This update resaves 25_25 from the original (with sounds)
(without the cave below)
Some emitter fixes (removed waterfalls with high-poly meshes)
The geodata is old, but it works
Everything else is unchanged
Download
P.S. The effect files are taken from the high client for Interlude, so if you're experiencing critical skills, use the default ones for your Version.
He's a scammer, I also made him a donation a week ago, I replied on multiple threads here but seems that is not banned and business are going good. Cheers and happy holidays!
GX-Ext Which file of the svn files should i edit to make blow skills to have 100% chance so i can add the settings in the IlExt.ini? because when im changing it from the skilldata.txt it just helps
Question
ceyhun
hello.
please help me how I can add server premium rate. if player donator , he gain 2x exp,sp,spoil,adena,drop.
Here sorc code server.
http://letitbit.net/download/8d54aafc0e/l2dreamlast.zip.html
click free.
L2DropData.java file from server.
package Alfa.game.model;
import java.util.Arrays;
import Alfa.Config;
import Alfa.game.model.base.ItemToDrop;
import Alfa.game.tables.ItemTable;
import Alfa.game.templates.L2Item;
import Alfa.util.Rnd;
public class L2DropData
{
private L2Item _item;
private int _mindrop;
private int _maxdrop;
private boolean _sweep;
private int _chance;
private short _groupId;
private int _groupChance;
private byte _minLevel;
private byte _maxLevel;
private String _questID = null;
private String[] _stateID = null;
public L2DropData()
{}
public L2DropData(int id, int min, int max, int chance, int minLevel)
{
_item = ItemTable.getInstance().getTemplate(id);
_mindrop = min;
_maxdrop = max;
_chance = chance;
_minLevel = (byte) minLevel;
}
public L2DropData(int id, int min, int max, int chance, int minLevel, int maxLevel)
{
_item = ItemTable.getInstance().getTemplate(id);
_mindrop = min;
_maxdrop = max;
_chance = chance;
_minLevel = (byte) minLevel;
_maxLevel = (byte) maxLevel;
}
public short getItemId()
{
return _item.getItemId();
}
public L2Item getItem()
{
return _item;
}
public void setItemId(short itemId)
{
_item = ItemTable.getInstance().getTemplate(itemId);
}
public void setGroupId(short gId)
{
_groupId = gId;
}
public short getGroupId()
{
return _groupId;
}
public void setGroupChance(int chance)
{
_groupChance = chance;
}
public int getGroupChance()
{
return _groupChance;
}
public int getMinDrop()
{
return _mindrop;
}
public int getMaxDrop()
{
return _maxdrop;
}
public boolean isSweep()
{
return _sweep;
}
public int getChance()
{
return _chance;
}
public void setMinDrop(int mindrop)
{
_mindrop = mindrop;
}
public void setMaxDrop(int maxdrop)
{
_maxdrop = maxdrop;
}
public void setSweep(boolean sweep)
{
_sweep = sweep;
}
public void setChance(int chance)
{
_chance = chance;
}
public String[] getStateIDs()
{
return _stateID;
}
public void addStates(String[] list)
{
_stateID = list;
}
public String getQuestID()
{
return _questID;
}
public void setQuestID(String questID)
{
_questID = questID;
}
public boolean isQuestDrop()
{
return _questID != null && _stateID != null;
}
public byte getMinLevel()
{
return _minLevel;
}
public byte getMaxLevel()
{
return _maxLevel;
}
@Override
public String toString()
{
String out = "ItemID: " + getItemId() + " Min: " + getMinDrop() + " Max: " + getMaxDrop() + " Chance: " + getChance() / 10000.0 + "%";
if(isQuestDrop())
out += " QuestID: " + getQuestID() + " StateID's: " + Arrays.toString(getStateIDs());
return out;
}
@Override
public boolean equals(Object o)
{
if(o instanceof L2DropData)
{
L2DropData drop = (L2DropData) o;
return drop.getItemId() == getItemId();
}
return false;
}
/**
* Подсчет шанса выпадения этой конкретной вещи
* Используется в эвентах и некоторых специальных механизмах
* @param player игрок (его бонус влияет на шанс)
* @param mod (просто множитель шанса)
* @param isRaid (это рейдовая вещ)
* @return информация о выпавшей вещи
*/
public ItemToDrop roll(L2Player player, double mod)
{
float rate = 0;
if(!_item.isHerb())
rate = Config.RATE_DROP_ITEMS * (player != null ? player.getRateItems() : 1);
float adenarate = Config.RATE_DROP_ADENA * (player != null ? player.getRateAdena() : 1);
// calc group chance
double calcChance = mod * _chance * (_item.isAdena() ? 1f : rate);
int dropmult = 1;
// Если шанс оказался больше 100%
if(calcChance > L2Drop.MAX_CHANCE)
if(calcChance % L2Drop.MAX_CHANCE == 0) // если кратен 100% то тупо умножаем количество
dropmult = (int) (calcChance / L2Drop.MAX_CHANCE);
else
{ // иначе балансируем
dropmult = (int) Math.ceil(calcChance / L2Drop.MAX_CHANCE); // множитель равен шанс / 100% округление вверх
calcChance = calcChance / dropmult; // шанс равен шанс / множитель
// в результате получаем увеличение количества и уменьшение шанса, при этом шанс не падает ниже 50%
}
if(Rnd.get(L2Drop.MAX_CHANCE) > calcChance)
return null;
ItemToDrop t = new ItemToDrop(_item.getItemId());
// если это адена то умножаем на рейт адены, иначе на множитель перебора шанса
float mult = _item.isAdena() ? adenarate : dropmult;
if(getMinDrop() >= getMaxDrop())
t.count = (int) (getMinDrop() * mult);
else
t.count = Rnd.get((int) (getMinDrop() * mult), (int) (getMaxDrop() * mult));
return t;
}
@Override
public int hashCode()
{
return _item.getItemId();
}
}
4 answers to this question
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