Package lineage2.gameserver.stats.Formulas

Examples of lineage2.gameserver.stats.Formulas.AttackInfo


            spawnRoom(7);
            setReenterTime(System.currentTimeMillis());
            for(Player p : getPlayers())
            {
              p.sendPacket(new ExSendUIEvent(p, 1, 1, 0, 0));
              p.sendPacket(new SystemMessage(SystemMessage.THIS_DUNGEON_WILL_EXPIRE_IN_S1_MINUTES).addNumber(5));
            }
            startCollapseTimer(5 * 60 * 1000L);
            timeSpent = (int) (System.currentTimeMillis() - _savedTime) / 1000;
          }
        }, 10000L);
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    {
      return;
    }
    if (!Config.ALT_ALLOW_SHADOW_WEAPONS)
    {
      show(new CustomMessage("common.Disabled", player), player);
      return;
    }
    if ((player.getLevel() > 19) || (player.getClassLevel() > 1))
    {
      show("Your level is too high!", player);
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    {
      return;
    }
    if (!Config.ALT_ALLOW_SHADOW_WEAPONS)
    {
      show(new CustomMessage("common.Disabled", player), player);
      return;
    }
    if ((player.getLevel() > 39) || (player.getClassLevel() > 2))
    {
      show("Your level is too high!", player);
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      ThreadPoolManager.getInstance().schedule(new RestoreOfflineTraders(), 30000L);
    }
    getListeners().onStart();
    if (Config.IS_TELNET_ENABLED)
    {
      statusServer = new TelnetServer();
    }
    else
    {
      _log.info("Telnet server is currently disabled.");
    }
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        if (getPower() > 0)
        {
          double damage, reflectableDamage = 0;
          if (isMagic())
          {
            AttackInfo info = Formulas.calcMagicDam(activeChar, target, this, ss);
            damage = info.damage;
            reflectableDamage = info.reflectableDamage;
          }
          else
          {
            AttackInfo info = Formulas.calcPhysDam(activeChar, target, this, false, false, ss > 0, false);
            damage = info.damage;
            reflectableDamage = info.reflectableDamage;
            if (info.lethal_dmg > 0)
            {
              target.reduceCurrentHp(info.lethal_dmg, reflectableDamage, activeChar, this, true, true, false, false, false, false, false);
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        }
        reflected = target.checkReflectSkill(activeChar, this);
        realTarget = reflected ? activeChar : target;
        if (getPower() > 0)
        {
          AttackInfo info = Formulas.calcPhysDam(activeChar, realTarget, this, false, false, ss, false);
          if (info.lethal_dmg > 0)
          {
            realTarget.reduceCurrentHp(info.lethal_dmg, info.reflectableDamage, activeChar, this, true, true, false, false, false, false, false);
          }
          realTarget.reduceCurrentHp(info.damage, info.reflectableDamage, activeChar, this, true, true, false, true, false, false, true);
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    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);
      reflectableDamage1 = (int) (info.reflectableDamage * multiplier);
      shld1 = info.shld;
      crit1 = info.crit;
    }
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    boolean crit1 = false;
    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;
      damage2 = (int) info.reflectableDamage;
      shld1 = info.shld;
      crit1 = info.crit;
      int range = activeWeapon.getAttackRange();
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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;
      reflectableDamage1 = (int) info.reflectableDamage;
      shld1 = info.shld;
      crit1 = info.crit;
    }
    if (!miss2)
    {
      AttackInfo info = Formulas.calcPhysDam(this, target, null, true, false, attack._soulshot, false);
      damage2 = (int) info.damage;
      reflectableDamage2 = (int) info.reflectableDamage;
      shld2 = info.shld;
      crit2 = info.crit;
    }
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        if (getPower() > 0)
        {
          double damage, reflectableDamage = 0;
          if (isMagic())
          {
            AttackInfo info = Formulas.calcMagicDam(activeChar, target, this, ss);
            damage = info.damage;
            reflectableDamage = info.reflectableDamage;
          }
          else
          {
            AttackInfo info = Formulas.calcPhysDam(activeChar, target, this, false, false, ss > 0, false);
            damage = info.damage;
            reflectableDamage = info.reflectableDamage;
            if (info.lethal_dmg > 0)
            {
              target.reduceCurrentHp(info.lethal_dmg, reflectableDamage, activeChar, this, true, true, false, false, false, false, false);
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