Addition of WeaponAttackAngleBonus effect.
Contributed by nasseka.
This commit is contained in:
@@ -29,6 +29,7 @@ import org.l2jmobius.gameserver.model.events.EventDispatcher;
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import org.l2jmobius.gameserver.model.events.impl.creature.player.OnPlayableExpChanged;
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import org.l2jmobius.gameserver.model.events.returns.TerminateReturn;
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import org.l2jmobius.gameserver.model.item.Weapon;
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import org.l2jmobius.gameserver.model.stats.Stat;
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import org.l2jmobius.gameserver.network.serverpackets.ExNewSkillToLearnByLevelUp;
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public class PlayableStat extends CreatureStat
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@@ -252,6 +253,6 @@ public class PlayableStat extends CreatureStat
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public int getPhysicalAttackAngle()
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{
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final Weapon weapon = getActiveChar().getActiveWeaponItem();
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return weapon != null ? weapon.getBaseAttackAngle() : super.getPhysicalAttackAngle();
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return (weapon != null ? weapon.getBaseAttackAngle() + (int) getActiveChar().getStat().getValue(Stat.WEAPON_ATTACK_ANGLE_BONUS, 0) : super.getPhysicalAttackAngle());
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}
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}
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@@ -165,6 +165,7 @@ public enum Stat
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MAGIC_ATTACK_RANGE("mAtkRange"),
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ATTACK_COUNT_MAX("atkCountMax"),
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PHYSICAL_POLEARM_TARGET_SINGLE("polearmSingleTarget"),
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WEAPON_ATTACK_ANGLE_BONUS("weaponAttackAngleBonus"),
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HIT_AT_NIGHT("hitAtNight"),
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// Run speed, walk & escape speed are calculated proportionally, magic speed is a buff
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