Make enchant rate 0.9 (90% if its correct) fails like 50..) crystall broke also...
package net.sf.l2j.gameserver.network.clientpackets;
import Extensions.Vip.VIPEngine;
import java.util.HashMap;
import java.util.Map;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.item.instance.ItemInstance;
import net.sf.l2j.gameserver.model.item.kind.Item;
import net.sf.l2j.gameserver.model.item.kind.Weapon;
import net.sf.l2j.gameserver.model.item.type.CrystalType;
import net.sf.l2j.gameserver.model.item.type.WeaponType;
public abstract class AbstractEnchantPacket extends L2GameClientPacket
{
public static final Map<Integer, EnchantScroll> _scrolls = new HashMap<>();
public static final class EnchantScroll
{
protected final boolean _isWeapon;
protected final CrystalType _grade;
private final boolean _isBlessed;
private final boolean _isCrystal;
public EnchantScroll(boolean wep, boolean bless, boolean crystal, CrystalType 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(ItemInstance enchantItem)
{
if (enchantItem == null)
return false;
// checking scroll type and configured maximum enchant level
switch (enchantItem.getItem().getType2())
{
case Item.TYPE2_WEAPON:
if (!_isWeapon || (Config.ENCHANT_MAX_WEAPON > 0 && enchantItem.getEnchantLevel() >= Config.ENCHANT_MAX_WEAPON))
return false;
break;
case Item.TYPE2_SHIELD_ARMOR:
case Item.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 :<br>
* <br>
* <u>Weapons</u>
* <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>
* <u>Armors</u>
* <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.
* @param activeChar
* @return the enchant chance under double format (0.7 / 0.35 / 0.44324...).
*/
public final double getChance(ItemInstance enchantItem, L2PcInstance activeChar)
{
if (!isValid(enchantItem))
return -1;
boolean fullBody = enchantItem.getItem().getBodyPart() == Item.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())
{
if (VIPEngine.getInstance().isVip(activeChar) && Config.VIP_ENCHANT_CONFIG)
chance = Math.pow(Config.VIP_ENCHANT_CHANCE_ARMOR, (enchantItem.getEnchantLevel() - 2));
else
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 (((Weapon) enchantItem.getItem()).isMagical())
{
if (VIPEngine.getInstance().isVip(activeChar) && Config.VIP_ENCHANT_CONFIG)
chance = (enchantItem.getEnchantLevel() > 14) ? Config.VIP_ENCHANT_CHANCE_WEAPON_MAGIC_15PLUS : Config.VIP_ENCHANT_CHANCE_WEAPON_MAGIC;
else
chance = (enchantItem.getEnchantLevel() > 14) ? Config.ENCHANT_CHANCE_WEAPON_MAGIC_15PLUS : Config.ENCHANT_CHANCE_WEAPON_MAGIC;
}
else
{
if (VIPEngine.getInstance().isVip(activeChar) && Config.VIP_ENCHANT_CONFIG)
chance = (enchantItem.getEnchantLevel() > 14) ? Config.VIP_ENCHANT_CHANCE_WEAPON_NONMAGIC_15PLUS : Config.VIP_ENCHANT_CHANCE_WEAPON_NONMAGIC;
else
chance = (enchantItem.getEnchantLevel() > 14) ? Config.ENCHANT_CHANCE_WEAPON_NONMAGIC_15PLUS : Config.ENCHANT_CHANCE_WEAPON_NONMAGIC;
}
}
return chance;
}
}
/**
* Format : itemId, (isWeapon, isBlessed, isCrystal, grade)<br>
* Allowed items IDs must be sorted by ascending order.
*/
static
{
// Scrolls: Enchant Weapon
_scrolls.put(729, new EnchantScroll(true, false, false, CrystalType.A));
_scrolls.put(947, new EnchantScroll(true, false, false, CrystalType.B));
_scrolls.put(951, new EnchantScroll(true, false, false, CrystalType.C));
_scrolls.put(955, new EnchantScroll(true, false, false, CrystalType.D));
_scrolls.put(959, new EnchantScroll(true, false, false, CrystalType.S));
// Scrolls: Enchant Armor
_scrolls.put(730, new EnchantScroll(false, false, false, CrystalType.A));
_scrolls.put(948, new EnchantScroll(false, false, false, CrystalType.B));
_scrolls.put(952, new EnchantScroll(false, false, false, CrystalType.C));
_scrolls.put(956, new EnchantScroll(false, false, false, CrystalType.D));
_scrolls.put(960, new EnchantScroll(false, false, false, CrystalType.S));
// Blessed Scrolls: Enchant Weapon
_scrolls.put(6569, new EnchantScroll(true, true, false, CrystalType.A));
_scrolls.put(6571, new EnchantScroll(true, true, false, CrystalType.B));
_scrolls.put(6573, new EnchantScroll(true, true, false, CrystalType.C));
_scrolls.put(6575, new EnchantScroll(true, true, false, CrystalType.D));
_scrolls.put(6577, new EnchantScroll(true, true, false, CrystalType.S));
// Blessed Scrolls: Enchant Armor
_scrolls.put(6570, new EnchantScroll(false, true, false, CrystalType.A));
_scrolls.put(6572, new EnchantScroll(false, true, false, CrystalType.B));
_scrolls.put(6574, new EnchantScroll(false, true, false, CrystalType.C));
_scrolls.put(6576, new EnchantScroll(false, true, false, CrystalType.D));
_scrolls.put(6578, new EnchantScroll(false, true, false, CrystalType.S));
// Crystal Scrolls: Enchant Weapon
_scrolls.put(731, new EnchantScroll(true, false, true, CrystalType.A));
_scrolls.put(949, new EnchantScroll(true, false, true, CrystalType.B));
_scrolls.put(953, new EnchantScroll(true, false, true, CrystalType.C));
_scrolls.put(957, new EnchantScroll(true, false, true, CrystalType.D));
_scrolls.put(961, new EnchantScroll(true, false, true, CrystalType.S));
// Crystal Scrolls: Enchant Armor
_scrolls.put(732, new EnchantScroll(false, false, true, CrystalType.A));
_scrolls.put(950, new EnchantScroll(false, false, true, CrystalType.B));
_scrolls.put(954, new EnchantScroll(false, false, true, CrystalType.C));
_scrolls.put(958, new EnchantScroll(false, false, true, CrystalType.D));
_scrolls.put(962, new EnchantScroll(false, false, true, CrystalType.S));
}
/**
* @param scroll The instance of item to make checks on.
* @return enchant template for scroll.
*/
protected static final EnchantScroll getEnchantScroll(ItemInstance 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(ItemInstance item)
{
if (item.isHeroItem() || item.isShadowItem() || item.isEtcItem() || item.getItem().getItemType() == WeaponType.FISHINGROD)
return false;
// only equipped items or in inventory can be enchanted
if (item.getLocation() != ItemInstance.ItemLocation.INVENTORY && item.getLocation() != ItemInstance.ItemLocation.PAPERDOLL)
return false;
return true;
}
}
Original was based off L2OFF, so how would he even be able to compete or deliver the same quality? It will be just another L2F from shein.
Whatsoever, some times you should just let the horse die.
Bump
NEW USER IN TELEGRAM AND DISCORD IS "mileanum"
NEW USER IN TELEGRAM AND DISCORD IS "mileanum"
NEW USER IN TELEGRAM AND DISCORD IS "mileanum"
NEW USER IN TELEGRAM AND DISCORD IS "mileanum"
Question
Crytek ™
can smbd share normal enchant system for acis?
cos dat is useless
Make enchant rate 0.9 (90% if its correct) fails like 50..) crystall broke also...
8 answers to this question
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