Package l2p.gameserver.skills.Formulas

Examples of l2p.gameserver.skills.Formulas.AttackInfo


    boolean shld1 = false;
    boolean crit1 = false;
    boolean miss1 = Formulas.calcHitMiss(this, target);
    if(!miss1)
    {
      AttackInfo info = Formulas.calcPhysDam(this, target, null, false, false, attack._soulshot, false);
      damage1 = (int) (info.damage * multiplier);
      shld1 = info.shld;
      crit1 = info.crit;
    }
    else if(target.isPlayer() && !target.isInvul())
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    // Calculate if hit is missed or not
    boolean miss1 = Formulas.calcHitMiss(this, target);
    reduceArrowCount();
    if(!miss1)
    {
      AttackInfo info = Formulas.calcPhysDam(this, target, null, false, false, attack._soulshot, false);
      damage1 = (int) info.damage;
      shld1 = info.shld;
      crit1 = info.crit;
      int range = activeWeapon.getAttackRange();
      damage1 *= Math.min(range, getDistance(target)) / range * .4 + 0.8; // разброс 20% в обе стороны
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    boolean crit2 = false;
    boolean miss1 = Formulas.calcHitMiss(this, target);
    boolean miss2 = Formulas.calcHitMiss(this, target);
    if(!miss1)
    {
      AttackInfo info = Formulas.calcPhysDam(this, target, null, true, false, attack._soulshot, false);
      damage1 = (int) info.damage;
      shld1 = info.shld;
      crit1 = info.crit;
    }
    if(!miss2)
    {
      AttackInfo info = Formulas.calcPhysDam(this, target, null, true, false, attack._soulshot, false);
      damage2 = (int) info.damage;
      shld2 = info.shld;
      crit2 = info.crit;
    }
    // Create a new hit task with Medium priority for hit 1 and for hit 2 with a higher delay
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        }
        if(target.checkReflectSkill(activeChar, this))
        {
          target = activeChar;
        }
        AttackInfo info = Formulas.calcPhysDam(activeChar, target, this, false, _blow, ss, _onCrit);
        if(!info.miss || info.damage >= 1)
        {
          target.reduceCurrentHp(info.damage, activeChar, this, true, true, info.lethal ? false : _directHp, true);
        }
        getEffects(activeChar, target, getActivateRate() > 0, false);
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