Examples of AttackInfo


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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Examples of l2p.gameserver.skills.Formulas.AttackInfo

    // 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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Examples of l2p.gameserver.skills.Formulas.AttackInfo

    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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Examples of l2p.gameserver.skills.Formulas.AttackInfo

        }
        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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Examples of lineage2.gameserver.stats.Formulas.AttackInfo

        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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Examples of lineage2.gameserver.stats.Formulas.AttackInfo

        }
        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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Examples of lineage2.gameserver.stats.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);
      reflectableDamage1 = (int) (info.reflectableDamage * multiplier);
      shld1 = info.shld;
      crit1 = info.crit;
    }
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Examples of lineage2.gameserver.stats.Formulas.AttackInfo

    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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Examples of lineage2.gameserver.stats.Formulas.AttackInfo

    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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Examples of lineage2.gameserver.stats.Formulas.AttackInfo

        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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