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