Examples of calcStat()


Examples of lineage2.gameserver.model.Player.calcStat()

          _s.add("==Cast Break Rate: " + pl.calcStat(Stats.CAST_INTERRUPT, 1, null, null));
          _s.add("==========Powers:");
          _s.add("==Bleed: " + pl.calcStat(Stats.BLEED_POWER, 1, null, null));
          _s.add("==Poison: " + pl.calcStat(Stats.POISON_POWER, 1, null, null));
          _s.add("==Stun: " + pl.calcStat(Stats.STUN_POWER, 1, null, null));
          _s.add("==Root: " + pl.calcStat(Stats.ROOT_POWER, 1, null, null));
          _s.add("==Mental: " + pl.calcStat(Stats.MENTAL_POWER, 1, null, null));
          _s.add("==Sleep: " + pl.calcStat(Stats.SLEEP_POWER, 1, null, null));
          _s.add("==Paralyze: " + pl.calcStat(Stats.PARALYZE_POWER, 1, null, null));
          _s.add("==Cancel: " + pl.calcStat(Stats.CANCEL_POWER, 1, null, null));
          _s.add("==Debuff: " + pl.calcStat(Stats.DEBUFF_POWER, 1, null, null));
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Examples of lineage2.gameserver.model.Player.calcStat()

          _s.add("==========Powers:");
          _s.add("==Bleed: " + pl.calcStat(Stats.BLEED_POWER, 1, null, null));
          _s.add("==Poison: " + pl.calcStat(Stats.POISON_POWER, 1, null, null));
          _s.add("==Stun: " + pl.calcStat(Stats.STUN_POWER, 1, null, null));
          _s.add("==Root: " + pl.calcStat(Stats.ROOT_POWER, 1, null, null));
          _s.add("==Mental: " + pl.calcStat(Stats.MENTAL_POWER, 1, null, null));
          _s.add("==Sleep: " + pl.calcStat(Stats.SLEEP_POWER, 1, null, null));
          _s.add("==Paralyze: " + pl.calcStat(Stats.PARALYZE_POWER, 1, null, null));
          _s.add("==Cancel: " + pl.calcStat(Stats.CANCEL_POWER, 1, null, null));
          _s.add("==Debuff: " + pl.calcStat(Stats.DEBUFF_POWER, 1, null, null));
          _s.add("==========PvP Stats:");
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Examples of lineage2.gameserver.model.Player.calcStat()

          _s.add("==Bleed: " + pl.calcStat(Stats.BLEED_POWER, 1, null, null));
          _s.add("==Poison: " + pl.calcStat(Stats.POISON_POWER, 1, null, null));
          _s.add("==Stun: " + pl.calcStat(Stats.STUN_POWER, 1, null, null));
          _s.add("==Root: " + pl.calcStat(Stats.ROOT_POWER, 1, null, null));
          _s.add("==Mental: " + pl.calcStat(Stats.MENTAL_POWER, 1, null, null));
          _s.add("==Sleep: " + pl.calcStat(Stats.SLEEP_POWER, 1, null, null));
          _s.add("==Paralyze: " + pl.calcStat(Stats.PARALYZE_POWER, 1, null, null));
          _s.add("==Cancel: " + pl.calcStat(Stats.CANCEL_POWER, 1, null, null));
          _s.add("==Debuff: " + pl.calcStat(Stats.DEBUFF_POWER, 1, null, null));
          _s.add("==========PvP Stats:");
          _s.add("==Phys Attack Dmg: " + pl.calcStat(Stats.PVP_PHYS_DMG_BONUS, 1, null, null));
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Examples of lineage2.gameserver.model.Player.calcStat()

          _s.add("==Poison: " + pl.calcStat(Stats.POISON_POWER, 1, null, null));
          _s.add("==Stun: " + pl.calcStat(Stats.STUN_POWER, 1, null, null));
          _s.add("==Root: " + pl.calcStat(Stats.ROOT_POWER, 1, null, null));
          _s.add("==Mental: " + pl.calcStat(Stats.MENTAL_POWER, 1, null, null));
          _s.add("==Sleep: " + pl.calcStat(Stats.SLEEP_POWER, 1, null, null));
          _s.add("==Paralyze: " + pl.calcStat(Stats.PARALYZE_POWER, 1, null, null));
          _s.add("==Cancel: " + pl.calcStat(Stats.CANCEL_POWER, 1, null, null));
          _s.add("==Debuff: " + pl.calcStat(Stats.DEBUFF_POWER, 1, null, null));
          _s.add("==========PvP Stats:");
          _s.add("==Phys Attack Dmg: " + pl.calcStat(Stats.PVP_PHYS_DMG_BONUS, 1, null, null));
          _s.add("==Phys Skill Dmg: " + pl.calcStat(Stats.PVP_PHYS_SKILL_DMG_BONUS, 1, null, null));
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Examples of lineage2.gameserver.model.Player.calcStat()

          _s.add("==Stun: " + pl.calcStat(Stats.STUN_POWER, 1, null, null));
          _s.add("==Root: " + pl.calcStat(Stats.ROOT_POWER, 1, null, null));
          _s.add("==Mental: " + pl.calcStat(Stats.MENTAL_POWER, 1, null, null));
          _s.add("==Sleep: " + pl.calcStat(Stats.SLEEP_POWER, 1, null, null));
          _s.add("==Paralyze: " + pl.calcStat(Stats.PARALYZE_POWER, 1, null, null));
          _s.add("==Cancel: " + pl.calcStat(Stats.CANCEL_POWER, 1, null, null));
          _s.add("==Debuff: " + pl.calcStat(Stats.DEBUFF_POWER, 1, null, null));
          _s.add("==========PvP Stats:");
          _s.add("==Phys Attack Dmg: " + pl.calcStat(Stats.PVP_PHYS_DMG_BONUS, 1, null, null));
          _s.add("==Phys Skill Dmg: " + pl.calcStat(Stats.PVP_PHYS_SKILL_DMG_BONUS, 1, null, null));
          _s.add("==Magic Skill Dmg: " + pl.calcStat(Stats.PVP_MAGIC_SKILL_DMG_BONUS, 1, null, null));
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Examples of lineage2.gameserver.model.Player.calcStat()

          _s.add("==Root: " + pl.calcStat(Stats.ROOT_POWER, 1, null, null));
          _s.add("==Mental: " + pl.calcStat(Stats.MENTAL_POWER, 1, null, null));
          _s.add("==Sleep: " + pl.calcStat(Stats.SLEEP_POWER, 1, null, null));
          _s.add("==Paralyze: " + pl.calcStat(Stats.PARALYZE_POWER, 1, null, null));
          _s.add("==Cancel: " + pl.calcStat(Stats.CANCEL_POWER, 1, null, null));
          _s.add("==Debuff: " + pl.calcStat(Stats.DEBUFF_POWER, 1, null, null));
          _s.add("==========PvP Stats:");
          _s.add("==Phys Attack Dmg: " + pl.calcStat(Stats.PVP_PHYS_DMG_BONUS, 1, null, null));
          _s.add("==Phys Skill Dmg: " + pl.calcStat(Stats.PVP_PHYS_SKILL_DMG_BONUS, 1, null, null));
          _s.add("==Magic Skill Dmg: " + pl.calcStat(Stats.PVP_MAGIC_SKILL_DMG_BONUS, 1, null, null));
          _s.add("==Phys Attack Def: " + pl.calcStat(Stats.PVP_PHYS_DEFENCE_BONUS, 1, null, null));
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Examples of lineage2.gameserver.model.instances.NpcInstance.calcStat()

      return;
    }
    StringBuilder dialog = new StringBuilder("<html><body><center><font color=\"LEVEL\">");
    dialog.append(nameNpc(npc)).append("<br></font></center><table width=\"80%\">");
    boolean hasResist;
    hasResist = addResist(dialog, "Fire", npc.calcStat(Stats.DEFENCE_FIRE, 0, null, null));
    hasResist |= addResist(dialog, "Wind", npc.calcStat(Stats.DEFENCE_WIND, 0, null, null));
    hasResist |= addResist(dialog, "Water", npc.calcStat(Stats.DEFENCE_WATER, 0, null, null));
    hasResist |= addResist(dialog, "Earth", npc.calcStat(Stats.DEFENCE_EARTH, 0, null, null));
    hasResist |= addResist(dialog, "Light", npc.calcStat(Stats.DEFENCE_HOLY, 0, null, null));
    hasResist |= addResist(dialog, "Darkness", npc.calcStat(Stats.DEFENCE_UNHOLY, 0, null, null));
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Examples of lineage2.gameserver.model.instances.NpcInstance.calcStat()

      return false;
    }
    double mpConsume2 = skill.getMpConsume2();
    if (skill.isMagic())
    {
      mpConsume2 = actor.calcStat(Stats.MP_MAGIC_SKILL_CONSUME, mpConsume2, target, skill);
    }
    else
    {
      mpConsume2 = actor.calcStat(Stats.MP_PHYSICAL_SKILL_CONSUME, mpConsume2, target, skill);
    }
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Examples of lineage2.gameserver.model.instances.NpcInstance.calcStat()

    {
      mpConsume2 = actor.calcStat(Stats.MP_MAGIC_SKILL_CONSUME, mpConsume2, target, skill);
    }
    else
    {
      mpConsume2 = actor.calcStat(Stats.MP_PHYSICAL_SKILL_CONSUME, mpConsume2, target, skill);
    }
    if (actor.getCurrentMp() < mpConsume2)
    {
      return false;
    }
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Examples of lineage2.gameserver.model.instances.NpcInstance.calcStat()

    }
    StringBuilder dialog = new StringBuilder("<html><body><center><font color=\"LEVEL\">");
    dialog.append(nameNpc(npc)).append("<br></font></center><table width=\"80%\">");
    boolean hasResist;
    hasResist = addResist(dialog, "Fire", npc.calcStat(Stats.DEFENCE_FIRE, 0, null, null));
    hasResist |= addResist(dialog, "Wind", npc.calcStat(Stats.DEFENCE_WIND, 0, null, null));
    hasResist |= addResist(dialog, "Water", npc.calcStat(Stats.DEFENCE_WATER, 0, null, null));
    hasResist |= addResist(dialog, "Earth", npc.calcStat(Stats.DEFENCE_EARTH, 0, null, null));
    hasResist |= addResist(dialog, "Light", npc.calcStat(Stats.DEFENCE_HOLY, 0, null, null));
    hasResist |= addResist(dialog, "Darkness", npc.calcStat(Stats.DEFENCE_UNHOLY, 0, null, null));
    hasResist |= addResist(dialog, "Bleed", npc.calcStat(Stats.BLEED_RESIST, 0, null, null));
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