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[Help] New Enchant Scrolls


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Feliz, Navidad, Merry Christmas.

 

This is my abstractEnchantPacket.java

 

:poker face:

 

package net.sf.l2j.gameserver.network.clientpackets;

 

import gnu.trove.map.hash.TIntObjectHashMap;

 

import net.sf.l2j.Config;

import net.sf.l2j.gameserver.model.L2ItemInstance;

import net.sf.l2j.gameserver.templates.item.L2Item;

import net.sf.l2j.gameserver.templates.item.L2Weapon;

import net.sf.l2j.gameserver.templates.item.L2WeaponType;

 

public abstract class AbstractEnchantPacket extends L2GameClientPacket

{

  public static final TIntObjectHashMap<EnchantScroll> _scrolls = new TIntObjectHashMap<>();

 

  public static final class EnchantScroll

  {

      protected final boolean _isWeapon;

      protected final int _grade;

      private final boolean _isBlessed;

      private final boolean _isCrystal;

     

      public EnchantScroll(boolean wep, boolean bless, boolean crystal, int type)

      {

        _isWeapon = wep;

        _grade = type;

        _isBlessed = bless;

        _isCrystal = crystal;

      }

     

      /**

      * @param enchantItem : The item to enchant.

      * @return true if support item can be used for this item

      */

      public final boolean isValid(L2ItemInstance enchantItem)

      {

        if (enchantItem == null)

            return false;

       

        // checking scroll type and configured maximum enchant level

        switch (enchantItem.getItem().getType2())

        {

            case L2Item.TYPE2_WEAPON:

              if (!_isWeapon || (Config.ENCHANT_MAX_WEAPON > 0 && enchantItem.getEnchantLevel() >= Config.ENCHANT_MAX_WEAPON))

                  return false;

              break;

           

            case L2Item.TYPE2_SHIELD_ARMOR:

            case L2Item.TYPE2_ACCESSORY:

              if (_isWeapon || (Config.ENCHANT_MAX_ARMOR > 0 && enchantItem.getEnchantLevel() >= Config.ENCHANT_MAX_ARMOR))

                  return false;

              break;

           

            default:

              return false;

        }

       

        // check for crystal type

        if (_grade != enchantItem.getItem().getCrystalType())

            return false;

       

        return true;

      }

     

      /**

      * @return true if item is a blessed scroll.

      */

      public final boolean isBlessed()

      {

        return _isBlessed;

      }

     

      /**

      * @return true if item is a crystal scroll.

      */

      public final boolean isCrystal()

      {

        return _isCrystal;

      }

     

      /**

      * Regarding enchant system :

 

      *

 

      * Weapons

      * <ul>

      * <li>magic weapons has chance of 40% until +15 and 20% from +15 and higher. There is no upper limit, there is no dependance on current enchant level.</li>

      * <li>non magic weapons has chance of 70% until +15 and 35% from +15 and higher. There is no upper limit, there is no dependance on current enchant level.</li>

      * </ul>

      * Armors

      * <ul>

      * <li>non fullbody armors (jewelry, upper armor, lower armor, boots, gloves, helmets and shirts) has chance of 2/3 for +4, 1/3 for +5, 1/4 for +6, ...., 1/18 +20. If you've made a +20 armor, chance to make it +21 will be equal to zero (0%).</li>

      * <li>full body armors has a chance of 1/1 for +4, 2/3 for +5, 1/3 for +6, ..., 1/17 for +20. If you've made a +20 armor, chance to make it +21 will be equal to zero (0%).</li>

      * </ul>

      * @param enchantItem : The item to enchant.

      * @return the enchant chance under double format (0.7 / 0.35 / 0.44324...).

      */

      public final double getChance(L2ItemInstance enchantItem)

      {

        if (!isValid(enchantItem))

            return -1;

       

        boolean fullBody = enchantItem.getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR;

        if (enchantItem.getEnchantLevel() < Config.ENCHANT_SAFE_MAX || (fullBody && enchantItem.getEnchantLevel() < Config.ENCHANT_SAFE_MAX_FULL))

            return 1;

       

        double chance = 0;

       

        // Armor formula : 0.66^(current-2), chance is lower and lower for each enchant.

        if (enchantItem.isArmor())

            chance = Math.pow(Config.ENCHANT_CHANCE_ARMOR, (enchantItem.getEnchantLevel() - 2));

        // Weapon formula is 70% for fighter weapon, 40% for mage weapon. Special rates after +14.

        else if (enchantItem.isWeapon())

        {

            if (((L2Weapon) enchantItem.getItem()).isMagical())

              chance = (enchantItem.getEnchantLevel() > 14) ? Config.ENCHANT_CHANCE_WEAPON_MAGIC_15PLUS : Config.ENCHANT_CHANCE_WEAPON_MAGIC;

            else

              chance = (enchantItem.getEnchantLevel() > 14) ? Config.ENCHANT_CHANCE_WEAPON_NONMAGIC_15PLUS : Config.ENCHANT_CHANCE_WEAPON_NONMAGIC;

        }

       

        return chance;

      }

  }

 

  /**

    * Format : itemId, (isWeapon, isBlessed, isCrystal, grade)

 

    * Allowed items IDs must be sorted by ascending order.

    */

  static

  {

      // Scrolls: Enchant Weapon

      _scrolls.put(729, new EnchantScroll(true, false, false, L2Item.CRYSTAL_A));

      _scrolls.put(947, new EnchantScroll(true, false, false, L2Item.CRYSTAL_B));

      _scrolls.put(951, new EnchantScroll(true, false, false, L2Item.CRYSTAL_C));

      _scrolls.put(955, new EnchantScroll(true, false, false, L2Item.CRYSTAL_D));

      _scrolls.put(959, new EnchantScroll(true, false, false, L2Item.CRYSTAL_S));

     

      // Scrolls: Enchant Armor

      _scrolls.put(730, new EnchantScroll(false, false, false, L2Item.CRYSTAL_A));

      _scrolls.put(948, new EnchantScroll(false, false, false, L2Item.CRYSTAL_B));

      _scrolls.put(952, new EnchantScroll(false, false, false, L2Item.CRYSTAL_C));

      _scrolls.put(956, new EnchantScroll(false, false, false, L2Item.CRYSTAL_D));

      _scrolls.put(960, new EnchantScroll(false, false, false, L2Item.CRYSTAL_S));

     

      // Blessed Scrolls: Enchant Weapon

      _scrolls.put(6569, new EnchantScroll(true, true, false, L2Item.CRYSTAL_A));

      _scrolls.put(6571, new EnchantScroll(true, true, false, L2Item.CRYSTAL_B));

      _scrolls.put(6573, new EnchantScroll(true, true, false, L2Item.CRYSTAL_C));

      _scrolls.put(6575, new EnchantScroll(true, true, false, L2Item.CRYSTAL_D));

      _scrolls.put(6577, new EnchantScroll(true, true, false, L2Item.CRYSTAL_S));

     

      // Blessed Scrolls: Enchant Armor

      _scrolls.put(6570, new EnchantScroll(false, true, false, L2Item.CRYSTAL_A));

      _scrolls.put(6572, new EnchantScroll(false, true, false, L2Item.CRYSTAL_B));

      _scrolls.put(6574, new EnchantScroll(false, true, false, L2Item.CRYSTAL_C));

      _scrolls.put(6576, new EnchantScroll(false, true, false, L2Item.CRYSTAL_D));

      _scrolls.put(6578, new EnchantScroll(false, true, false, L2Item.CRYSTAL_S));

     

      // Crystal Scrolls: Enchant Weapon

      _scrolls.put(731, new EnchantScroll(true, false, true, L2Item.CRYSTAL_A));

      _scrolls.put(949, new EnchantScroll(true, false, true, L2Item.CRYSTAL_B));

      _scrolls.put(953, new EnchantScroll(true, false, true, L2Item.CRYSTAL_C));

      _scrolls.put(957, new EnchantScroll(true, false, true, L2Item.CRYSTAL_D));

      _scrolls.put(961, new EnchantScroll(true, false, true, L2Item.CRYSTAL_S));

     

      // Crystal Scrolls: Enchant Armor

      _scrolls.put(732, new EnchantScroll(false, false, true, L2Item.CRYSTAL_A));

      _scrolls.put(950, new EnchantScroll(false, false, true, L2Item.CRYSTAL_B));

      _scrolls.put(954, new EnchantScroll(false, false, true, L2Item.CRYSTAL_C));

      _scrolls.put(958, new EnchantScroll(false, false, true, L2Item.CRYSTAL_D));

      _scrolls.put(962, new EnchantScroll(false, false, true, L2Item.CRYSTAL_S));

     

      // Special scrolls(event): Enchant Weapon

      _scrolls.put(12269, new EnchantScroll(true, true, false, L2Item.CRYSTAL_A));

      _scrolls.put(12271, new EnchantScroll(true, true, false, L2Item.CRYSTAL_B));

      _scrolls.put(12273, new EnchantScroll(true, true, false, L2Item.CRYSTAL_C));

      _scrolls.put(12275, new EnchantScroll(true, true, false, L2Item.CRYSTAL_D));

      _scrolls.put(12277, new EnchantScroll(true, true, false, L2Item.CRYSTAL_S));

     

      // Special scrolls(event): Enchant Armor

      _scrolls.put(12270, new EnchantScroll(false, true, false, L2Item.CRYSTAL_A));

      _scrolls.put(12272, new EnchantScroll(false, true, false, L2Item.CRYSTAL_B));

      _scrolls.put(12274, new EnchantScroll(false, true, false, L2Item.CRYSTAL_C));

      _scrolls.put(12276, new EnchantScroll(false, true, false, L2Item.CRYSTAL_D));

      _scrolls.put(12278, new EnchantScroll(false, true, false, L2Item.CRYSTAL_S));

  }

 

  /**

    * @param scroll The instance of item to make checks on.

    * @return enchant template for scroll.

    */

  protected static final EnchantScroll getEnchantScroll(L2ItemInstance scroll)

  {

      return _scrolls.get(scroll.getItemId());

  }

 

  /**

    * @param item The instance of item to make checks on.

    * @return true if item can be enchanted.

    */

  protected static final boolean isEnchantable(L2ItemInstance item)

  {

      if (item.isHeroItem() || item.isShadowItem() || item.isEtcItem() || item.getItem().getItemType() == L2WeaponType.FISHINGROD)

        return false;

     

      // only equipped items or in inventory can be enchanted

      if (item.getLocation() != L2ItemInstance.ItemLocation.INVENTORY && item.getLocation() != L2ItemInstance.ItemLocation.PAPERDOLL)

        return false;

     

      return true;

  }

}

 

I want to register new scrolls correctly and give them a 100% enchant rate.

Anyone can help me?

Is there an easy way? I am aCis user.

2 answers to this question

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