signature names updated
This commit is contained in:
@@ -491,9 +491,9 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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}
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public static Regions InsideBuildingRegionGoingDown(AbstractCharacter player) {
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public static Regions InsideBuildingRegionGoingDown(AbstractCharacter abstractCharacter) {
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HashSet<AbstractWorldObject> buildings = WorldGrid.getObjectsInRangePartial(player, 1000, MBServerStatics.MASK_BUILDING);
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HashSet<AbstractWorldObject> buildings = WorldGrid.getObjectsInRangePartial(abstractCharacter, 1000, MBServerStatics.MASK_BUILDING);
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Regions tempRegion = null;
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for (AbstractWorldObject awo : buildings) {
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@@ -502,12 +502,12 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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if (building.getBounds() == null)
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continue;
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if (!Bounds.collide(player.getLoc(), building.getBounds()))
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if (!Bounds.collide(abstractCharacter.getLoc(), building.getBounds()))
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continue;
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for (Regions region : building.getBounds().getRegions()) {
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if (!region.isPointInPolygon(player.getLoc()))
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if (!region.isPointInPolygon(abstractCharacter.getLoc()))
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continue;
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if (!region.isOutside())
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@@ -536,22 +536,22 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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}
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public static void teleport(AbstractCharacter worldObject, final Vector3fImmutable targetLoc) {
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worldObject.locationLock.writeLock().lock();
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public static void teleport(AbstractCharacter abstractCharacter, final Vector3fImmutable targetLoc) {
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abstractCharacter.locationLock.writeLock().lock();
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try {
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MovementManager.translocate(worldObject, targetLoc);
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if (worldObject.getObjectType().equals(GameObjectType.PlayerCharacter))
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InterestManager.INTERESTMANAGER.HandleLoadForTeleport((PlayerCharacter) worldObject);
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MovementManager.translocate(abstractCharacter, targetLoc);
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if (abstractCharacter.getObjectType().equals(GameObjectType.PlayerCharacter))
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InterestManager.INTERESTMANAGER.HandleLoadForTeleport((PlayerCharacter) abstractCharacter);
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} catch (Exception e) {
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Logger.error(e);
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} finally {
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worldObject.locationLock.writeLock().unlock();
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abstractCharacter.locationLock.writeLock().unlock();
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}
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}
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public static void removeRune(PlayerCharacter pc, ClientConnection origin, int runeID) {
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public static void removeRune(PlayerCharacter playerCharacter, ClientConnection origin, int runeID) {
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if (pc == null || origin == null) {
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if (playerCharacter == null || origin == null) {
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return;
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}
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@@ -561,12 +561,12 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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}
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//see if pc has rune
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ArrayList<CharacterRune> runes = pc.getRunes();
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ArrayList<CharacterRune> runes = playerCharacter.getRunes();
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if (runes == null)
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return;
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CharacterRune found = pc.getRune(runeID);
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CharacterRune found = playerCharacter.getRune(runeID);
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if (found == null)
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return;
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@@ -574,16 +574,16 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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//TODO see if player needs to refine skills or powers first
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//attempt remove rune from player
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if (!CharacterRune.removeRune(pc, runeID))
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if (!CharacterRune.removeRune(playerCharacter, runeID))
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return;
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//update client with removed rune.
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ApplyRuneMsg arm = new ApplyRuneMsg(pc.getObjectType().ordinal(), pc.getObjectUUID(), runeID);
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Dispatch dispatch = Dispatch.borrow(pc, arm);
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ApplyRuneMsg arm = new ApplyRuneMsg(playerCharacter.getObjectType().ordinal(), playerCharacter.getObjectUUID(), runeID);
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Dispatch dispatch = Dispatch.borrow(playerCharacter, arm);
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY);
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}
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public static void removeAllBlessings(PlayerCharacter player) {
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public static void removeAllBlessings(PlayerCharacter playerCharacter) {
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PowersBase[] powers = new PowersBase[3];
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@@ -592,24 +592,24 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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powers[2] = PowersManager.getPowerByIDString("BLS-WISDOM");
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for (PowersBase power : powers) {
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PowersManager.removeEffect(player, power.getActions().get(0), true, false);
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PowersManager.removeEffect(playerCharacter, power.getActions().get(0), true, false);
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}
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}
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/**
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* @param abstractCharacter
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* @ Calculates Atr (both hands) Defense, and Damage for pc
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* @param playerCharacter
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*/
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public static void calculateAtrDefenseDamage(AbstractCharacter playerCharacter) {
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if (playerCharacter.charItemManager == null || playerCharacter.charItemManager.getEquipped() == null || playerCharacter.skills == null) {
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Logger.error("Player " + playerCharacter.getObjectUUID() + " missing skills or equipment");
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defaultAtrAndDamage(playerCharacter,true);
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defaultAtrAndDamage(playerCharacter,false);
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playerCharacter.defenseRating = 0;
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public static void calculateAtrDefenseDamage(AbstractCharacter abstractCharacter) {
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if (abstractCharacter.charItemManager == null || abstractCharacter.charItemManager.getEquipped() == null || abstractCharacter.skills == null) {
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Logger.error("Player " + abstractCharacter.getObjectUUID() + " missing skills or equipment");
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defaultAtrAndDamage(abstractCharacter, true);
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defaultAtrAndDamage(abstractCharacter, false);
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abstractCharacter.defenseRating = 0;
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return;
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}
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ConcurrentHashMap<EquipSlotType, Item> equipped = playerCharacter.charItemManager.getEquipped();
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ConcurrentHashMap<EquipSlotType, Item> equipped = abstractCharacter.charItemManager.getEquipped();
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// // Reset passives
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// if (this.bonuses != null) {
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@@ -621,30 +621,30 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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// this.bonuses.setBool("Dodge", false);
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// }
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// calculate atr and damage for each hand
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calculateAtrDamageForWeapon(playerCharacter,equipped.get(EquipSlotType.RHELD), true, equipped.get(EquipSlotType.RHELD));
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calculateAtrDamageForWeapon(playerCharacter,equipped.get(EquipSlotType.LHELD), false, equipped.get(EquipSlotType.LHELD));
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calculateAtrDamageForWeapon(abstractCharacter, equipped.get(EquipSlotType.RHELD), true, equipped.get(EquipSlotType.RHELD));
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calculateAtrDamageForWeapon(abstractCharacter, equipped.get(EquipSlotType.LHELD), false, equipped.get(EquipSlotType.LHELD));
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// No Defense while in DeathShroud
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if (playerCharacter.effects != null && playerCharacter.effects.containsKey("DeathShroud"))
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playerCharacter.defenseRating = (short) 0;
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if (abstractCharacter.effects != null && abstractCharacter.effects.containsKey("DeathShroud"))
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abstractCharacter.defenseRating = (short) 0;
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else {
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// calculate defense for equipment
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float defense = playerCharacter.statDexCurrent * 2;
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defense += getShieldDefense(playerCharacter,equipped.get(EquipSlotType.LHELD));
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defense += getArmorDefense(playerCharacter,equipped.get(EquipSlotType.HELM));
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defense += getArmorDefense(playerCharacter,equipped.get(EquipSlotType.CHEST));
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defense += getArmorDefense(playerCharacter,equipped.get(EquipSlotType.UPARM));
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defense += getArmorDefense(playerCharacter,equipped.get(EquipSlotType.HANDS));
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defense += getArmorDefense(playerCharacter,equipped.get(EquipSlotType.LEGS));
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defense += getArmorDefense(playerCharacter,equipped.get(EquipSlotType.FEET));
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defense += getWeaponDefense(playerCharacter,equipped);
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float defense = abstractCharacter.statDexCurrent * 2;
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defense += getShieldDefense(abstractCharacter, equipped.get(EquipSlotType.LHELD));
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defense += getArmorDefense(abstractCharacter, equipped.get(EquipSlotType.HELM));
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defense += getArmorDefense(abstractCharacter, equipped.get(EquipSlotType.CHEST));
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defense += getArmorDefense(abstractCharacter, equipped.get(EquipSlotType.UPARM));
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defense += getArmorDefense(abstractCharacter, equipped.get(EquipSlotType.HANDS));
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defense += getArmorDefense(abstractCharacter, equipped.get(EquipSlotType.LEGS));
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defense += getArmorDefense(abstractCharacter, equipped.get(EquipSlotType.FEET));
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defense += getWeaponDefense(abstractCharacter, equipped);
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if (playerCharacter.bonuses != null) {
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if (abstractCharacter.bonuses != null) {
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// add any bonuses
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defense += (short) playerCharacter.bonuses.getFloat(ModType.DCV, SourceType.NONE);
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defense += (short) abstractCharacter.bonuses.getFloat(ModType.DCV, SourceType.NONE);
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// Finally multiply any percent modifiers. DO THIS LAST!
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float pos_Bonus = playerCharacter.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.NONE);
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float pos_Bonus = abstractCharacter.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.NONE);
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defense = (short) (defense * (1 + pos_Bonus));
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//Lucky rune applies next
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@@ -653,7 +653,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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//and negative percent modifiers
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//already done...
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float neg_Bonus = playerCharacter.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.NONE);
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float neg_Bonus = abstractCharacter.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.NONE);
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defense = (short) (defense * (1 + neg_Bonus));
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} else
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@@ -661,14 +661,14 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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Logger.error("Error: missing bonuses");
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defense = (defense < 1) ? 1 : defense;
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playerCharacter.defenseRating = (short) (defense + 0.5f);
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abstractCharacter.defenseRating = (short) (defense + 0.5f);
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}
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}
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/**
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* @ Calculates Atr, and Damage for each weapon
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*/
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public static void calculateAtrDamageForWeapon(AbstractCharacter playerCharacter, Item weapon, boolean mainHand, Item otherHand) {
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public static void calculateAtrDamageForWeapon(AbstractCharacter abstractCharacter, Item weapon, boolean mainHand, Item otherHand) {
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// make sure weapon exists
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boolean noWeapon = false;
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@@ -680,7 +680,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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if (ib == null)
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noWeapon = true;
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else if (!weapon.template.item_type.equals(ItemType.WEAPON)) {
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defaultAtrAndDamage(playerCharacter,mainHand);
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defaultAtrAndDamage(abstractCharacter, mainHand);
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return;
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} else
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wb = ib;
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@@ -697,22 +697,22 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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// get skill percentages and min and max damage for weapons
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if (noWeapon) {
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if (mainHand) {
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Item off = playerCharacter.charItemManager.getEquipped().get(EquipSlotType.LHELD);
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Item off = abstractCharacter.charItemManager.getEquipped().get(EquipSlotType.LHELD);
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if (off != null && off.template != null && off.template.item_type.equals(ItemType.WEAPON))
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playerCharacter.rangeHandOne = 10 * (1 + (playerCharacter.statStrBase / 600)); // Set
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abstractCharacter.rangeHandOne = 10 * (1 + (abstractCharacter.statStrBase / 600)); // Set
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// to
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// no
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// weapon
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// range
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else
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playerCharacter.rangeHandOne = -1; // set to do not attack
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abstractCharacter.rangeHandOne = -1; // set to do not attack
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} else
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playerCharacter.rangeHandTwo = -1; // set to do not attack
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abstractCharacter.rangeHandTwo = -1; // set to do not attack
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skillPercentage = getModifiedAmount(playerCharacter.skills.get("Unarmed Combat"));
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masteryPercentage = getModifiedAmount(playerCharacter.skills.get("Unarmed Combat Mastery"));
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skillPercentage = getModifiedAmount(abstractCharacter.skills.get("Unarmed Combat"));
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masteryPercentage = getModifiedAmount(abstractCharacter.skills.get("Unarmed Combat Mastery"));
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if (masteryPercentage == 0f)
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mastDam = CharacterSkill.getQuickMastery(playerCharacter, "Unarmed Combat Mastery");
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mastDam = CharacterSkill.getQuickMastery(abstractCharacter, "Unarmed Combat Mastery");
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else
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mastDam = masteryPercentage;
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// TODO Correct these
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@@ -720,27 +720,27 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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max = 3;
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} else {
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if (mainHand)
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playerCharacter.rangeHandOne = weapon.template.item_weapon_max_range * (1 + (playerCharacter.statStrBase / 600));
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abstractCharacter.rangeHandOne = weapon.template.item_weapon_max_range * (1 + (abstractCharacter.statStrBase / 600));
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else
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playerCharacter.rangeHandTwo = weapon.template.item_weapon_max_range * (1 + (playerCharacter.statStrBase / 600));
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abstractCharacter.rangeHandTwo = weapon.template.item_weapon_max_range * (1 + (abstractCharacter.statStrBase / 600));
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if (playerCharacter.bonuses != null) {
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float range_bonus = 1 + playerCharacter.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.NONE);
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if (abstractCharacter.bonuses != null) {
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float range_bonus = 1 + abstractCharacter.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.NONE);
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if (mainHand)
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playerCharacter.rangeHandOne *= range_bonus;
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abstractCharacter.rangeHandOne *= range_bonus;
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else
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playerCharacter.rangeHandTwo *= range_bonus;
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abstractCharacter.rangeHandTwo *= range_bonus;
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}
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skillPercentage = getModifiedAmount(playerCharacter.skills.get(weapon.template.item_skill_used));
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masteryPercentage = getModifiedAmount(playerCharacter.skills.get(wb.item_skill_mastery_used));
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skillPercentage = getModifiedAmount(abstractCharacter.skills.get(weapon.template.item_skill_used));
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masteryPercentage = getModifiedAmount(abstractCharacter.skills.get(wb.item_skill_mastery_used));
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if (masteryPercentage == 0f)
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mastDam = 0f;
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// mastDam = CharacterSkill.getQuickMastery(this, wb.getMastery());
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else
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mastDam = masteryPercentage;
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int[] damages = (int[])wb.item_weapon_damage.values().toArray()[0];
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int[] damages = (int[]) wb.item_weapon_damage.values().toArray()[0];
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min = damages[0];
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max = damages[1];
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strBased = wb.item_primary_attr.equals(AttributeType.Strength);
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@@ -758,29 +758,29 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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// }
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}
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if (playerCharacter.effects != null && playerCharacter.effects.containsKey("DeathShroud"))
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if (abstractCharacter.effects != null && abstractCharacter.effects.containsKey("DeathShroud"))
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// No Atr in deathshroud.
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if (mainHand)
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playerCharacter.atrHandOne = (short) 0;
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abstractCharacter.atrHandOne = (short) 0;
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else
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playerCharacter.atrHandTwo = (short) 0;
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abstractCharacter.atrHandTwo = (short) 0;
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else {
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// calculate atr
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float atr = 0;
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atr += (int) skillPercentage * 4f; //<-round down skill% -
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atr += (int) masteryPercentage * 3f;
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if (playerCharacter.statStrCurrent > playerCharacter.statDexCurrent)
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atr += playerCharacter.statStrCurrent / 2;
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if (abstractCharacter.statStrCurrent > abstractCharacter.statDexCurrent)
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atr += abstractCharacter.statStrCurrent / 2;
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else
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atr += playerCharacter.statDexCurrent / 2;
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atr += abstractCharacter.statDexCurrent / 2;
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// add in any bonuses to atr
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if (playerCharacter.bonuses != null) {
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if (abstractCharacter.bonuses != null) {
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// Add any base bonuses
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atr += playerCharacter.bonuses.getFloat(ModType.OCV, SourceType.NONE);
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atr += abstractCharacter.bonuses.getFloat(ModType.OCV, SourceType.NONE);
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// Finally use any multipliers. DO THIS LAST!
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float pos_Bonus = (1 + playerCharacter.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.NONE));
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float pos_Bonus = (1 + abstractCharacter.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.NONE));
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atr *= pos_Bonus;
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// next precise
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@@ -788,7 +788,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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// atr *= (1 + ((float) this.bonuses.getShort("rune.Attack") / 100));
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//and negative percent modifiers
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float neg_Bonus = playerCharacter.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.NONE);
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float neg_Bonus = abstractCharacter.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.NONE);
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atr *= (1 + neg_Bonus);
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}
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@@ -797,9 +797,9 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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// set atr
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if (mainHand)
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playerCharacter.atrHandOne = (short) (atr + 0.5f);
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abstractCharacter.atrHandOne = (short) (atr + 0.5f);
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else
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playerCharacter.atrHandTwo = (short) (atr + 0.5f);
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abstractCharacter.atrHandTwo = (short) (atr + 0.5f);
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}
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//calculate speed
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@@ -808,8 +808,8 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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else
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speed = 20f; //unarmed attack speed
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if (weapon != null)
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speed *= (1 + playerCharacter.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.NONE));
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speed *= (1 + playerCharacter.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.NONE));
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speed *= (1 + abstractCharacter.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.NONE));
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speed *= (1 + abstractCharacter.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.NONE));
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if (speed < 10)
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speed = 10;
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@@ -850,37 +850,37 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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// calculate damage
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float minDamage;
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float maxDamage;
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float pri = (strBased) ? (float) playerCharacter.statStrCurrent : (float) playerCharacter.statDexCurrent;
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float sec = (strBased) ? (float) playerCharacter.statDexCurrent : (float) playerCharacter.statStrCurrent;
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float pri = (strBased) ? (float) abstractCharacter.statStrCurrent : (float) abstractCharacter.statDexCurrent;
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float sec = (strBased) ? (float) abstractCharacter.statDexCurrent : (float) abstractCharacter.statStrCurrent;
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minDamage = (float) (min * ((0.0315f * Math.pow(pri, 0.75f)) + (0.042f * Math.pow(sec, 0.75f)) + (0.01f * ((int) skillPercentage + (int) mastDam))));
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maxDamage = (float) (max * ((0.0785f * Math.pow(pri, 0.75f)) + (0.016f * Math.pow(sec, 0.75f)) + (0.0075f * ((int) skillPercentage + (int) mastDam))));
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minDamage = (float) ((int) (minDamage + 0.5f)); //round to nearest decimal
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maxDamage = (float) ((int) (maxDamage + 0.5f)); //round to nearest decimal
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// Half damage if in death shroud
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if (playerCharacter.effects != null && playerCharacter.effects.containsKey("DeathShroud")) {
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if (abstractCharacter.effects != null && abstractCharacter.effects.containsKey("DeathShroud")) {
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minDamage *= 0.5f;
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maxDamage *= 0.5f;
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}
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// add in any bonuses to damage
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if (playerCharacter.bonuses != null) {
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if (abstractCharacter.bonuses != null) {
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// Add any base bonuses
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minDamage += playerCharacter.bonuses.getFloat(ModType.MinDamage, SourceType.NONE);
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maxDamage += playerCharacter.bonuses.getFloat(ModType.MaxDamage, SourceType.NONE);
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minDamage += abstractCharacter.bonuses.getFloat(ModType.MinDamage, SourceType.NONE);
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maxDamage += abstractCharacter.bonuses.getFloat(ModType.MaxDamage, SourceType.NONE);
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minDamage += playerCharacter.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
|
||||
maxDamage += playerCharacter.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
|
||||
minDamage += abstractCharacter.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
|
||||
maxDamage += abstractCharacter.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
|
||||
// Finally use any multipliers. DO THIS LAST!
|
||||
|
||||
float percentMinDamage = 1;
|
||||
float percentMaxDamage = 1;
|
||||
|
||||
percentMinDamage += playerCharacter.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.NONE);
|
||||
percentMinDamage += playerCharacter.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE);
|
||||
percentMinDamage += abstractCharacter.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.NONE);
|
||||
percentMinDamage += abstractCharacter.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE);
|
||||
|
||||
percentMaxDamage += playerCharacter.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.NONE);
|
||||
percentMaxDamage += playerCharacter.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE);
|
||||
percentMaxDamage += abstractCharacter.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.NONE);
|
||||
percentMaxDamage += abstractCharacter.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE);
|
||||
|
||||
minDamage *= percentMinDamage;
|
||||
maxDamage *= percentMaxDamage;
|
||||
@@ -889,20 +889,20 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
|
||||
|
||||
// set damages
|
||||
if (mainHand) {
|
||||
playerCharacter.minDamageHandOne = (int) minDamage;
|
||||
playerCharacter.maxDamageHandOne = (int) maxDamage;
|
||||
playerCharacter.speedHandOne = speed;
|
||||
abstractCharacter.minDamageHandOne = (int) minDamage;
|
||||
abstractCharacter.maxDamageHandOne = (int) maxDamage;
|
||||
abstractCharacter.speedHandOne = speed;
|
||||
} else {
|
||||
playerCharacter.minDamageHandTwo = (int) minDamage;
|
||||
playerCharacter.maxDamageHandTwo = (int) maxDamage;
|
||||
playerCharacter.speedHandTwo = speed;
|
||||
abstractCharacter.minDamageHandTwo = (int) minDamage;
|
||||
abstractCharacter.maxDamageHandTwo = (int) maxDamage;
|
||||
abstractCharacter.speedHandTwo = speed;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @ Calculates Defense for shield
|
||||
*/
|
||||
private static float getShieldDefense(AbstractCharacter playerCharacter, Item shield) {
|
||||
private static float getShieldDefense(AbstractCharacter abstractCharacter, Item shield) {
|
||||
|
||||
if (shield == null)
|
||||
return 0;
|
||||
@@ -915,7 +915,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
|
||||
if (ab == null)
|
||||
return 0;
|
||||
|
||||
CharacterSkill blockSkill = playerCharacter.skills.get("Block");
|
||||
CharacterSkill blockSkill = abstractCharacter.skills.get("Block");
|
||||
|
||||
float skillMod;
|
||||
|
||||
@@ -940,7 +940,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
|
||||
/**
|
||||
* @ Calculates Defense for armor
|
||||
*/
|
||||
private static float getArmorDefense(AbstractCharacter playerCharacter, Item armor) {
|
||||
private static float getArmorDefense(AbstractCharacter abstractCharacter, Item armor) {
|
||||
|
||||
if (armor == null)
|
||||
return 0;
|
||||
@@ -956,10 +956,10 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
|
||||
if (armor.template.item_skill_used.isEmpty())
|
||||
return ib.item_defense_rating;
|
||||
|
||||
CharacterSkill armorSkill = playerCharacter.skills.get(armor.template.item_skill_used);
|
||||
CharacterSkill armorSkill = abstractCharacter.skills.get(armor.template.item_skill_used);
|
||||
|
||||
if (playerCharacter.getObjectType().equals(GameObjectType.PlayerCharacter) && armorSkill == null) {
|
||||
Logger.error("Player " + playerCharacter.getObjectUUID()
|
||||
if (abstractCharacter.getObjectType().equals(GameObjectType.PlayerCharacter) && armorSkill == null) {
|
||||
Logger.error("Player " + abstractCharacter.getObjectUUID()
|
||||
+ " has armor equipped without the nescessary skill to equip it");
|
||||
return ib.item_defense_rating;
|
||||
}
|
||||
@@ -979,7 +979,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
|
||||
/**
|
||||
* @ Calculates Defense for weapon
|
||||
*/
|
||||
private static float getWeaponDefense(AbstractCharacter playerCharacter, ConcurrentHashMap<EquipSlotType, Item> equipped) {
|
||||
private static float getWeaponDefense(AbstractCharacter abstractCharacter, ConcurrentHashMap<EquipSlotType, Item> equipped) {
|
||||
Item weapon = equipped.get(EquipSlotType.RHELD);
|
||||
ItemTemplate wb = null;
|
||||
CharacterSkill skill, mastery;
|
||||
@@ -996,11 +996,11 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
|
||||
if (wb == null)
|
||||
unarmed = true;
|
||||
if (unarmed) {
|
||||
skill = playerCharacter.skills.get("Unarmed Combat");
|
||||
mastery = playerCharacter.skills.get("Unarmed Combat Mastery");
|
||||
skill = abstractCharacter.skills.get("Unarmed Combat");
|
||||
mastery = abstractCharacter.skills.get("Unarmed Combat Mastery");
|
||||
} else {
|
||||
skill = playerCharacter.skills.get(weapon.template.item_skill_used);
|
||||
mastery = playerCharacter.skills.get(wb.item_skill_mastery_used);
|
||||
skill = abstractCharacter.skills.get(weapon.template.item_skill_used);
|
||||
mastery = abstractCharacter.skills.get(wb.item_skill_mastery_used);
|
||||
}
|
||||
if (skill != null)
|
||||
val += (int) skill.getModifiedAmount() / 2f;
|
||||
@@ -1011,15 +1011,15 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
|
||||
|
||||
//Don't call this function directly. linked from pc.calculateSkills()
|
||||
//through SkillCalcJob. Designed to only run from one worker thread
|
||||
public static void runSkillCalc(AbstractCharacter playerCharacter) {
|
||||
public static void runSkillCalc(AbstractCharacter abstractCharacter) {
|
||||
try {
|
||||
|
||||
//see if any new skills or powers granted
|
||||
CharacterSkill.calculateSkills(playerCharacter);
|
||||
CharacterSkill.calculateSkills(abstractCharacter);
|
||||
// calculate granted Trains in powers.
|
||||
CharacterPower.grantTrains(playerCharacter);
|
||||
CharacterPower.grantTrains(abstractCharacter);
|
||||
//see if any new powers unlocked from previous check
|
||||
CharacterPower.calculatePowers(playerCharacter);
|
||||
CharacterPower.calculatePowers(abstractCharacter);
|
||||
|
||||
} catch (Exception e) {
|
||||
}
|
||||
@@ -1027,10 +1027,10 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
|
||||
}
|
||||
|
||||
//calculate item bonuses here
|
||||
public static void calculateItemBonuses(AbstractCharacter playerCharacter) {
|
||||
if (playerCharacter.charItemManager == null || playerCharacter.bonuses == null)
|
||||
public static void calculateItemBonuses(AbstractCharacter abstractCharacter) {
|
||||
if (abstractCharacter.charItemManager == null || abstractCharacter.bonuses == null)
|
||||
return;
|
||||
ConcurrentHashMap<EquipSlotType, Item> equipped = playerCharacter.charItemManager.getEquipped();
|
||||
ConcurrentHashMap<EquipSlotType, Item> equipped = abstractCharacter.charItemManager.getEquipped();
|
||||
for (Item item : equipped.values()) {
|
||||
ItemTemplate ib = item.template;
|
||||
if (ib == null)
|
||||
@@ -1042,19 +1042,19 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
|
||||
/**
|
||||
* @ Defaults ATR, Defense and Damage for player
|
||||
*/
|
||||
private static void defaultAtrAndDamage(AbstractCharacter playerCharacter, boolean mainHand) {
|
||||
private static void defaultAtrAndDamage(AbstractCharacter abstractCharacter, boolean mainHand) {
|
||||
if (mainHand) {
|
||||
playerCharacter.atrHandOne = 0;
|
||||
playerCharacter.minDamageHandOne = 0;
|
||||
playerCharacter.maxDamageHandOne = 0;
|
||||
playerCharacter.rangeHandOne = -1;
|
||||
playerCharacter.speedHandOne = 20;
|
||||
abstractCharacter.atrHandOne = 0;
|
||||
abstractCharacter.minDamageHandOne = 0;
|
||||
abstractCharacter.maxDamageHandOne = 0;
|
||||
abstractCharacter.rangeHandOne = -1;
|
||||
abstractCharacter.speedHandOne = 20;
|
||||
} else {
|
||||
playerCharacter.atrHandTwo = 0;
|
||||
playerCharacter.minDamageHandTwo = 0;
|
||||
playerCharacter.maxDamageHandTwo = 0;
|
||||
playerCharacter.rangeHandTwo = -1;
|
||||
playerCharacter.speedHandTwo = 20;
|
||||
abstractCharacter.atrHandTwo = 0;
|
||||
abstractCharacter.minDamageHandTwo = 0;
|
||||
abstractCharacter.maxDamageHandTwo = 0;
|
||||
abstractCharacter.rangeHandTwo = -1;
|
||||
abstractCharacter.speedHandTwo = 20;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user