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How To Remove Item Penalthy For Lvl


Question

Posted

hello there i want to ask you how to remove penalthy for items so if someone is 1 lvl to wear s grade item is there any config? i search but dont found :C

 

if im wrong section again im sorry

4 answers to this question

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Posted

You should have an option somewhere in the config files, there are already a check about that

		if (!Config.EXPERTISE_PENALTY)
			return;
  • 0
Posted

There should be something about expertise penality in L2PcInstance, according to aCis's source the method is called refreshExpertisePenalty().

You can safely comment its usage in the source.

  • 0
Posted (edited)

found this 

	public void refreshExpertisePenalty()
	{
		if (!Config.EXPERTISE_PENALTY)
			return;
		
		// This code works on principle that first 1-5 levels of penalty is for weapon and 6-10levels are for armor
		int intensityW = 0; // Default value
		int intensityA = 5; // Default value.
		int intensity = 0; // Level of grade penalty.
		
		for (final L2ItemInstance item : getInventory().getItems())
		{
			if (item != null && item.isEquipped()) // Checks if items equipped
			{
				
				final int crystaltype = item.getItem().getCrystalType(); // Gets grade of item
				// Checks if item crystal levels is above character levels and also if last penalty for weapon was lower.
				if (crystaltype > getExpertiseIndex() && item.isWeapon() && crystaltype > intensityW)
				{
					intensityW = crystaltype - getExpertiseIndex();
				}
				// Checks if equiped armor, accesories are above character level and adds each armor penalty.
				if (crystaltype > getExpertiseIndex() && !item.isWeapon())
				{
					intensityA += crystaltype - getExpertiseIndex();
				}
			}
		}
		
		if (intensityA == 5)// Means that there isn't armor penalty.
		{
			intensity = intensityW;
		}
		
		else
		{
			intensity = intensityW + intensityA;
		}
		
		// Checks if penalty is above maximum and sets it to maximum.
		if (intensity > 10)
		{
			intensity = 10;
		}
		
		if (getExpertisePenalty() != intensity)
		{
			int penalties = _masteryPenalty + _masteryWeapPenalty + intensity;
			if (penalties > 10) // Checks if penalties are out of bounds for skill level on XML
			{
				penalties = 10;
			}
			
			_expertisePenalty = intensity;
			
			if (penalties > 0)
			{
				super.addSkill(SkillTable.getInstance().getInfo(4267, intensity));
				sendSkillList();
			}
			else
			{
				super.removeSkill(getKnownSkill(4267));
				sendSkillList();
				_expertisePenalty = 0;
			}
		}
	}
	
Edited by haskovo
Guest
This topic is now closed to further replies.


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