Lineage Justice
Spells & Skills
Lookup and validate skills and spells.
|
WeaponBreak
|
MP:
|
32
|
HP:
|
0
|
Item:
|
40318
|
Amount:
|
1
|
Duration:
|
0
|
Skill Type:
|
Curse
|
Delay:
|
3000
|
Cast Invis:
|
No
|
Ignores CM:
|
No
|
Element:
|
Fire
|
Range:
|
4
|
Area:
|
N/A
|
Dmg Value:
|
0.0
|
Dmg Dice:
|
0
|
Dice Count:
|
0
|
Prob Value:
|
0
|
Prob Dice:
|
10
|
Prob Max:
|
90
|
L1SkillUse Execution:
if (_skillId == WEAPON_BREAK) {
if (_calcType == PC_PC || _calcType == NPC_PC) {
if (cha instanceof L1PcInstance) {
L1PcInstance pc = (L1PcInstance) cha;
L1ItemInstance weapon = pc.getWeapon();
if (weapon != null) {
RandomGenerator random = RandomGeneratorFactory
.getSharedRandom();
int weaponDamage = random.nextInt(_user
.getInt() / 3) + 1;
pc.sendPackets(new S_ServerMessage(268, weapon
.getLogName())); // Your 'weapon' was damaged.
pc.getInventory().receiveDamage(weapon,
weaponDamage);
}
}
} else {
((L1NpcInstance) cha).setWeaponBreaked(true);
}
}
L1Magic Probability:
private int calcProbability(int skillId) {
L1Skill skill = SkillTable.getInstance().findBySkillId(skillId);
int attackLevel = 0;
int defenseLevel = 0;
int probability = 0;
if (_calcType == PC_PC || _calcType == PC_NPC) {
attackLevel = _pc.getLevel();
} else {
attackLevel = _npc.getLevel();
}
if (_calcType == PC_PC || _calcType == NPC_PC) {
defenseLevel = _targetPc.getLevel();
} else {
defenseLevel = _targetNpc.getLevel();
if (skillId == RETURN_TO_NATURE) {
if (_targetNpc instanceof L1SummonInstance) {
L1SummonInstance summon = (L1SummonInstance) _targetNpc;
defenseLevel = summon.getMaster().getLevel();
}
}
}
int levelDifference = attackLevel - defenseLevel;
if (skillId == SHOCK_STUN || skillId == MASS_SHOCK_STUN ||
skillId == COUNTER_BARRIER ||
skillId == ELEMENTAL_FALL_DOWN || skillId == RETURN_TO_NATURE ||
skillId == ENTANGLE || skillId == ERASE_MAGIC || skillId == EARTH_BIND ||
skillId == AREA_OF_SILENCE || skillId == WIND_SHACKLE || skillId == AREA_WIND_SHACKLE ||
skillId == STRIKER_GALE || skillId == POLLUTE_WATER ||
skillId == ARMOR_BREAK ||
skillId == ELZABE_AREA_SILENCE) {
probability = (int) (((skill.getProbabilityDice()) / 10D) * levelDifference) + skill.getProbabilityValue();
if (_calcType == PC_PC || _calcType == PC_NPC) {
probability += 2 * _pc.getOriginalMagicHit();
}
} else if (skillId == GUARD_BRAKE || skillId == RESIST_FEAR
|| skillId == HORROR_OF_DEATH) {
probability = 100;
} else if (skillId == THUNDER_GRAB) {
probability = skill.getProbabilityValue()
* (attackLevel / Math.max(1, defenseLevel))
- _random.nextInt(21);
if (_calcType == PC_PC || _calcType == PC_NPC) {
probability += 2 * _pc.getOriginalMagicHit();
}
} else if (skillId == PHANTASM) {
if (_calcType == PC_NPC) {
probability = skill.getProbabilityValue();
} else {
probability = skill.getProbabilityValue() + 20;
}
} else {
int dice = skill.getProbabilityDice();
int diceCount = getMagicBonus() + getMagicLevel();
if (_calcType == PC_PC || _calcType == PC_NPC) {
diceCount += _pc.isWizard() ? 1 : -1;
}
diceCount = diceCount < 1 ? 1 : diceCount;
for (int i = 0; i < diceCount; i++) {
probability += (_random.nextInt(dice) + 1);
}
probability = probability * getLeverage() / 10;
if (_calcType == PC_PC || _calcType == PC_NPC) {
probability += 2 * _pc.getOriginalMagicHit();
}
probability -= getTargetMr();
if (skillId == TAMING_MONSTER) {
double probabilityRevision = 1;
if ((_targetNpc.getMaxHp() * 1 / 4) > _targetNpc.getCurrentHp()) {
probabilityRevision = 1.3;
} else if ((_targetNpc.getMaxHp() * 2 / 4) > _targetNpc
.getCurrentHp()) {
probabilityRevision = 1.2;
} else if ((_targetNpc.getMaxHp() * 3 / 4) > _targetNpc
.getCurrentHp()) {
probabilityRevision = 1.1;
}
probability *= probabilityRevision;
}
}
if (_calcType == PC_PC || _calcType == NPC_PC) {
switch (skillId) {
case EARTH_BIND:
probability -= _target.getResistHold();
break;
case MASS_SHOCK_STUN:
case SHOCK_STUN:
probability -= 2 * _target.getResistStun();
break;
case CURSE_PARALYZE:
probability -= _target.getResistStone();
break;
case FOG_OF_SLEEPING:
probability -= _target.getResistSleep();
break;
case ICE_LANCE:
case FREEZING_BLIZZARD:
probability -= _target.getResistFreeze();
break;
case CURSE_BLIND:
case DARKNESS:
case SHADOW_SLEEP:
probability -= _target.getResistBlind();
break;
}
}
return probability;
}