Config to ignore NPC stat formulas.
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20
trunk/dist/game/config/NPC.ini
vendored
20
trunk/dist/game/config/NPC.ini
vendored
@ -73,6 +73,7 @@ MinNPCLevelForMagicPenalty = 78
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# Default: unknown
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SkillChancePenaltyForLvLDifferences = 2.5, 3.0, 3.25, 3.5
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# ---------------------------------------------------------------------------
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# Monsters
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# ---------------------------------------------------------------------------
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@ -93,6 +94,7 @@ SpoiledCorpseExtendTime = 10
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# Default: 2000
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CorpseConsumeSkillAllowedTimeBeforeDecay = 2000
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# ---------------------------------------------------------------------------
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# Guards
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# ---------------------------------------------------------------------------
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@ -125,6 +127,7 @@ MaximumSlotsForPet = 12
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PetHpRegenMultiplier = 100
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PetMpRegenMultiplier = 100
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# ---------------------------------------------------------------------------
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# Raid Bosses
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# ---------------------------------------------------------------------------
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@ -178,6 +181,11 @@ RaidChaosTime = 10
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GrandChaosTime = 10
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MinionChaosTime = 10
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# It removes STR,CON... bonuses.
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# With this npcs will use the stats given directly from the xml.
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IgnoreNpcStatFormulas = True
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# ---------------------------------------------------------------------------
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# Drops
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# ---------------------------------------------------------------------------
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@ -193,25 +201,25 @@ UseDeepBlueDropRulesRaid = True
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# The min and max level difference used for level gap calculation
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# this is only for how many levels higher the player is than the monster
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# Default: 8
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DropAdenaMinLevelDifference=8
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DropAdenaMinLevelDifference = 8
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# Default: 15
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DropAdenaMaxLevelDifference=15
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DropAdenaMaxLevelDifference = 15
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# This is the minimum level gap chance meaning for 10 that the monster will have 10% chance
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# to allow dropping the item if level difference is bigger than DropAdenaMaxLevelDifference
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# Note: This value is scalling from 100 to the specified value for DropAdenaMinLevelDifference to DropAdenaMaxLevelDifference limits
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# Default: 10
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DropAdenaMinLevelGapChance=10
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DropAdenaMinLevelGapChance = 10
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# The min and max level difference used for level gap calculation
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# this is only for how many levels higher the player is than the monster
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# Default: 5
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DropItemMinLevelDifference=5
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DropItemMinLevelDifference = 5
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# Default: 10
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DropItemMaxLevelDifference=10
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DropItemMaxLevelDifference = 10
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# This is the minimum level gap chance meaning for 10 that the monster will have 10% chance
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# to allow dropping the item if level difference is bigger than DropAdenaMaxLevelDifference
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# Note: This value is scalling from 100 to the specified value for DropAdenaMinLevelDifference to DropAdenaMaxLevelDifference limits
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# Default: 10
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DropItemMinLevelGapChance=10
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DropItemMinLevelGapChance = 10
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@ -111,6 +111,7 @@ public final class Config
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public static final String CHAT_FILTER_FILE = "./config/chatfilter.txt";
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public static final String CH_SIEGE_FILE = "./config/ConquerableHallSiege.ini";
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public static final String GEODATA_FILE = "./config/GeoData.ini";
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// --------------------------------------------------
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// L2J Variable Definitions
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// --------------------------------------------------
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@ -897,6 +898,7 @@ public final class Config
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public static int DROP_ITEM_MIN_LEVEL_DIFFERENCE;
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public static int DROP_ITEM_MAX_LEVEL_DIFFERENCE;
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public static double DROP_ITEM_MIN_LEVEL_GAP_CHANCE;
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public static boolean IGNORE_NPC_STAT_FORMULAS;
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// --------------------------------------------------
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// PvP Settings
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@ -2089,6 +2091,8 @@ public final class Config
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DROP_ITEM_MAX_LEVEL_DIFFERENCE = NPC.getInt("DropItemMaxLevelDifference", 10);
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DROP_ITEM_MIN_LEVEL_GAP_CHANCE = NPC.getDouble("DropItemMinLevelGapChance", 10);
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IGNORE_NPC_STAT_FORMULAS = NPC.getBoolean("IgnoreNpcStatFormulas", true);
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// Load Rates L2Properties file (if exists)
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final PropertiesParser RatesSettings = new PropertiesParser(RATES_CONFIG_FILE);
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@ -116,29 +116,41 @@ public final class Formulas
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{
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Calculator[] std = new Calculator[Stats.NUM_STATS];
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std[Stats.MAX_HP.ordinal()] = new Calculator();
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std[Stats.MAX_HP.ordinal()].addFunc(FuncMaxHpMul.getInstance());
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std[Stats.MAX_MP.ordinal()] = new Calculator();
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std[Stats.MAX_MP.ordinal()].addFunc(FuncMaxMpMul.getInstance());
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std[Stats.POWER_ATTACK.ordinal()] = new Calculator();
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std[Stats.POWER_ATTACK.ordinal()].addFunc(FuncPAtkMod.getInstance());
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std[Stats.MAGIC_ATTACK.ordinal()] = new Calculator();
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std[Stats.MAGIC_ATTACK.ordinal()].addFunc(FuncMAtkMod.getInstance());
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std[Stats.POWER_DEFENCE.ordinal()] = new Calculator();
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std[Stats.POWER_DEFENCE.ordinal()].addFunc(FuncPDefMod.getInstance());
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std[Stats.MAGIC_DEFENCE.ordinal()] = new Calculator();
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std[Stats.MAGIC_DEFENCE.ordinal()].addFunc(FuncMDefMod.getInstance());
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std[Stats.CRITICAL_RATE.ordinal()] = new Calculator();
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std[Stats.CRITICAL_RATE.ordinal()].addFunc(FuncAtkCritical.getInstance());
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std[Stats.MCRITICAL_RATE.ordinal()] = new Calculator();
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std[Stats.MCRITICAL_RATE.ordinal()].addFunc(FuncMAtkCritical.getInstance());
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if (!Config.IGNORE_NPC_STAT_FORMULAS)
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{
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std[Stats.MAX_HP.ordinal()] = new Calculator();
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std[Stats.MAX_HP.ordinal()].addFunc(FuncMaxHpMul.getInstance());
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std[Stats.MAX_MP.ordinal()] = new Calculator();
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std[Stats.MAX_MP.ordinal()].addFunc(FuncMaxMpMul.getInstance());
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std[Stats.POWER_ATTACK.ordinal()] = new Calculator();
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std[Stats.POWER_ATTACK.ordinal()].addFunc(FuncPAtkMod.getInstance());
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std[Stats.MAGIC_ATTACK.ordinal()] = new Calculator();
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std[Stats.MAGIC_ATTACK.ordinal()].addFunc(FuncMAtkMod.getInstance());
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std[Stats.POWER_DEFENCE.ordinal()] = new Calculator();
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std[Stats.POWER_DEFENCE.ordinal()].addFunc(FuncPDefMod.getInstance());
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std[Stats.MAGIC_DEFENCE.ordinal()] = new Calculator();
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std[Stats.MAGIC_DEFENCE.ordinal()].addFunc(FuncMDefMod.getInstance());
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std[Stats.CRITICAL_RATE.ordinal()] = new Calculator();
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std[Stats.CRITICAL_RATE.ordinal()].addFunc(FuncAtkCritical.getInstance());
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std[Stats.MCRITICAL_RATE.ordinal()] = new Calculator();
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std[Stats.MCRITICAL_RATE.ordinal()].addFunc(FuncMAtkCritical.getInstance());
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std[Stats.POWER_ATTACK_SPEED.ordinal()] = new Calculator();
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std[Stats.POWER_ATTACK_SPEED.ordinal()].addFunc(FuncPAtkSpeed.getInstance());
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std[Stats.MAGIC_ATTACK_SPEED.ordinal()] = new Calculator();
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std[Stats.MAGIC_ATTACK_SPEED.ordinal()].addFunc(FuncMAtkSpeed.getInstance());
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std[Stats.MOVE_SPEED.ordinal()] = new Calculator();
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std[Stats.MOVE_SPEED.ordinal()].addFunc(FuncMoveSpeed.getInstance());
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}
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std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
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std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());
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@ -146,15 +158,6 @@ public final class Formulas
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std[Stats.EVASION_RATE.ordinal()] = new Calculator();
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std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
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std[Stats.POWER_ATTACK_SPEED.ordinal()] = new Calculator();
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std[Stats.POWER_ATTACK_SPEED.ordinal()].addFunc(FuncPAtkSpeed.getInstance());
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std[Stats.MAGIC_ATTACK_SPEED.ordinal()] = new Calculator();
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std[Stats.MAGIC_ATTACK_SPEED.ordinal()].addFunc(FuncMAtkSpeed.getInstance());
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std[Stats.MOVE_SPEED.ordinal()] = new Calculator();
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std[Stats.MOVE_SPEED.ordinal()].addFunc(FuncMoveSpeed.getInstance());
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std[Stats.ACCURACY_MAGIC.ordinal()] = new Calculator();
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std[Stats.ACCURACY_MAGIC.ordinal()].addFunc(FuncMatkAccuracy.getInstance());
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