-Updated some skills in 10500-10700 range.
-Added stat maxPhysCritRate (for othell passive atm, increase crit rate limit). -Yul stances don't stack anymore. Contributed by NviX.
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@@ -61,8 +61,7 @@ public class CharStat
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/**
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* Calculate the new value of the state with modifiers that will be applied on the targeted L2Character.<BR>
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* <B><U> Concept</U> :</B><BR
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* A L2Character owns a table of Calculators called <B>_calculators</B>. Each Calculator (a calculator per state) own a table of Func object. A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...) : <BR>
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* <B><U> Concept</U> :</B><BR A L2Character owns a table of Calculators called <B>_calculators</B>. Each Calculator (a calculator per state) own a table of Func object. A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...) : <BR>
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* FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR>
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* When the calc method of a calculator is launched, each mathematical function is called according to its priority <B>_order</B>.<br>
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* Indeed, Func with lowest priority order is executed firsta and Funcs with the same order are executed in unspecified order.<br>
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@@ -191,9 +190,18 @@ public class CharStat
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{
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int val = (int) calcStat(Stats.CRITICAL_RATE, _activeChar.getTemplate().getBaseCritRate(), target, skill);
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int maxCrit = (int) _activeChar.getStat().calcStat(Stats.MAX_PHYS_CRIT_RATE, 0, null, null);
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if (!_activeChar.canOverrideCond(PcCondOverride.MAX_STATS_VALUE))
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{
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val = Math.min(val, Config.MAX_PCRIT_RATE);
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if (maxCrit > 0)
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{
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val = Math.min(val, (Config.MAX_PCRIT_RATE + maxCrit));
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}
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else
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{
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val = Math.min(val, Config.MAX_PCRIT_RATE);
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}
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}
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return val;
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@@ -374,7 +374,8 @@ public enum AbnormalType
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ELEMENTAL_RESISTANCE_ISS,
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HOLY_ATTACK_RESISTANCE_ISS,
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MENTAL_ATTACK_RESISTANCE_ISS,
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SIGEL_AURA;
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SIGEL_AURA,
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YUL_STANCE;
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/**
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* Get the enumerate for the given String.
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@@ -86,6 +86,7 @@ public enum Stats
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DEFENCE_CRITICAL_DAMAGE_ADD("defCritDamageAdd"), // Resistance to critical damage in value (Example: +100 will be 100 more critical damage, NOT 100% more).
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SHIELD_RATE("rShld"),
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CRITICAL_RATE("rCrit"),
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MAX_PHYS_CRIT_RATE("maxPhysCritRate"),
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BLOW_RATE("blowRate"),
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MCRITICAL_RATE("mCritRate"),
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EXPSP_RATE("rExp"),
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