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hello

i was playing with some skills stats like 

 

PVP_PHYSICAL_DMG("pvpPhysDmg"),
PVP_MAGICAL_DMG("pvpMagicalDmg"),
PVP_PHYS_SKILL_DMG("pvpPhysSkillsDmg"),
 
and i saw a guy asking somewhere for pvpPhysicalDef stats so i tryed to make em.. its based on l2jfrozen also.
 
com.l2jfrozen.gameserver.skills.stats

find this

PVP_PHYS_SKILL_DMG("pvpPhysSkillsDmg"),

and below add these

 

PVP_PHYSICAL_DEF("pvpPhysDef"),
PVP_MAGICAL_DEF("pvpMagicalDef"),
PVP_PHYS_SKILL_DEF("pvpPhysSkillsDef"),

now go to 

com.l2jfrozen.gameserver.skills.formulas

find always the first line and add the +

if((attacker instanceof L2PcInstance || attacker instanceof L2Summon) && (target instanceof L2PcInstance || target instanceof L2Summon))
{
if(skill == null)
{
damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
+damage /= target.calcStat(Stats.PVP_PHYSICAL_DEF, 1, null, null);
}
else
{
damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
+damage /= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
}
}
// Pvp bonusses for dmg
if((attacker instanceof L2PcInstance || attacker instanceof L2Summon) && (target instanceof L2PcInstance || target instanceof L2Summon))
{
if(skill.isMagic())
{
damage *= attacker.calcStat(Stats.PVP_MAGICAL_DMG, 1, null, null);
+damage /= target.calcStat(Stats.PVP_MAGICAL_DEF, 1, null, null);
}
else
{
damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
+damage /= target.calcStat(Stats.PVP_PHYS_SKILL_DEF, 1, null, null);
}
}
// Dmg bonusses in PvP fight
if(isPvP)
{
if(skill == null)
{
damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
+damage /= target.calcStat(Stats.PVP_PHYSICAL_DEF, 1, null, null);
}
else
{
damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
damage /= target.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
}
}

so you can go ingame and use as stats "pvpPhysDef" , "pvpMagicalDef" , "pvpPhysSkillsDef"

its tested and works fine.

 

also something else to make a better balance with the mages. Its exactly the same with the critical damage that fighters got. this is for mages magical critical damage in a better way than it is.

com.l2jfrozen.gameserver.skills.stats

find

CRITICAL_DAMAGE_ADD("cAtkAdd"),

and below add 

MAGICAL_CRITICAL_DAMAGE("mcAtk"),
MCRITICAL_DAMAGE_ADD("mAtkAdd"),
MCRIT_VULN("mCritVuln"),

now go to 

com.l2jfrozen.gameserver.model.actor.stats.CharStat

find

public final double getCriticalDmg(L2Character target, double init)
{
return calcStat(Stats.CRITICAL_DAMAGE, init, target, null);
}

and below add

/**
* Return the MCritical Damage rate (base+modifier) of the L2Character.
*
* @param target the target
* @param init the init
* @return the critical dmg
*/
public final double getMagicalCriticalDmg(L2Character target, double init)
{
return calcStat(Stats.MAGICAL_CRITICAL_DAMAGE, init, target, null);
}

now go to 

com.l2jfrozen.gameserver.datatables.xml.AugmentationData

find and delete this line

if(as.getStat() == Stats.CRITICAL_DAMAGE)

and add this one

if(as.getStat() == Stats.CRITICAL_DAMAGE || as.getStat() == Stats.MAGICAL_CRITICAL_DAMAGE)

finally go to 

com.l2jfrozen.gameserver.skills.formulas

find 

else if(mcrit)
{
//damage *= 4;
damage *= Config.MAGIC_CRITICAL_POWER;
}and replace it with 
else if (mcrit)
{
//Finally retail like formula
double mAtkMultiplied = damage + attacker.calcStat(Stats.MAGICAL_CRITICAL_DAMAGE, damage, target, skill);
double mAtkVuln = target.calcStat(Stats.MCRIT_VULN, 1, target, null);
double improvedDamageBymriticalMulAndVuln = mAtkMultiplied * mAtkVuln;
double improvedDamageBymriticalMulAndAdd = improvedDamageBymriticalMulAndVuln + attacker.calcStat(Stats.MCRITICAL_DAMAGE_ADD, 0, target, skill);


damage = improvedDamageBymriticalMulAndAdd;


}

now you will have stats "mcAtk" , "mAtkAdd", "mCritVuln".

 

also i've got a cp drain and mp drain on attack. its like "absorbDam"

com.l2jfrozen.gameserver.skills.stats

find

ABSORB_DAMAGE_PERCENT("absorbDam"),

and below add

ABSORB_CP_PERCENT("absorbCp"),
ABSORB_MP_PERCENT("absorbMp"),

now go to 

com.l2jfrozen.gameserver.model.L2Characters

find

double absorbPercent = getStat().calcStat(Stats.ABSORB_DAMAGE_PERCENT, 0, null, null);


if (absorbPercent > 0)
{
int maxCanAbsorb = (int) (getMaxHp() - getCurrentHp());
int absorbDamage = (int) (absorbPercent / 100. * damage);


if (absorbDamage > maxCanAbsorb)
{
absorbDamage = maxCanAbsorb; // Can't absord more than max hp
}


if (absorbDamage > 0)
{
setCurrentHp(getCurrentHp() + absorbDamage);


// Custom messages - nice but also more network load
// Custom messages - nice but also more network load
if (Config.CUSTOM_MSG)
{
if (this instanceof L2PcInstance)
((L2PcInstance) this).sendMessage("You absorbed " + absorbDamage + " Hp.");
}
}
}

and below add

// Absorb CP from the damage inflicted
double absorbCPPercent = getStat().calcStat(Stats.ABSORB_CP_PERCENT, 0, null, null);


if (absorbCPPercent > 0)
{
int maxCanAbsorb = (int) (getMaxCp() - getCurrentCp());
int absorbDamage = (int) (absorbCPPercent / 100. * damage);


if (absorbDamage > maxCanAbsorb)
{
absorbDamage = maxCanAbsorb; // Can't absord more than max hp
}


if (absorbDamage > 0)
{
setCurrentCp(getCurrentCp() + absorbDamage);


// Custom messages - nice but also more network load
// Custom messages - nice but also more network load
if (Config.CUSTOM_MSG)
{
if (this instanceof L2PcInstance)
((L2PcInstance) this).sendMessage("You absorbed " + absorbDamage + " Cp.");
}
}
}


// Absorb HP from the damage inflicted
double absorbMPPercent = getStat().calcStat(Stats.ABSORB_MP_PERCENT, 0, null, null);


if (absorbMPPercent > 0)
{
int maxCanAbsorb = (int) (getMaxMp() - getCurrentMp());
int absorbDamage = (int) (absorbMPPercent / 100. * damage);


if (absorbDamage > maxCanAbsorb)
{
absorbDamage = maxCanAbsorb; // Can't absord more than max hp
}


if (absorbDamage > 0)
{
setCurrentMp(getCurrentMp() + absorbDamage);


// Custom messages - nice but also more network load


// Custom messages - nice but also more network load
if (Config.CUSTOM_MSG)
{
if (this instanceof L2PcInstance)
((L2PcInstance) this).sendMessage("You absorbed " + absorbDamage + " Mp.");
}
}
}

so u can use "absorbCp", "absorbMp"

 

well thats all ;D its nothing special but it can help 
 

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