Hello i have this abstractEnchantPacket & configs working without errors but i think are messed up..
With 60% enchant ratios in blessed and they take the ratio of crystal scrolls (90%) somehow.. (tested)
What is messed up here?
/*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package net.sf.l2j.gameserver.network.clientpackets;import java.util.HashMap;import java.util.Map;import net.sf.l2j.Config;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 classAbstractEnchantPacket extends L2GameClientPacket
{publicstatic final Map<Integer,EnchantScroll> _scrolls =newHashMap<>();publicstatic final classEnchantScroll{protected final boolean _isWeapon;protected final CrystalType _grade;private final boolean _isBlessed;private final boolean _isCrystal;publicEnchantScroll(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)returnfalse;// checking scroll type and configured maximum enchant levelswitch(enchantItem.getItem().getType2()){caseItem.TYPE2_WEAPON:if(!_isWeapon ||(Config.ENCHANT_MAX_WEAPON >0&& enchantItem.getEnchantLevel()>=Config.ENCHANT_MAX_WEAPON))returnfalse;break;caseItem.TYPE2_SHIELD_ARMOR:caseItem.TYPE2_ACCESSORY:if(_isWeapon ||(Config.ENCHANT_MAX_ARMOR >0&& enchantItem.getEnchantLevel()>=Config.ENCHANT_MAX_ARMOR))returnfalse;break;default:returnfalse;}// check for crystal typeif(_grade != enchantItem.getItem().getCrystalType())returnfalse;returntrue;}/**
* @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.
* @return the enchant chance under double format (0.7 / 0.35 / 0.44324...).
*/public final double getChance(ItemInstance enchantItem){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))return1;double chance =0;// Armor formula : 0.66^(current-2), chance is lower and lower for each enchant.if(isBlessed()){if(enchantItem.isArmor())
chance =Math.pow(Config.ENCHANT_CHANCE_ARMOR_BLESSED,(enchantItem.getEnchantLevel()-2));// Weapon formula is 70% for fighter weapon, 40% for mage weapon. Special rates after +14.elseif(enchantItem.isWeapon()){if(((Weapon) enchantItem.getItem()).isMagical())
chance =(enchantItem.getEnchantLevel()>14)?Config.ENCHANT_CHANCE_WEAPON_MAGIC_15PLUS_BLESSED :Config.ENCHANT_CHANCE_WEAPON_MAGIC_BLESSED;else
chance =(enchantItem.getEnchantLevel()>14)?Config.ENCHANT_CHANCE_WEAPON_NONMAGIC_15PLUS_BLESSED :Config.ENCHANT_CHANCE_WEAPON_NONMAGIC_BLESSED;}}elseif(isCrystal()){if(enchantItem.isArmor())
chance =Math.pow(Config.ENCHANT_CHANCE_ARMOR_CRYSTAL,(enchantItem.getEnchantLevel()-2));// Weapon formula is 70% for fighter weapon, 40% for mage weapon. Special rates after +14.elseif(enchantItem.isWeapon()){if(((Weapon) enchantItem.getItem()).isMagical())
chance =(enchantItem.getEnchantLevel()>14)?Config.ENCHANT_CHANCE_WEAPON_MAGIC_15PLUS_CRYSTAL :Config.ENCHANT_CHANCE_WEAPON_MAGIC_CRYSTAL;else
chance =(enchantItem.getEnchantLevel()>14)?Config.ENCHANT_CHANCE_WEAPON_NONMAGIC_15PLUS_CRYSTAL :Config.ENCHANT_CHANCE_WEAPON_NONMAGIC_CRYSTAL;}}else{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.elseif(enchantItem.isWeapon()){if(((Weapon) 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)<br>
* Allowed items IDs must be sorted by ascending order.
*/static{// Scrolls: Enchant Weapon
_scrolls.put(729,newEnchantScroll(true,false,false,CrystalType.A));
_scrolls.put(947,newEnchantScroll(true,false,false,CrystalType.B));
_scrolls.put(951,newEnchantScroll(true,false,false,CrystalType.C));
_scrolls.put(955,newEnchantScroll(true,false,false,CrystalType.D));
_scrolls.put(959,newEnchantScroll(true,false,false,CrystalType.S));// Scrolls: Enchant Armor
_scrolls.put(730,newEnchantScroll(false,false,false,CrystalType.A));
_scrolls.put(948,newEnchantScroll(false,false,false,CrystalType.B));
_scrolls.put(952,newEnchantScroll(false,false,false,CrystalType.C));
_scrolls.put(956,newEnchantScroll(false,false,false,CrystalType.D));
_scrolls.put(960,newEnchantScroll(false,false,false,CrystalType.S));// Blessed Scrolls: Enchant Weapon
_scrolls.put(6569,newEnchantScroll(true,true,false,CrystalType.A));
_scrolls.put(6571,newEnchantScroll(true,true,false,CrystalType.B));
_scrolls.put(6573,newEnchantScroll(true,true,false,CrystalType.C));
_scrolls.put(6575,newEnchantScroll(true,true,false,CrystalType.D));
_scrolls.put(6577,newEnchantScroll(true,true,false,CrystalType.S));// Blessed Scrolls: Enchant Armor
_scrolls.put(6570,newEnchantScroll(false,true,false,CrystalType.A));
_scrolls.put(6572,newEnchantScroll(false,true,false,CrystalType.B));
_scrolls.put(6574,newEnchantScroll(false,true,false,CrystalType.C));
_scrolls.put(6576,newEnchantScroll(false,true,false,CrystalType.D));
_scrolls.put(6578,newEnchantScroll(false,true,false,CrystalType.S));// Crystal Scrolls: Enchant Weapon
_scrolls.put(731,newEnchantScroll(true,false,true,CrystalType.A));
_scrolls.put(949,newEnchantScroll(true,false,true,CrystalType.B));
_scrolls.put(953,newEnchantScroll(true,false,true,CrystalType.C));
_scrolls.put(957,newEnchantScroll(true,false,true,CrystalType.D));
_scrolls.put(961,newEnchantScroll(true,false,true,CrystalType.S));// Crystal Scrolls: Enchant Armor
_scrolls.put(732,newEnchantScroll(false,false,true,CrystalType.A));
_scrolls.put(950,newEnchantScroll(false,false,true,CrystalType.B));
_scrolls.put(954,newEnchantScroll(false,false,true,CrystalType.C));
_scrolls.put(958,newEnchantScroll(false,false,true,CrystalType.D));
_scrolls.put(962,newEnchantScroll(false,false,true,CrystalType.S));}/**
* @param scroll The instance of item to make checks on.
* @return enchant template for scroll.
*/protectedstatic 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.
*/protectedstatic final boolean isEnchantable(ItemInstance item){if(item.isHeroItem()|| item.isShadowItem()|| item.isEtcItem()|| item.getItem().getItemType()==WeaponType.FISHINGROD)returnfalse;// only equipped items or in inventory can be enchantedif(item.getLocation()!=ItemInstance.ItemLocation.INVENTORY && item.getLocation()!=ItemInstance.ItemLocation.PAPERDOLL)returnfalse;returntrue;}}
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Hello, I would like to create the same quest as in the video but I will need help because this is my first time doing something like this. Any advice and tutorial would be helpful.
My opinion there is nothing close to official package. As muche we developers try to update + fix skills quests and many other shit on all those packages , we never or they never gonna succeed!!
all packs use the same l2j base just different emmprovments.
dose it matter what is l2jmobius / Acis / Lucera and many many more that we see 15 years now all are the same packs with similar problems a and many issues..... the difference is some smart people make money from
newbies that they believe that if they purchase a pack from premium projects
they will have something special they really stupid themselves...
any way Lineage2 is dead many years now so.
hapy Christmas to all and peace
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Question
killer666
Hello i have this abstractEnchantPacket & configs working without errors but i think are messed up..
With 60% enchant ratios in blessed and they take the ratio of crystal scrolls (90%) somehow.. (tested)
What is messed up here?
2 answers to this question
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