Fixed instant kill resistance effect.
This commit is contained in:
@@ -37,6 +37,6 @@ public class InstantKillResist extends AbstractEffect
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@Override
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public void pump(L2Character effected, Skill skill)
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{
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, 1 - (_amount / 100));
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, _amount);
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}
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}
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@@ -27,6 +27,7 @@ import com.l2jmobius.gameserver.model.skills.Skill;
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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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import com.l2jmobius.gameserver.network.SystemMessageId;
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import com.l2jmobius.gameserver.network.serverpackets.SystemMessage;
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/**
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* Lethal effect implementation.
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@@ -78,9 +79,21 @@ public final class Lethal extends AbstractEffect
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return;
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}
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false) * effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 1);
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false);
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// Calculate instant kill resistance first.
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if (Rnd.get(100) < effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 0))
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{
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final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_HAS_EVADED_C2_S_ATTACK);
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sm.addString(effected.getName());
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sm.addString(effector.getName());
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effected.sendPacket(sm);
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final SystemMessage sm2 = SystemMessage.getSystemMessage(SystemMessageId.C1_S_ATTACK_WENT_ASTRAY);
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sm2.addString(effector.getName());
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effector.sendPacket(sm2);
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}
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// Lethal Strike
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if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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else if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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{
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// for Players CP and HP is set to 1.
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if (effected.isPlayer())
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@@ -37,6 +37,6 @@ public class InstantKillResist extends AbstractEffect
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@Override
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public void pump(L2Character effected, Skill skill)
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{
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, 1 - (_amount / 100));
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, _amount);
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}
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}
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@@ -27,6 +27,7 @@ import com.l2jmobius.gameserver.model.skills.Skill;
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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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import com.l2jmobius.gameserver.network.SystemMessageId;
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import com.l2jmobius.gameserver.network.serverpackets.SystemMessage;
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/**
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* Lethal effect implementation.
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@@ -78,9 +79,21 @@ public final class Lethal extends AbstractEffect
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return;
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}
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false) * effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 1);
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false);
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// Calculate instant kill resistance first.
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if (Rnd.get(100) < effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 0))
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{
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final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_HAS_EVADED_C2_S_ATTACK);
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sm.addString(effected.getName());
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sm.addString(effector.getName());
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effected.sendPacket(sm);
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final SystemMessage sm2 = SystemMessage.getSystemMessage(SystemMessageId.C1_S_ATTACK_WENT_ASTRAY);
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sm2.addString(effector.getName());
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effector.sendPacket(sm2);
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}
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// Lethal Strike
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if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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else if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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{
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// for Players CP and HP is set to 1.
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if (effected.isPlayer())
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@@ -37,6 +37,6 @@ public class InstantKillResist extends AbstractEffect
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@Override
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public void pump(L2Character effected, Skill skill)
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{
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, 1 - (_amount / 100));
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, _amount);
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}
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}
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@@ -27,6 +27,7 @@ import com.l2jmobius.gameserver.model.skills.Skill;
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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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import com.l2jmobius.gameserver.network.SystemMessageId;
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import com.l2jmobius.gameserver.network.serverpackets.SystemMessage;
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/**
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* Lethal effect implementation.
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@@ -78,9 +79,21 @@ public final class Lethal extends AbstractEffect
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return;
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}
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false) * effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 1);
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false);
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// Calculate instant kill resistance first.
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if (Rnd.get(100) < effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 0))
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{
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final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_HAS_EVADED_C2_S_ATTACK);
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sm.addString(effected.getName());
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sm.addString(effector.getName());
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effected.sendPacket(sm);
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final SystemMessage sm2 = SystemMessage.getSystemMessage(SystemMessageId.C1_S_ATTACK_WENT_ASTRAY);
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sm2.addString(effector.getName());
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effector.sendPacket(sm2);
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}
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// Lethal Strike
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if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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else if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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{
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// for Players CP and HP is set to 1.
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if (effected.isPlayer())
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@@ -37,6 +37,6 @@ public class InstantKillResist extends AbstractEffect
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@Override
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public void pump(L2Character effected, Skill skill)
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{
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, 1 - (_amount / 100));
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, _amount);
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}
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}
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@@ -27,6 +27,7 @@ import com.l2jmobius.gameserver.model.skills.Skill;
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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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import com.l2jmobius.gameserver.network.SystemMessageId;
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import com.l2jmobius.gameserver.network.serverpackets.SystemMessage;
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/**
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* Lethal effect implementation.
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@@ -78,9 +79,21 @@ public final class Lethal extends AbstractEffect
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return;
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}
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false) * effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 1);
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false);
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// Calculate instant kill resistance first.
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if (Rnd.get(100) < effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 0))
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{
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final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_HAS_EVADED_C2_S_ATTACK);
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sm.addString(effected.getName());
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sm.addString(effector.getName());
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effected.sendPacket(sm);
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final SystemMessage sm2 = SystemMessage.getSystemMessage(SystemMessageId.C1_S_ATTACK_WENT_ASTRAY);
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sm2.addString(effector.getName());
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effector.sendPacket(sm2);
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}
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// Lethal Strike
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if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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else if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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{
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// for Players CP and HP is set to 1.
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if (effected.isPlayer())
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@@ -37,6 +37,6 @@ public class InstantKillResist extends AbstractEffect
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@Override
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public void pump(L2Character effected, Skill skill)
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{
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, 1 - (_amount / 100));
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, _amount);
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}
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}
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@@ -27,6 +27,7 @@ import com.l2jmobius.gameserver.model.skills.Skill;
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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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import com.l2jmobius.gameserver.network.SystemMessageId;
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import com.l2jmobius.gameserver.network.serverpackets.SystemMessage;
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/**
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* Lethal effect implementation.
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@@ -78,9 +79,21 @@ public final class Lethal extends AbstractEffect
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return;
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}
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false) * effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 1);
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false);
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// Calculate instant kill resistance first.
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if (Rnd.get(100) < effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 0))
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{
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final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_HAS_EVADED_C2_S_ATTACK);
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sm.addString(effected.getName());
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sm.addString(effector.getName());
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effected.sendPacket(sm);
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final SystemMessage sm2 = SystemMessage.getSystemMessage(SystemMessageId.C1_S_ATTACK_WENT_ASTRAY);
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sm2.addString(effector.getName());
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effector.sendPacket(sm2);
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}
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// Lethal Strike
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if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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else if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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{
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// for Players CP and HP is set to 1.
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if (effected.isPlayer())
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@@ -37,6 +37,6 @@ public class InstantKillResist extends AbstractEffect
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@Override
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public void pump(L2Character effected, Skill skill)
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{
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, 1 - (_amount / 100));
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, _amount);
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}
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}
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@@ -27,6 +27,7 @@ import com.l2jmobius.gameserver.model.skills.Skill;
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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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import com.l2jmobius.gameserver.network.SystemMessageId;
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import com.l2jmobius.gameserver.network.serverpackets.SystemMessage;
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/**
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* Lethal effect implementation.
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@@ -78,9 +79,21 @@ public final class Lethal extends AbstractEffect
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return;
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}
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false) * effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 1);
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false);
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// Calculate instant kill resistance first.
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if (Rnd.get(100) < effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 0))
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{
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final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_HAS_EVADED_C2_S_ATTACK);
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sm.addString(effected.getName());
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sm.addString(effector.getName());
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effected.sendPacket(sm);
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final SystemMessage sm2 = SystemMessage.getSystemMessage(SystemMessageId.C1_S_ATTACK_WENT_ASTRAY);
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sm2.addString(effector.getName());
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effector.sendPacket(sm2);
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}
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// Lethal Strike
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if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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else if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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{
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// for Players CP and HP is set to 1.
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if (effected.isPlayer())
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@@ -37,6 +37,6 @@ public class InstantKillResist extends AbstractEffect
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@Override
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public void pump(L2Character effected, Skill skill)
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{
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, 1 - (_amount / 100));
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effected.getStat().mergeAdd(Stats.INSTANT_KILL_RESIST, _amount);
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}
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}
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@@ -27,6 +27,7 @@ import com.l2jmobius.gameserver.model.skills.Skill;
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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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import com.l2jmobius.gameserver.network.SystemMessageId;
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import com.l2jmobius.gameserver.network.serverpackets.SystemMessage;
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/**
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* Lethal effect implementation.
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@@ -78,9 +79,21 @@ public final class Lethal extends AbstractEffect
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return;
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}
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false) * effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 1);
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final double chanceMultiplier = Formulas.calcAttributeBonus(effector, effected, skill) * Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false);
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// Calculate instant kill resistance first.
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if (Rnd.get(100) < effected.getStat().getValue(Stats.INSTANT_KILL_RESIST, 0))
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{
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final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_HAS_EVADED_C2_S_ATTACK);
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sm.addString(effected.getName());
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sm.addString(effector.getName());
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effected.sendPacket(sm);
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final SystemMessage sm2 = SystemMessage.getSystemMessage(SystemMessageId.C1_S_ATTACK_WENT_ASTRAY);
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sm2.addString(effector.getName());
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effector.sendPacket(sm2);
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}
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// Lethal Strike
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if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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else if (Rnd.get(100) < (_fullLethal * chanceMultiplier))
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{
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// for Players CP and HP is set to 1.
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if (effected.isPlayer())
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