max(0, enchant - 3)));
|
||||
}
|
||||
case S:
|
||||
{
|
||||
// M. Atk. increases by 4 for all weapons.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
break;
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case A:
|
||||
case B:
|
||||
@ -289,31 +192,25 @@ public interface IStatsFunction
|
||||
{
|
||||
// M. Atk. increases by 3 for all weapons.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (3 * enchant) + (6 * overEnchant);
|
||||
break;
|
||||
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case D:
|
||||
case NONE:
|
||||
default:
|
||||
{
|
||||
// M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (2 * enchant) + (4 * overEnchant);
|
||||
break;
|
||||
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantedPAtkBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
static double calcEnchantedPAtkBonus(L2ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
@ -322,165 +219,11 @@ public interface IStatsFunction
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 12 for bows.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +12
|
||||
* 4-6 adding +24
|
||||
* 7-9 adding +36
|
||||
* 10-12 adding +48
|
||||
* 13-127 adding +60
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((12 * blessedBonus * enchant) + (24 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (36 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (48 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (60 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((12 * blessedBonus * enchant) + (24 * blessedBonus * overEnchant));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 7 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +7
|
||||
* 4-6 adding +14
|
||||
* 7-9 adding +21
|
||||
* 10-12 adding +28
|
||||
* 13-127 adding +35
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((7 * blessedBonus * enchant) + (14 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (21 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (28 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (35 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((7 * blessedBonus * enchant) + (14 * blessedBonus * overEnchant));
|
||||
}
|
||||
return (12 * blessedBonus * enchant) + (24 * blessedBonus * Math.max(0, enchant - 3));
|
||||
}
|
||||
return (7 * blessedBonus * enchant) + (14 * blessedBonus * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 6 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +6
|
||||
* 4-6 adding +12
|
||||
* 7-9 adding +18
|
||||
* 10-12 adding +24
|
||||
* 13-127 adding +30
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((6 * blessedBonus * enchant) + (12 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (18 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (24 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (30 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((6 * blessedBonus * enchant) + (12 * blessedBonus * overEnchant));
|
||||
}
|
||||
}
|
||||
break;
|
||||
return (6 * blessedBonus * enchant) + (12 * blessedBonus * Math.max(0, enchant - 3));
|
||||
}
|
||||
case S:
|
||||
{
|
||||
@ -490,22 +233,15 @@ public interface IStatsFunction
|
||||
{
|
||||
// P. Atk. increases by 10 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (10 * enchant) + (20 * overEnchant);
|
||||
return (10 * enchant) + (20 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (6 * enchant) + (12 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (5 * enchant) + (10 * overEnchant);
|
||||
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case A:
|
||||
{
|
||||
@ -515,22 +251,15 @@ public interface IStatsFunction
|
||||
{
|
||||
// P. Atk. increases by 8 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (8 * enchant) + (16 * overEnchant);
|
||||
return (8 * enchant) + (16 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (5 * enchant) + (10 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case B:
|
||||
case C:
|
||||
@ -541,42 +270,29 @@ public interface IStatsFunction
|
||||
{
|
||||
// P. Atk. increases by 6 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (6 * enchant) + (12 * overEnchant);
|
||||
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (3 * enchant) + (6 * overEnchant);
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case D:
|
||||
case NONE:
|
||||
default:
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
// Bows increase by 4.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 2 for all weapons with the exception of bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (2 * enchant) + (4 * overEnchant);
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 2 for all weapons with the exception of bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
default double validateValue(L2Character creature, double value, double minValue, double maxValue)
|
||||
|
@ -42,7 +42,8 @@ public class PDefenseFinalizer implements IStatsFunction
|
||||
Inventory.PAPERDOLL_FEET,
|
||||
Inventory.PAPERDOLL_GLOVES,
|
||||
Inventory.PAPERDOLL_UNDER,
|
||||
Inventory.PAPERDOLL_CLOAK
|
||||
Inventory.PAPERDOLL_CLOAK,
|
||||
Inventory.PAPERDOLL_HAIR
|
||||
};
|
||||
|
||||
@Override
|
||||
@ -70,7 +71,8 @@ public class PDefenseFinalizer implements IStatsFunction
|
||||
final L2PcInstance player = creature.getActingPlayer();
|
||||
for (int slot : SLOTS)
|
||||
{
|
||||
if (!inv.isPaperdollSlotEmpty(slot) || ((slot == Inventory.PAPERDOLL_LEGS) && !inv.isPaperdollSlotEmpty(Inventory.PAPERDOLL_CHEST) && (inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST).getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)))
|
||||
if (!inv.isPaperdollSlotEmpty(slot) || //
|
||||
((slot == Inventory.PAPERDOLL_LEGS) && !inv.isPaperdollSlotEmpty(Inventory.PAPERDOLL_CHEST) && (inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST).getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)))
|
||||
{
|
||||
final int defaultStatValue = player.getTemplate().getBaseDefBySlot(slot);
|
||||
baseValue -= creature.getTransformation().map(transform -> transform.getBaseDefBySlot(player, slot)).orElse(defaultStatValue);
|
||||
|
@ -139,7 +139,7 @@ public final class PlayerTemplateData implements IGameXmlReader
|
||||
}
|
||||
}
|
||||
// calculate total pdef and mdef from parts
|
||||
set.set("basePDef", (set.getInt("basePDefchest", 0) + set.getInt("basePDeflegs", 0) + set.getInt("basePDefhead", 0) + set.getInt("basePDeffeet", 0) + set.getInt("basePDefgloves", 0) + set.getInt("basePDefunderwear", 0) + set.getInt("basePDefcloak", 0)));
|
||||
set.set("basePDef", (set.getInt("basePDefchest", 0) + set.getInt("basePDeflegs", 0) + set.getInt("basePDefhead", 0) + set.getInt("basePDeffeet", 0) + set.getInt("basePDefgloves", 0) + set.getInt("basePDefunderwear", 0) + set.getInt("basePDefcloak", 0) + set.getInt("basePDefhair", 0)));
|
||||
set.set("baseMDef", (set.getInt("baseMDefrear", 0) + set.getInt("baseMDeflear", 0) + set.getInt("baseMDefrfinger", 0) + set.getInt("baseMDefrfinger", 0) + set.getInt("baseMDefneck", 0)));
|
||||
|
||||
_playerTemplates.put(ClassId.getClassId(classId), new L2PcTemplate(set, creationPoints));
|
||||
|
@ -62,7 +62,7 @@ public class L2PcTemplate extends L2CharTemplate
|
||||
_baseMpReg = new double[ExperienceData.getInstance().getMaxLevel()];
|
||||
_baseCpReg = new double[ExperienceData.getInstance().getMaxLevel()];
|
||||
|
||||
_baseSlotDef = new HashMap<>(12);
|
||||
_baseSlotDef = new HashMap<>(13);
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_CHEST, set.getInt("basePDefchest", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_LEGS, set.getInt("basePDeflegs", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_HEAD, set.getInt("basePDefhead", 0));
|
||||
@ -75,6 +75,7 @@ public class L2PcTemplate extends L2CharTemplate
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_RFINGER, set.getInt("baseMDefrfinger", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_LFINGER, set.getInt("baseMDefrfinger", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_NECK, set.getInt("baseMDefneck", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_HAIR, set.getInt("basePDefhair", 0));
|
||||
|
||||
_fCollisionRadiusFemale = set.getDouble("collisionFemaleradius");
|
||||
_fCollisionHeightFemale = set.getDouble("collisionFemaleheight");
|
||||
@ -198,7 +199,7 @@ public class L2PcTemplate extends L2CharTemplate
|
||||
|
||||
/**
|
||||
* @param slotId id of inventory slot to return value
|
||||
* @return defence value of charactert for EMPTY given slot
|
||||
* @return defense value of character for EMPTY given slot
|
||||
*/
|
||||
public int getBaseDefBySlot(int slotId)
|
||||
{
|
||||
|
@ -114,44 +114,32 @@ public interface IStatsFunction
|
||||
double value = 0;
|
||||
for (L2ItemInstance item : creature.getInventory().getPaperdollItems(L2ItemInstance::isEquipped, L2ItemInstance::isEnchanted))
|
||||
{
|
||||
if (item.getItem().getStats(stat, 0) <= 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Removed for hair accessory enchant bonus.
|
||||
// Hair accessory base defence is zero.
|
||||
// if (item.getItem().getStats(stat, 0) <= 0)
|
||||
// {
|
||||
// continue;
|
||||
// }
|
||||
|
||||
final double blessedBonus = item.getItem().isBlessed() ? 1.5 : 1;
|
||||
int overEnchant = 0;
|
||||
int enchant = item.getEnchantLevel();
|
||||
if (enchant > 3)
|
||||
{
|
||||
overEnchant = enchant - 3;
|
||||
enchant = 3;
|
||||
}
|
||||
|
||||
if (creature.getActingPlayer().isInOlympiadMode() && (Config.ALT_OLY_ENCHANT_LIMIT >= 0) && ((enchant + overEnchant) > Config.ALT_OLY_ENCHANT_LIMIT))
|
||||
if (creature.getActingPlayer().isInOlympiadMode() && (Config.ALT_OLY_ENCHANT_LIMIT >= 0) && (enchant > Config.ALT_OLY_ENCHANT_LIMIT))
|
||||
{
|
||||
if (Config.ALT_OLY_ENCHANT_LIMIT > 3)
|
||||
{
|
||||
overEnchant = Config.ALT_OLY_ENCHANT_LIMIT - 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
overEnchant = 0;
|
||||
enchant = Config.ALT_OLY_ENCHANT_LIMIT;
|
||||
}
|
||||
enchant = Config.ALT_OLY_ENCHANT_LIMIT;
|
||||
}
|
||||
|
||||
if ((stat == Stats.MAGICAL_DEFENCE) || (stat == Stats.PHYSICAL_DEFENCE))
|
||||
{
|
||||
value += calcEnchantDefBonus(item, blessedBonus, enchant, overEnchant);
|
||||
value += calcEnchantDefBonus(item, blessedBonus, enchant);
|
||||
}
|
||||
else if (stat == Stats.MAGIC_ATTACK)
|
||||
{
|
||||
value += calcEnchantMatkBonus(item, blessedBonus, enchant, overEnchant);
|
||||
value += calcEnchantMatkBonus(item, blessedBonus, enchant);
|
||||
}
|
||||
else if ((stat == Stats.PHYSICAL_ATTACK) && item.isWeapon())
|
||||
{
|
||||
value += calcEnchantedPAtkBonus(item, blessedBonus, enchant, overEnchant);
|
||||
value += calcEnchantedPAtkBonus(item, blessedBonus, enchant);
|
||||
}
|
||||
}
|
||||
return value;
|
||||
@ -161,127 +149,42 @@ public interface IStatsFunction
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantDefBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
static double calcEnchantDefBonus(L2ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
{
|
||||
// Enchant 0-3 adding +2
|
||||
// Enchant 3-6 adding +4
|
||||
// Enchant 6-127 adding +6
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((2 * blessedBonus * enchant) + (4 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (6 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((2 * blessedBonus * enchant) + (4 * blessedBonus * overEnchant));
|
||||
}
|
||||
break;
|
||||
return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
|
||||
}
|
||||
case S:
|
||||
case A:
|
||||
case B:
|
||||
case C:
|
||||
case D:
|
||||
case NONE:
|
||||
default:
|
||||
{
|
||||
value += enchant + (3 * overEnchant);
|
||||
break;
|
||||
return enchant + (3 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantMatkBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
static double calcEnchantMatkBonus(L2ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
{
|
||||
//@formatter:off
|
||||
/* M. Atk. increases by 5 for all weapons.
|
||||
* Starting at +4, M. Atk. bonus double.
|
||||
* 0-3 adding +5
|
||||
* 3-6 adding +10
|
||||
* 7-9 adding +15
|
||||
* 10-12 adding +20
|
||||
* 13-127 adding +25
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((5 * blessedBonus * enchant) + (10 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (15 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
case 13:
|
||||
{
|
||||
value += (20 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (25 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((5 * blessedBonus * enchant) + (10 * blessedBonus * overEnchant));
|
||||
}
|
||||
break;
|
||||
return ((5 * blessedBonus * enchant) + (10 * blessedBonus * Math.max(0, enchant - 3)));
|
||||
}
|
||||
case S:
|
||||
{
|
||||
// M. Atk. increases by 4 for all weapons.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
break;
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case A:
|
||||
case B:
|
||||
@ -289,31 +192,25 @@ public interface IStatsFunction
|
||||
{
|
||||
// M. Atk. increases by 3 for all weapons.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (3 * enchant) + (6 * overEnchant);
|
||||
break;
|
||||
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case D:
|
||||
case NONE:
|
||||
default:
|
||||
{
|
||||
// M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (2 * enchant) + (4 * overEnchant);
|
||||
break;
|
||||
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantedPAtkBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
static double calcEnchantedPAtkBonus(L2ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
@ -322,165 +219,11 @@ public interface IStatsFunction
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 12 for bows.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +12
|
||||
* 4-6 adding +24
|
||||
* 7-9 adding +36
|
||||
* 10-12 adding +48
|
||||
* 13-127 adding +60
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((12 * blessedBonus * enchant) + (24 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (36 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (48 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (60 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((12 * blessedBonus * enchant) + (24 * blessedBonus * overEnchant));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 7 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +7
|
||||
* 4-6 adding +14
|
||||
* 7-9 adding +21
|
||||
* 10-12 adding +28
|
||||
* 13-127 adding +35
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((7 * blessedBonus * enchant) + (14 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (21 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (28 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (35 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((7 * blessedBonus * enchant) + (14 * blessedBonus * overEnchant));
|
||||
}
|
||||
return (12 * blessedBonus * enchant) + (24 * blessedBonus * Math.max(0, enchant - 3));
|
||||
}
|
||||
return (7 * blessedBonus * enchant) + (14 * blessedBonus * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 6 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +6
|
||||
* 4-6 adding +12
|
||||
* 7-9 adding +18
|
||||
* 10-12 adding +24
|
||||
* 13-127 adding +30
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((6 * blessedBonus * enchant) + (12 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (18 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (24 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (30 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((6 * blessedBonus * enchant) + (12 * blessedBonus * overEnchant));
|
||||
}
|
||||
}
|
||||
break;
|
||||
return (6 * blessedBonus * enchant) + (12 * blessedBonus * Math.max(0, enchant - 3));
|
||||
}
|
||||
case S:
|
||||
{
|
||||
@ -490,22 +233,15 @@ public interface IStatsFunction
|
||||
{
|
||||
// P. Atk. increases by 10 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (10 * enchant) + (20 * overEnchant);
|
||||
return (10 * enchant) + (20 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (6 * enchant) + (12 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (5 * enchant) + (10 * overEnchant);
|
||||
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case A:
|
||||
{
|
||||
@ -515,22 +251,15 @@ public interface IStatsFunction
|
||||
{
|
||||
// P. Atk. increases by 8 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (8 * enchant) + (16 * overEnchant);
|
||||
return (8 * enchant) + (16 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (5 * enchant) + (10 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case B:
|
||||
case C:
|
||||
@ -541,42 +270,29 @@ public interface IStatsFunction
|
||||
{
|
||||
// P. Atk. increases by 6 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (6 * enchant) + (12 * overEnchant);
|
||||
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (3 * enchant) + (6 * overEnchant);
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case D:
|
||||
case NONE:
|
||||
default:
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
// Bows increase by 4.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 2 for all weapons with the exception of bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (2 * enchant) + (4 * overEnchant);
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 2 for all weapons with the exception of bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
default double validateValue(L2Character creature, double value, double minValue, double maxValue)
|
||||
|
@ -42,7 +42,8 @@ public class PDefenseFinalizer implements IStatsFunction
|
||||
Inventory.PAPERDOLL_FEET,
|
||||
Inventory.PAPERDOLL_GLOVES,
|
||||
Inventory.PAPERDOLL_UNDER,
|
||||
Inventory.PAPERDOLL_CLOAK
|
||||
Inventory.PAPERDOLL_CLOAK,
|
||||
Inventory.PAPERDOLL_HAIR
|
||||
};
|
||||
|
||||
@Override
|
||||
@ -70,7 +71,8 @@ public class PDefenseFinalizer implements IStatsFunction
|
||||
final L2PcInstance player = creature.getActingPlayer();
|
||||
for (int slot : SLOTS)
|
||||
{
|
||||
if (!inv.isPaperdollSlotEmpty(slot) || ((slot == Inventory.PAPERDOLL_LEGS) && !inv.isPaperdollSlotEmpty(Inventory.PAPERDOLL_CHEST) && (inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST).getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)))
|
||||
if (!inv.isPaperdollSlotEmpty(slot) || //
|
||||
((slot == Inventory.PAPERDOLL_LEGS) && !inv.isPaperdollSlotEmpty(Inventory.PAPERDOLL_CHEST) && (inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST).getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)))
|
||||
{
|
||||
final int defaultStatValue = player.getTemplate().getBaseDefBySlot(slot);
|
||||
baseValue -= creature.getTransformation().map(transform -> transform.getBaseDefBySlot(player, slot)).orElse(defaultStatValue);
|
||||
|
@ -139,7 +139,7 @@ public final class PlayerTemplateData implements IGameXmlReader
|
||||
}
|
||||
}
|
||||
// calculate total pdef and mdef from parts
|
||||
set.set("basePDef", (set.getInt("basePDefchest", 0) + set.getInt("basePDeflegs", 0) + set.getInt("basePDefhead", 0) + set.getInt("basePDeffeet", 0) + set.getInt("basePDefgloves", 0) + set.getInt("basePDefunderwear", 0) + set.getInt("basePDefcloak", 0)));
|
||||
set.set("basePDef", (set.getInt("basePDefchest", 0) + set.getInt("basePDeflegs", 0) + set.getInt("basePDefhead", 0) + set.getInt("basePDeffeet", 0) + set.getInt("basePDefgloves", 0) + set.getInt("basePDefunderwear", 0) + set.getInt("basePDefcloak", 0) + set.getInt("basePDefhair", 0)));
|
||||
set.set("baseMDef", (set.getInt("baseMDefrear", 0) + set.getInt("baseMDeflear", 0) + set.getInt("baseMDefrfinger", 0) + set.getInt("baseMDefrfinger", 0) + set.getInt("baseMDefneck", 0)));
|
||||
|
||||
_playerTemplates.put(ClassId.getClassId(classId), new L2PcTemplate(set, creationPoints));
|
||||
|
@ -62,7 +62,7 @@ public class L2PcTemplate extends L2CharTemplate
|
||||
_baseMpReg = new double[ExperienceData.getInstance().getMaxLevel()];
|
||||
_baseCpReg = new double[ExperienceData.getInstance().getMaxLevel()];
|
||||
|
||||
_baseSlotDef = new HashMap<>(12);
|
||||
_baseSlotDef = new HashMap<>(13);
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_CHEST, set.getInt("basePDefchest", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_LEGS, set.getInt("basePDeflegs", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_HEAD, set.getInt("basePDefhead", 0));
|
||||
@ -75,6 +75,7 @@ public class L2PcTemplate extends L2CharTemplate
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_RFINGER, set.getInt("baseMDefrfinger", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_LFINGER, set.getInt("baseMDefrfinger", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_NECK, set.getInt("baseMDefneck", 0));
|
||||
_baseSlotDef.put(Inventory.PAPERDOLL_HAIR, set.getInt("basePDefhair", 0));
|
||||
|
||||
_fCollisionRadiusFemale = set.getDouble("collisionFemaleradius");
|
||||
_fCollisionHeightFemale = set.getDouble("collisionFemaleheight");
|
||||
@ -198,7 +199,7 @@ public class L2PcTemplate extends L2CharTemplate
|
||||
|
||||
/**
|
||||
* @param slotId id of inventory slot to return value
|
||||
* @return defence value of charactert for EMPTY given slot
|
||||
* @return defense value of character for EMPTY given slot
|
||||
*/
|
||||
public int getBaseDefBySlot(int slotId)
|
||||
{
|
||||
|
@ -114,44 +114,32 @@ public interface IStatsFunction
|
||||
double value = 0;
|
||||
for (L2ItemInstance item : creature.getInventory().getPaperdollItems(L2ItemInstance::isEquipped, L2ItemInstance::isEnchanted))
|
||||
{
|
||||
if (item.getItem().getStats(stat, 0) <= 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Removed for hair accessory enchant bonus.
|
||||
// Hair accessory base defence is zero.
|
||||
// if (item.getItem().getStats(stat, 0) <= 0)
|
||||
// {
|
||||
// continue;
|
||||
// }
|
||||
|
||||
final double blessedBonus = item.getItem().isBlessed() ? 1.5 : 1;
|
||||
int overEnchant = 0;
|
||||
int enchant = item.getEnchantLevel();
|
||||
if (enchant > 3)
|
||||
{
|
||||
overEnchant = enchant - 3;
|
||||
enchant = 3;
|
||||
}
|
||||
|
||||
if (creature.getActingPlayer().isInOlympiadMode() && (Config.ALT_OLY_ENCHANT_LIMIT >= 0) && ((enchant + overEnchant) > Config.ALT_OLY_ENCHANT_LIMIT))
|
||||
if (creature.getActingPlayer().isInOlympiadMode() && (Config.ALT_OLY_ENCHANT_LIMIT >= 0) && (enchant > Config.ALT_OLY_ENCHANT_LIMIT))
|
||||
{
|
||||
if (Config.ALT_OLY_ENCHANT_LIMIT > 3)
|
||||
{
|
||||
overEnchant = Config.ALT_OLY_ENCHANT_LIMIT - 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
overEnchant = 0;
|
||||
enchant = Config.ALT_OLY_ENCHANT_LIMIT;
|
||||
}
|
||||
enchant = Config.ALT_OLY_ENCHANT_LIMIT;
|
||||
}
|
||||
|
||||
if ((stat == Stats.MAGICAL_DEFENCE) || (stat == Stats.PHYSICAL_DEFENCE))
|
||||
{
|
||||
value += calcEnchantDefBonus(item, blessedBonus, enchant, overEnchant);
|
||||
value += calcEnchantDefBonus(item, blessedBonus, enchant);
|
||||
}
|
||||
else if (stat == Stats.MAGIC_ATTACK)
|
||||
{
|
||||
value += calcEnchantMatkBonus(item, blessedBonus, enchant, overEnchant);
|
||||
value += calcEnchantMatkBonus(item, blessedBonus, enchant);
|
||||
}
|
||||
else if ((stat == Stats.PHYSICAL_ATTACK) && item.isWeapon())
|
||||
{
|
||||
value += calcEnchantedPAtkBonus(item, blessedBonus, enchant, overEnchant);
|
||||
value += calcEnchantedPAtkBonus(item, blessedBonus, enchant);
|
||||
}
|
||||
}
|
||||
return value;
|
||||
@ -161,127 +149,42 @@ public interface IStatsFunction
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantDefBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
static double calcEnchantDefBonus(L2ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
{
|
||||
// Enchant 0-3 adding +2
|
||||
// Enchant 3-6 adding +4
|
||||
// Enchant 6-127 adding +6
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((2 * blessedBonus * enchant) + (4 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (6 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((2 * blessedBonus * enchant) + (4 * blessedBonus * overEnchant));
|
||||
}
|
||||
break;
|
||||
return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
|
||||
}
|
||||
case S:
|
||||
case A:
|
||||
case B:
|
||||
case C:
|
||||
case D:
|
||||
case NONE:
|
||||
default:
|
||||
{
|
||||
value += enchant + (3 * overEnchant);
|
||||
break;
|
||||
return enchant + (3 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantMatkBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
static double calcEnchantMatkBonus(L2ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
{
|
||||
//@formatter:off
|
||||
/* M. Atk. increases by 5 for all weapons.
|
||||
* Starting at +4, M. Atk. bonus double.
|
||||
* 0-3 adding +5
|
||||
* 3-6 adding +10
|
||||
* 7-9 adding +15
|
||||
* 10-12 adding +20
|
||||
* 13-127 adding +25
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((5 * blessedBonus * enchant) + (10 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (15 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
case 13:
|
||||
{
|
||||
value += (20 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (25 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((5 * blessedBonus * enchant) + (10 * blessedBonus * overEnchant));
|
||||
}
|
||||
break;
|
||||
return ((5 * blessedBonus * enchant) + (10 * blessedBonus * Math.max(0, enchant - 3)));
|
||||
}
|
||||
case S:
|
||||
{
|
||||
// M. Atk. increases by 4 for all weapons.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
break;
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case A:
|
||||
case B:
|
||||
@ -289,31 +192,25 @@ public interface IStatsFunction
|
||||
{
|
||||
// M. Atk. increases by 3 for all weapons.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (3 * enchant) + (6 * overEnchant);
|
||||
break;
|
||||
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case D:
|
||||
case NONE:
|
||||
default:
|
||||
{
|
||||
// M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (2 * enchant) + (4 * overEnchant);
|
||||
break;
|
||||
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantedPAtkBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
static double calcEnchantedPAtkBonus(L2ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
@ -322,165 +219,11 @@ public interface IStatsFunction
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 12 for bows.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +12
|
||||
* 4-6 adding +24
|
||||
* 7-9 adding +36
|
||||
* 10-12 adding +48
|
||||
* 13-127 adding +60
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((12 * blessedBonus * enchant) + (24 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (36 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (48 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (60 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((12 * blessedBonus * enchant) + (24 * blessedBonus * overEnchant));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 7 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +7
|
||||
* 4-6 adding +14
|
||||
* 7-9 adding +21
|
||||
* 10-12 adding +28
|
||||
* 13-127 adding +35
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((7 * blessedBonus * enchant) + (14 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (21 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (28 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (35 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((7 * blessedBonus * enchant) + (14 * blessedBonus * overEnchant));
|
||||
}
|
||||
return (12 * blessedBonus * enchant) + (24 * blessedBonus * Math.max(0, enchant - 3));
|
||||
}
|
||||
return (7 * blessedBonus * enchant) + (14 * blessedBonus * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 6 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +6
|
||||
* 4-6 adding +12
|
||||
* 7-9 adding +18
|
||||
* 10-12 adding +24
|
||||
* 13-127 adding +30
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((6 * blessedBonus * enchant) + (12 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (18 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (24 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (30 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (value == 0) // 1-3
|
||||
{
|
||||
value += ((6 * blessedBonus * enchant) + (12 * blessedBonus * overEnchant));
|
||||
}
|
||||
}
|
||||
break;
|
||||
return (6 * blessedBonus * enchant) + (12 * blessedBonus * Math.max(0, enchant - 3));
|
||||
}
|
||||
case S:
|
||||
{
|
||||
@ -490,22 +233,15 @@ public interface IStatsFunction
|
||||
{
|
||||
// P. Atk. increases by 10 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (10 * enchant) + (20 * overEnchant);
|
||||
return (10 * enchant) + (20 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (6 * enchant) + (12 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (5 * enchant) + (10 * overEnchant);
|
||||
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case A:
|
||||
{
|
||||
@ -515,22 +251,15 @@ public interface IStatsFunction
|
||||
{
|
||||
// P. Atk. increases by 8 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (8 * enchant) + (16 * overEnchant);
|
||||
return (8 * enchant) + (16 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (5 * enchant) + (10 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case B:
|
||||
case C:
|
||||
@ -541,42 +270,29 @@ public interface IStatsFunction
|
||||
{
|
||||
// P. Atk. increases by 6 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (6 * enchant) + (12 * overEnchant);
|
||||
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (3 * enchant) + (6 * overEnchant);
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case D:
|
||||
case NONE:
|
||||
default:
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
// Bows increase by 4.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 2 for all weapons with the exception of bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (2 * enchant) + (4 * overEnchant);
|
||||
}
|
||||
break;
|
||||
// P. Atk. increases by 2 for all weapons with the exception of bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
default double validateValue(L2Character creature, double value, double minValue, double maxValue)
|
||||
|
@ -42,7 +42,8 @@ public class PDefenseFinalizer implements IStatsFunction
|
||||
Inventory.PAPERDOLL_FEET,
|
||||
Inventory.PAPERDOLL_GLOVES,
|
||||
Inventory.PAPERDOLL_UNDER,
|
||||
Inventory.PAPERDOLL_CLOAK
|
||||
Inventory.PAPERDOLL_CLOAK,
|
||||
Inventory.PAPERDOLL_HAIR
|
||||
};
|
||||
|
||||
@Override
|
||||
@ -70,7 +71,8 @@ public class PDefenseFinalizer implements IStatsFunction
|
||||
final L2PcInstance player = creature.getActingPlayer();
|
||||
for (int slot : SLOTS)
|
||||
{
|
||||
if (!inv.isPaperdollSlotEmpty(slot) || ((slot == Inventory.PAPERDOLL_LEGS) && !inv.isPaperdollSlotEmpty(Inventory.PAPERDOLL_CHEST) && (inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST).getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)))
|
||||
if (!inv.isPaperdollSlotEmpty(slot) || //
|
||||
((slot == Inventory.PAPERDOLL_LEGS) && !inv.isPaperdollSlotEmpty(Inventory.PAPERDOLL_CHEST) && (inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST).getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)))
|
||||
{
|
||||
final int defaultStatValue = player.getTemplate().getBaseDefBySlot(slot);
|
||||
baseValue -= creature.getTransformation().map(transform -> transform.getBaseDefBySlot(player, slot)).orElse(defaultStatValue);
|
||||
|
Loading…
Reference in New Issue
Block a user