Examples of calculateAttackDelay()


Examples of l2p.gameserver.model.L2Player.calculateAttackDelay()

      {
        e.printStackTrace();
      }
      finally
      {
        _actionTask = ThreadPoolManager.getInstance().scheduleAi(this, Rnd.get(8, 12) * owner.calculateAttackDelay(), true);
      }
    }
  }

  private class Disappear implements Runnable
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Examples of l2p.gameserver.model.L2Player.calculateAttackDelay()

      {
        _log.log(Level.SEVERE, "", e);
      }
      finally
      {
        _actionTask = ThreadPoolManager.getInstance().scheduleAi(new Action(), (long) (6. * owner.calculateAttackDelay()), true);
      }
    }
  }

  public L2Player getPlayer()
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Examples of l2p.gameserver.model.instances.L2NpcInstance.calculateAttackDelay()

    int old_posY = posY;
    int old_posZ = posZ;
    int signx = posX < attacker.getX() ? -1 : 1;
    int signy = posY < attacker.getY() ? -1 : 1;
    // int range = (int) ((actor.calculateAttackSpeed()  /1000 * actor.getWalkSpeed() )* 0.71); // was "actor.getPhysicalAttackRange()"    0.71 = sqrt(2) / 2
    int range = (int) (0.71 * actor.calculateAttackDelay() / 1000 * actor.getMoveSpeed());
    posX += signx * range;
    posY += signy * range;
    posZ = GeoEngine.getHeight(posX, posY, posZ, actor.getReflection().getGeoIndex());
    if(GeoEngine.canMoveToCoord(old_posX, old_posY, old_posZ, posX, posY, posZ, actor.getReflection().getGeoIndex()))
    {
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Examples of lineage2.gameserver.model.instances.NpcInstance.calculateAttackDelay()

    int old_posX = posX;
    int old_posY = posY;
    int old_posZ = posZ;
    int signx = posX < attacker.getX() ? -1 : 1;
    int signy = posY < attacker.getY() ? -1 : 1;
    int range = (int) (((0.71 * actor.calculateAttackDelay()) / 1000) * actor.getMoveSpeed());
    posX += signx * range;
    posY += signy * range;
    posZ = GeoEngine.getHeight(posX, posY, posZ, actor.getGeoIndex());
    if (GeoEngine.canMoveToCoord(old_posX, old_posY, old_posZ, posX, posY, posZ, actor.getGeoIndex()))
    {
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