forked from MagicBane/Server
proccing system
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@@ -19,6 +19,7 @@ import engine.net.client.msg.UpdateStateMsg;
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import engine.objects.*;
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import engine.powers.DamageShield;
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import engine.powers.effectmodifiers.AbstractEffectModifier;
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import engine.powers.effectmodifiers.WeaponProcEffectModifier;
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import engine.server.MBServerStatics;
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import org.pmw.tinylog.Logger;
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@@ -196,6 +197,8 @@ public enum CombatManager {
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}
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}
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checkForProc(attacker,target,weapon);
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//get delay for the auto attack job
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long delay = 5000;
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@@ -651,4 +654,20 @@ public enum CombatManager {
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int masteryLevel = 0;
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return max * (pow(0.0124 * primary + 0.118 * (primary - 0.75), 0.5) + pow(0.0022 * secondary + 0.028 * (secondary - 0.75), 0.5) + 0.0075 * (focusLevel + masteryLevel));
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}
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public static void checkForProc(AbstractCharacter attacker, AbstractWorldObject target, Item weapon){
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if(weapon == null) // cant proc without a weapon
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return;
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for(Effect eff : weapon.effects.values()){
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for(AbstractEffectModifier mod : eff.getEffectsBase().getModifiers()){
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if(mod.modType.equals(mbEnums.ModType.WeaponProc))
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if(ThreadLocalRandom.current().nextInt(0,101) < 6)
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((WeaponProcEffectModifier)mod).applyProc(attacker,target);
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}
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}
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}
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}
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