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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...

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;
	}
}
 

8 answers to this question

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  • 0
Posted

Looks nice i will try

it's the best one you can use, you have a lot of options for not brake,stay at same level,etc and you can set any rate you want at any enchant level you want

  • 0
Posted

it's a code he share on another forum from his source that's why it says author Thug..

Yeah, then he should change on each file the author to his name, since the sources are his.

 

Legit.

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