|
|
|
@ -1453,34 +1453,17 @@ public enum CombatManager {
@@ -1453,34 +1453,17 @@ public enum CombatManager {
|
|
|
|
|
((AbstractCharacter) awo).getCharItemManager().damageRandomArmor(1); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
public static boolean LandHit(int atr, int defense){ |
|
|
|
|
public static boolean LandHit(int C5, int D5){ |
|
|
|
|
|
|
|
|
|
//int roll = ThreadLocalRandom.current().nextInt(101);
|
|
|
|
|
//float chance = (float)((atr-((atr+defense)*0.315))/((defense-((atr+defense)*0.315))+(atr-((atr+defense)*0.315))));
|
|
|
|
|
|
|
|
|
|
//int connvertedChance = (int)(chance * 100);
|
|
|
|
|
|
|
|
|
|
//if(connvertedChance < 5)
|
|
|
|
|
// connvertedChance = 5;
|
|
|
|
|
|
|
|
|
|
//if(connvertedChance > 95)
|
|
|
|
|
// connvertedChance = 95;
|
|
|
|
|
|
|
|
|
|
//return connvertedChance > roll;
|
|
|
|
|
|
|
|
|
|
// Calculate raw chance to hit
|
|
|
|
|
float adjustedAtr = (float) atr - (atr + defense) * 0.315f; |
|
|
|
|
float adjustedDefense = (float) defense - (atr + defense) * 0.315f; |
|
|
|
|
|
|
|
|
|
// Prevent division by zero
|
|
|
|
|
float chance = adjustedAtr / (adjustedDefense + adjustedAtr); |
|
|
|
|
|
|
|
|
|
// Convert to percentage and clamp between 5% and 95%
|
|
|
|
|
float chance = (C5-((C5+D5)*.315f)) / ((D5-((C5+D5)*.315f)) + (C5-((C5+D5)*.315f))); |
|
|
|
|
int convertedChance = Math.round(chance * 100); |
|
|
|
|
convertedChance = Math.max(5, Math.min(95, convertedChance)); |
|
|
|
|
//convertedChance = Math.max(5, Math.min(95, convertedChance));
|
|
|
|
|
|
|
|
|
|
// Generate random roll (0–100) and determine hit
|
|
|
|
|
int roll = ThreadLocalRandom.current().nextInt(101); |
|
|
|
|
return convertedChance > roll; |
|
|
|
|
|
|
|
|
|
if(roll < 5)//always 5% chance ot miss
|
|
|
|
|
return false; |
|
|
|
|
|
|
|
|
|
return roll <= convertedChance; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|