ABS char skill system
This commit is contained in:
@@ -136,6 +136,16 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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public Enum.SexType absGender = null;
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public EnumSet<DisciplineType> absDisciplines;
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// Modifiers
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public short statStrBase;
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public short statDexBase;
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public short statConBase;
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public short statIntBase;
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public short statSpiBase;
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public Race race;
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public BaseClass baseClass;
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public PromotionClass promotionClass;
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public AbstractCharacter() {
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super();
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this.firstName = "";
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@@ -468,7 +478,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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//do this after all bonus updates, but before recalculations.
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// recalculate everything
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//calculate item bonuses
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playerCharacter.calculateItemBonuses();
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calculateItemBonuses(playerCharacter);
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//recalculate formulas
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PlayerCharacter.recalculatePlayerStatsOnLoad(playerCharacter);
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@@ -587,6 +597,470 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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}
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/**
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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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return;
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}
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ConcurrentHashMap<EquipSlotType, Item> equipped = playerCharacter.charItemManager.getEquipped();
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// // Reset passives
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// if (this.bonuses != null) {
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// this.bonuses.setBool("Block", false);
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// this.bonuses.setBool("Parry", false);
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// if (this.baseClass != null && this.baseClass.getUUID() == 2502)
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// this.bonuses.setBool("Dodge", true);
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// else
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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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// 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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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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if (playerCharacter.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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// 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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defense = (short) (defense * (1 + pos_Bonus));
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//Lucky rune applies next
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//applied runes will be calculated and added to the normal bonuses. no need for this garbage anymore
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//defense = (short) (defense * (1 + ((float) this.bonuses.getShort("rune.Defense") / 100)));
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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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defense = (short) (defense * (1 + neg_Bonus));
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} else
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// TODO add error log here
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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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}
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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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private static void calculateAtrDamageForWeapon(AbstractCharacter playerCharacter, 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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ItemBase wb = null;
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if (weapon == null)
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noWeapon = true;
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else {
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ItemBase ib = weapon.getItemBase();
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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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return;
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} else
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wb = ib;
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}
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float skillPercentage, masteryPercentage;
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float mastDam;
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float min, max;
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float speed = 20f;
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boolean strBased = false;
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ItemBase wbMain = (weapon != null) ? weapon.getItemBase() : null;
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ItemBase wbOff = (otherHand != null) ? otherHand.getItemBase() : null;
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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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if (off != null && off.getItemBase() != null && off.template.item_type.equals(ItemType.WEAPON))
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playerCharacter.rangeHandOne = 10 * (1 + (playerCharacter.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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} else
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playerCharacter.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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if (masteryPercentage == 0f)
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mastDam = CharacterSkill.getQuickMastery(playerCharacter, "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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min = 1;
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max = 3;
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} else {
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if (mainHand)
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playerCharacter.rangeHandOne = weapon.getItemBase().getRange() * (1 + (playerCharacter.statStrBase / 600));
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else
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playerCharacter.rangeHandTwo = weapon.getItemBase().getRange() * (1 + (playerCharacter.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 (mainHand)
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playerCharacter.rangeHandOne *= range_bonus;
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else
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playerCharacter.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.getMastery()));
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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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min = (float) wb.getMinDamage();
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max = (float) wb.getMaxDamage();
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strBased = wb.isStrBased();
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//
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// Add parry bonus for weapon and allow parry if needed
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// // Only Fighters and Thieves can Parry
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// if ((this.baseClass != null && this.baseClass.getUUID() == 2500)
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// || (this.promotionClass != null && this.promotionClass.getUUID() == 2520)) {
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// if (wbMain == null || wbMain.getRange() < MBServerStatics.RANGED_WEAPON_RANGE)
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// if (wbOff == null || wbOff.getRange() < MBServerStatics.RANGED_WEAPON_RANGE)
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// this.bonuses.setBool("Parry", true);
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// }
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// }
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}
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if (playerCharacter.effects != null && playerCharacter.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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else
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playerCharacter.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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else
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atr += playerCharacter.statDexCurrent / 2;
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// add in any bonuses to atr
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if (playerCharacter.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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// 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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atr *= pos_Bonus;
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// next precise
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//runes will have their own bonuses.
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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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atr *= (1 + neg_Bonus);
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}
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atr = (atr < 1) ? 1 : atr;
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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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else
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playerCharacter.atrHandTwo = (short) (atr + 0.5f);
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}
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//calculate speed
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if (wb != null)
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speed = wb.getSpeed();
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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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if (speed < 10)
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speed = 10;
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//add min/max damage bonuses for weapon
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if (weapon != null) {
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// Add any base bonuses
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min += weapon.getBonus(ModType.MinDamage, SourceType.NONE);
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max += weapon.getBonus(ModType.MaxDamage, SourceType.NONE);
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min += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.NONE);
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max += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.NONE);
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// Finally use any multipliers. DO THIS LAST!
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float percentMinDamage = 1;
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float percentMaxDamage = 1;
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percentMinDamage += weapon.getBonusPercent(ModType.MinDamage, SourceType.NONE);
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percentMinDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.NONE);
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percentMaxDamage += weapon.getBonusPercent(ModType.MaxDamage, SourceType.NONE);
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percentMaxDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.NONE);
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min *= percentMinDamage;
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max *= percentMaxDamage;
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}
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//if duel wielding, cut damage by 30%
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if (otherHand != null) {
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ItemBase ibo = otherHand.getItemBase();
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if (ibo != null && otherHand.template.equals(ItemType.WEAPON)) {
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min *= 0.7f;
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max *= 0.7f;
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}
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}
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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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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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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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// 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 += playerCharacter.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
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maxDamage += playerCharacter.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
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// Finally use any multipliers. DO THIS LAST!
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float percentMinDamage = 1;
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float percentMaxDamage = 1;
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percentMinDamage += playerCharacter.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.NONE);
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percentMinDamage += playerCharacter.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE);
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percentMaxDamage += playerCharacter.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.NONE);
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percentMaxDamage += playerCharacter.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.NONE);
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minDamage *= percentMinDamage;
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maxDamage *= percentMaxDamage;
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}
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// set damages
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if (mainHand) {
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playerCharacter.minDamageHandOne = (int) minDamage;
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playerCharacter.maxDamageHandOne = (int) maxDamage;
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playerCharacter.speedHandOne = speed;
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} else {
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playerCharacter.minDamageHandTwo = (int) minDamage;
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playerCharacter.maxDamageHandTwo = (int) maxDamage;
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playerCharacter.speedHandTwo = speed;
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}
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}
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/**
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* @ Calculates Defense for shield
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*/
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private static float getShieldDefense(AbstractCharacter playerCharacter, Item shield) {
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if (shield == null)
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return 0;
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if (ItemTemplate.isShield(shield) == false)
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return 0;
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ItemBase ab = shield.getItemBase();
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if (ab == null)
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return 0;
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CharacterSkill blockSkill = playerCharacter.skills.get("Block");
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float skillMod;
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if (blockSkill == null) {
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skillMod = 0;
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} else
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skillMod = blockSkill.getModifiedAmount();
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float def = ab.getDefense();
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//apply item defense bonuses
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if (shield != null) {
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def += shield.getBonus(ModType.DR, SourceType.NONE);
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def *= (1 + shield.getBonusPercent(ModType.DR, SourceType.NONE));
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}
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// float val = ((float)ab.getDefense()) * (1 + (skillMod / 100));
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return (def * (1 + ((int) skillMod / 100f)));
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}
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/**
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* @ Calculates Defense for armor
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*/
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private static float getArmorDefense(AbstractCharacter playerCharacter, Item armor) {
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if (armor == null)
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return 0;
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ItemBase ib = armor.getItemBase();
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if (ib == null)
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return 0;
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if (!armor.template.item_type.equals(ItemType.ARMOR))
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return 0;
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if (armor.template.item_skill_used.isEmpty())
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return ib.getDefense();
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CharacterSkill armorSkill = playerCharacter.skills.get(armor.template.item_skill_used);
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if (armorSkill == null) {
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Logger.error("Player " + playerCharacter.getObjectUUID()
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+ " has armor equipped without the nescessary skill to equip it");
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return ib.getDefense();
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}
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float def = ib.getDefense();
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//apply item defense bonuses
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if (armor != null) {
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def += armor.getBonus(ModType.DR, SourceType.NONE);
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def *= (1 + armor.getBonusPercent(ModType.DR, SourceType.NONE));
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}
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return (def * (1 + ((int) armorSkill.getModifiedAmount() / 50f)));
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}
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/**
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* @ Calculates Defense for weapon
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*/
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private static float getWeaponDefense(AbstractCharacter playerCharacter, ConcurrentHashMap<EquipSlotType, Item> equipped) {
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Item weapon = equipped.get(EquipSlotType.RHELD);
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ItemBase wb = null;
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CharacterSkill skill, mastery;
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float val = 0;
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boolean unarmed = false;
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if (weapon == null) {
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weapon = equipped.get(EquipSlotType.LHELD);
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if (weapon == null || ItemTemplate.isShield(weapon))
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unarmed = true;
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else
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wb = weapon.getItemBase();
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} else
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wb = weapon.getItemBase();
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if (wb == null)
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unarmed = true;
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if (unarmed) {
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skill = playerCharacter.skills.get("Unarmed Combat");
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mastery = playerCharacter.skills.get("Unarmed Combat Mastery");
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} else {
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skill = playerCharacter.skills.get(weapon.template.item_skill_used);
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mastery = playerCharacter.skills.get(wb.getMastery());
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}
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if (skill != null)
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val += (int) skill.getModifiedAmount() / 2f;
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if (mastery != null)
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val += (int) mastery.getModifiedAmount() / 2f;
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return val;
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}
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//Don't call this function directly. linked from pc.calculateSkills()
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//through SkillCalcJob. Designed to only run from one worker thread
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public static void runSkillCalc(AbstractCharacter playerCharacter) {
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try {
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//see if any new skills or powers granted
|
||||
CharacterSkill.calculateSkills(playerCharacter);
|
||||
// calculate granted Trains in powers.
|
||||
CharacterPower.grantTrains(playerCharacter);
|
||||
//see if any new powers unlocked from previous check
|
||||
CharacterPower.calculatePowers(playerCharacter);
|
||||
|
||||
} catch (Exception e) {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//calculate item bonuses here
|
||||
public static void calculateItemBonuses(AbstractCharacter playerCharacter) {
|
||||
if (playerCharacter.charItemManager == null || playerCharacter.bonuses == null)
|
||||
return;
|
||||
ConcurrentHashMap<EquipSlotType, Item> equipped = playerCharacter.charItemManager.getEquipped();
|
||||
for (Item item : equipped.values()) {
|
||||
ItemBase ib = item.getItemBase();
|
||||
if (ib == null)
|
||||
continue;
|
||||
//TODO add effect bonuses in here for equipped items
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @ Defaults ATR, Defense and Damage for player
|
||||
*/
|
||||
private static void defaultAtrAndDamage(AbstractCharacter playerCharacter, boolean mainHand) {
|
||||
if (mainHand) {
|
||||
playerCharacter.atrHandOne = 0;
|
||||
playerCharacter.minDamageHandOne = 0;
|
||||
playerCharacter.maxDamageHandOne = 0;
|
||||
playerCharacter.rangeHandOne = -1;
|
||||
playerCharacter.speedHandOne = 20;
|
||||
} else {
|
||||
playerCharacter.atrHandTwo = 0;
|
||||
playerCharacter.minDamageHandTwo = 0;
|
||||
playerCharacter.maxDamageHandTwo = 0;
|
||||
playerCharacter.rangeHandTwo = -1;
|
||||
playerCharacter.speedHandTwo = 20;
|
||||
}
|
||||
}
|
||||
|
||||
private static float getModifiedAmount(CharacterSkill skill) {
|
||||
if (skill == null)
|
||||
return 0f;
|
||||
return skill.getModifiedAmount();
|
||||
}
|
||||
|
||||
private void initializeCharacter() {
|
||||
this.timers = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW);
|
||||
this.timestamps = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_LOW);
|
||||
@@ -1850,7 +2324,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
|
||||
PlayerCharacter pc = (PlayerCharacter) this;
|
||||
|
||||
//calculate item bonuses
|
||||
pc.calculateItemBonuses();
|
||||
calculateItemBonuses(pc);
|
||||
|
||||
//recalculate formulas
|
||||
pc.recalculatePlayerStats(true);
|
||||
|
||||
Reference in New Issue
Block a user