Merged with released L2J-Unity files.
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166
trunk/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttackWeaponBonus.java
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166
trunk/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttackWeaponBonus.java
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import java.util.HashMap;
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import java.util.Map;
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import com.l2jmobius.commons.util.Rnd;
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import com.l2jmobius.gameserver.enums.ShotType;
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import com.l2jmobius.gameserver.model.StatsSet;
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import com.l2jmobius.gameserver.model.actor.L2Attackable;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.effects.AbstractEffect;
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import com.l2jmobius.gameserver.model.effects.L2EffectType;
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import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
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import com.l2jmobius.gameserver.model.items.type.WeaponType;
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import com.l2jmobius.gameserver.model.skills.Skill;
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import com.l2jmobius.gameserver.model.stats.BaseStats;
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import com.l2jmobius.gameserver.model.stats.Formulas;
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import com.l2jmobius.gameserver.model.stats.Stats;
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/**
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* Physical Attack effect implementation. <br>
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* <b>Note</b>: Initial formula taken from PhysicalAttack.
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* @author Adry_85, Nik
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*/
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public final class PhysicalAttackWeaponBonus extends AbstractEffect
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{
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private final double _power;
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private final double _criticalChance;
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private final boolean _ignoreShieldDefence;
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private final boolean _overHit;
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private final Map<WeaponType, Double> _weaponBonus = new HashMap<>();
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public PhysicalAttackWeaponBonus(StatsSet params)
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{
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_power = params.getDouble("power", 0);
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_criticalChance = params.getDouble("criticalChance", 0);
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_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
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_overHit = params.getBoolean("overHit", false);
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for (WeaponType weapon : WeaponType.values())
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{
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final double bonus = params.getDouble(weapon.name(), 1);
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if (bonus != 1)
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{
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_weaponBonus.put(weapon, bonus);
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}
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}
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}
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@Override
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public boolean calcSuccess(L2Character effector, L2Character effected, Skill skill)
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{
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return !Formulas.calcPhysicalSkillEvasion(effector, effected, skill);
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}
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@Override
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public L2EffectType getEffectType()
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{
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return L2EffectType.PHYSICAL_ATTACK;
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}
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@Override
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public boolean isInstant()
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{
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return true;
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}
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@Override
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public void instant(L2Character effector, L2Character effected, Skill skill, L2ItemInstance item)
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{
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if (effector.isAlikeDead())
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{
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return;
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}
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if (effected.isPlayer() && effected.getActingPlayer().isFakeDeath())
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{
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effected.stopFakeDeath(true);
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}
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if (_overHit && effected.isAttackable())
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{
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((L2Attackable) effected).overhitEnabled(true);
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}
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if (_overHit && effected.isAttackable())
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{
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((L2Attackable) effected).overhitEnabled(true);
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}
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final double attack = effector.getPAtk();
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double defence = effected.getPDef();
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if (!_ignoreShieldDefence)
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{
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switch (Formulas.calcShldUse(effector, effected))
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{
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case Formulas.SHIELD_DEFENSE_SUCCEED:
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{
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defence += effected.getShldDef();
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break;
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}
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case Formulas.SHIELD_DEFENSE_PERFECT_BLOCK:
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{
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defence = -1;
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break;
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}
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}
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}
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double damage = 1;
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final boolean critical = (_criticalChance > 0) && ((BaseStats.STR.calcBonus(effector) * _criticalChance) > (Rnd.nextDouble() * 100));
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if (defence != -1)
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{
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// Trait, elements
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final double weaponTraitMod = Formulas.calcWeaponTraitBonus(effector, effected);
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final double generalTraitMod = Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false);
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final double attributeMod = Formulas.calcAttributeBonus(effector, effected, skill);
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final double pvpPveMod = Formulas.calculatePvpPveBonus(effector, effected, skill, true);
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final double randomMod = effector.getRandomDamageMultiplier();
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// Skill specific mods.
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final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113);
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final double weaponBonus = _weaponBonus.getOrDefault(effector.getAttackType(), 1.0);
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final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
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final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
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final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon?
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// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
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// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef
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// ```````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^``````````````````````````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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final double baseMod = (wpnMod * ((attack * effector.getLevelMod()) + _power + rangedBonus)) / defence;
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damage = baseMod * ssmod * critMod * weaponBonus * weaponTraitMod * generalTraitMod * attributeMod * pvpPveMod * randomMod;
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damage = effector.getStat().getValue(Stats.PHYSICAL_SKILL_POWER, damage);
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}
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// Check if damage should be reflected
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Formulas.calcDamageReflected(effector, effected, skill, critical);
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final double damageCap = effected.getStat().getValue(Stats.DAMAGE_LIMIT);
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if (damageCap > 0)
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{
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damage = Math.min(damage, damageCap);
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}
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effected.reduceCurrentHp(damage, effector, skill, false, false, critical, false);
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effector.sendDamageMessage(effected, skill, (int) damage, critical, false);
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}
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}
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