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hey guys i am back again,well i dont know if this code has been shared before but i searched and didnt find it

well here is the explanation:

with this code u can set your custom rate enchant on every enchant you like,let me show you

 

Index: java/com/l2jserver/Config.java

===================================================================

--- java/com/l2jserver/Config.java (revision 4086)

+++ java/com/l2jserver/Config.java (working copy)

@@ -915,6 +928,10 @@

public static int ENCHANT_MAX_JEWELRY;

public static int ENCHANT_SAFE_MAX;

public static int ENCHANT_SAFE_MAX_FULL;

+ public static boolean ENCHANT_STEP_ENABLED;

+ public static String ENCHANT_STEP_MODE;

+ public static int ENCHANT_STEP_STATIC;

+ public static double ENCHANT_STEP_DYNAMIC;

public static int AUGMENTATION_NG_SKILL_CHANCE;

public static int AUGMENTATION_NG_GLOW_CHANCE;

public static int AUGMENTATION_MID_SKILL_CHANCE;

@@ -1425,6 +1447,10 @@

ENCHANT_MAX_JEWELRY = Integer.parseInt(Character.getProperty("EnchantMaxJewelry", "0"));

ENCHANT_SAFE_MAX = Integer.parseInt(Character.getProperty("EnchantSafeMax", "3"));

ENCHANT_SAFE_MAX_FULL = Integer.parseInt(Character.getProperty("EnchantSafeMaxFull", "4"));

+ ENCHANT_STEP_ENABLED = Boolean.parseBoolean(Character.getProperty("EnchantStepEnabled", "False"));

+ ENCHANT_STEP_MODE = Character.getProperty("EnchantStepMode", "static");

+ ENCHANT_STEP_STATIC = Integer.parseInt(Character.getProperty("EnchantStepStatic", "3"));

+ ENCHANT_STEP_DYNAMIC = Double.parseDouble(Character.getProperty("EnchantStepDynamic", "0.95"));

AUGMENTATION_NG_SKILL_CHANCE = Integer.parseInt(Character.getProperty("AugmentationNGSkillChance", "15"));

AUGMENTATION_NG_GLOW_CHANCE = Integer.parseInt(Character.getProperty("AugmentationNGGlowChance", "0"));

AUGMENTATION_MID_SKILL_CHANCE = Integer.parseInt(Character.getProperty("AugmentationMidSkillChance", "30"));

@@ -2730,7 +2771,10 @@

else if (pName.equalsIgnoreCase("EnchantMaxJewelry")) ENCHANT_MAX_JEWELRY = Integer.parseInt(pValue);

else if (pName.equalsIgnoreCase("EnchantSafeMax")) ENCHANT_SAFE_MAX = Integer.parseInt(pValue);

else if (pName.equalsIgnoreCase("EnchantSafeMaxFull")) ENCHANT_SAFE_MAX_FULL = Integer.parseInt(pValue);

+ else if (pName.equalsIgnoreCase("EnchantStepEnabled")) ENCHANT_STEP_ENABLED = Boolean.parseBoolean(pValue);

+ else if (pName.equalsIgnoreCase("EnchantStepMode")) ENCHANT_STEP_MODE = pValue;

+ else if (pName.equalsIgnoreCase("EnchantStepStatic")) ENCHANT_STEP_STATIC = Integer.parseInt(pValue);

+ else if (pName.equalsIgnoreCase("EnchantStepDynamic")) ENCHANT_STEP_DYNAMIC = Double.parseDouble(pValue);

else if (pName.equalsIgnoreCase("AugmentationNGSkillChance")) AUGMENTATION_NG_SKILL_CHANCE = Integer.parseInt(pValue);

else if (pName.equalsIgnoreCase("AugmentationNGGlowChance")) AUGMENTATION_NG_GLOW_CHANCE = Integer.parseInt(pValue);

else if (pName.equalsIgnoreCase("AugmentationMidSkillChance")) AUGMENTATION_MID_SKILL_CHANCE = Integer.parseInt(pValue);

Index: java/com/l2jserver/gameserver/network/clientpackets/AbstractEnchantPacket.java

===================================================================

--- java/com/l2jserver/gameserver/network/clientpackets/AbstractEnchantPacket.java (revision 4075)

+++ java/com/l2jserver/gameserver/network/clientpackets/AbstractEnchantPacket.java (working copy)

@@ -181,11 +181,36 @@

else

{

if (_isWeapon)

- chance = Config.ENCHANT_CHANCE_WEAPON;

+ if (Config.ENCHANT_STEP_ENABLED)

+ {

+ if (Config.ENCHANT_STEP_MODE == "static")

+    chance = Config.ENCHANT_CHANCE_WEAPON-(Config.ENCHANT_STEP_STATIC*(enchantItem.getEnchantLevel()-Config.ENCHANT_SAFE_MAX));

+ else if (Config.ENCHANT_STEP_MODE == "dynamic")

+ chance = (int) Math.round(Config.ENCHANT_CHANCE_WEAPON*Math.pow(Config.ENCHANT_STEP_DYNAMIC,(enchantItem.getEnchantLevel()-Config.ENCHANT_SAFE_MAX)));

+ }

+ else

+ chance = Config.ENCHANT_CHANCE_WEAPON;

else if (isAccessory)

- chance = Config.ENCHANT_CHANCE_JEWELRY;

+ if (Config.ENCHANT_STEP_ENABLED)

+ {

+    if (Config.ENCHANT_STEP_MODE == "static")

+        chance = Config.ENCHANT_CHANCE_JEWELRY-(Config.ENCHANT_STEP_STATIC*(enchantItem.getEnchantLevel()-Config.ENCHANT_SAFE_MAX));

+    else if (Config.ENCHANT_STEP_MODE == "dynamic")

+    chance = (int) Math.round(Config.ENCHANT_CHANCE_JEWELRY*Math.pow(Config.ENCHANT_STEP_DYNAMIC,(enchantItem.getEnchantLevel()-Config.ENCHANT_SAFE_MAX)));

+ }

+ else

+    chance = Config.ENCHANT_CHANCE_JEWELRY;

+

else

- chance = Config.ENCHANT_CHANCE_ARMOR;

+ if (Config.ENCHANT_STEP_ENABLED)

+ {

+    if (Config.ENCHANT_STEP_MODE == "static")

+        chance = Config.ENCHANT_CHANCE_ARMOR-(Config.ENCHANT_STEP_STATIC*(enchantItem.getEnchantLevel()-Config.ENCHANT_SAFE_MAX));

+    else if (Config.ENCHANT_STEP_MODE == "dynamic")

+    chance = (int) Math.round(Config.ENCHANT_CHANCE_ARMOR*Math.pow(Config.ENCHANT_STEP_DYNAMIC,(enchantItem.getEnchantLevel()-Config.ENCHANT_SAFE_MAX)));

+ }

+ else

+    chance = Config.ENCHANT_CHANCE_ARMOR;

}

 

chance += _chanceAdd;

 

### Eclipse Workspace Patch 1.0

#P L2_GameServer

Index: java/config/Character.properties

===================================================================

--- java/config/Character.properties (revision 4088)

+++ java/config/Character.properties (working copy)

@@ -319,6 +319,22 @@

EnchantSafeMax = 3

EnchantSafeMaxFull = 4

 

+# Enable/Disable progressive enchanting system (experimental).

+EnchantStepEnabled = False

+# Progressive enchanting mode. Values allowed = static, dynamic

+EnchantStepMode = static

+# If EnchantStepMode = static:

+# Value in percent (%). Reduced from enchant rate on each next enchant.

+# Example: +3 safe enchant. EnchantChanceWeapon = 66. EnchantStep = 3

+#+4 = 66%, +5 = 63%, +7 = 60%, +8 = 57% etc.

+# If EnchantStepMode = dynamic:

+# enchant chance is multiplied by (EnchantStep^(item enchant level)-safe enchant)

+# for example, if enchant step is 0.95

+# +10 = 66*(0.95^(10-4))

+# it only starts to make a real difference after +10,

+# so it's useful for servers with high max enchant.

+EnchantStepStatic = 3

+EnchantStepDynamic = 0.95

 

# ---------------------------------------------------------------------------

# Augmenting

 

With this u can change ur enchant,my opinion is better the static

 

+# Enable/Disable progressive enchanting system (experimental).

+EnchantStepEnabled = False

+# Progressive enchanting mode. Values allowed = static, dynamic

+EnchantStepMode = static

+# If EnchantStepMode = static:

+# Value in percent (%). Reduced from enchant rate on each next enchant.

+# Example: +3 safe enchant. EnchantChanceWeapon = 66. EnchantStep = 3

+#+4 = 66%, +5 = 63%, +7 = 60%, +8 = 57% etc.

+# If EnchantStepMode = dynamic:

+# enchant chance is multiplied by (EnchantStep^(item enchant level)-safe enchant)

+# for example, if enchant step is 0.95

+# +10 = 66*(0.95^(10-4))

+# it only starts to make a real difference after +10,

+# so it's useful for servers with high max enchant.

+EnchantStepStatic = 3

+EnchantStepDynamic = 0.95

 

i found it on l2jserver forum

Enjoy

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i tested but always is broke for +7..i have safe +6 and i make it static with 2 and enchant rate is 100%..after +6 it will be 98 right?and always broke :/

no it startes from +4 and it goes 3 down like +3 100% +4 97% +5 94% +6 91% +7 88% and bla bla if u want to change it see this line

 

ENCHANT_STEP_STATIC = Integer.parseInt(Character.getProperty("EnchantStepStatic", "3"));

 

and u can change 3 to 1 and it will go like 100% then 99% then 98% ;)

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no it startes from +4 and it goes 3 down like +3 100% +4 97% +5 94% +6 91% +7 88% and bla bla if u want to change it see this line

 

ENCHANT_STEP_STATIC = Integer.parseInt(Character.getProperty("EnchantStepStatic", "3"));

 

and u can change 3 to 1 and it will go like 100% then 99% then 98% ;)

 

there is already a setting for this. no need to change the code.

 

+# Enable/Disable progressive enchanting system (experimental).
+EnchantStepEnabled = False
+# Progressive enchanting mode. Values allowed = static, dynamic
+EnchantStepMode = static
+# If EnchantStepMode = static:
+# Value in percent (%). Reduced from enchant rate on each next enchant.
+# Example: +3 safe enchant. EnchantChanceWeapon = 66. EnchantStep = 3
+#+4 = 66%, +5 = 63%, +7 = 60%, +8 = 57% etc.
+# If EnchantStepMode = dynamic:
+# enchant chance is multiplied by (EnchantStep^(item enchant level)-safe enchant)
+# for example, if enchant step is 0.95
+# +10 = 66*(0.95^(10-4))
+# it only starts to make a real difference after +10,
+# so it's useful for servers with high max enchant.
+EnchantStepStatic = 3
+EnchantStepDynamic = 0.95

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I've got this problem too, my safe is +4 and it always broke at +5, i've checked the enchantitem.log and this is what is written in.

 

[07 juin 0:18:50] Success, Character:Irini [268479840] Account:azerty IP:XX.XX.XX.XX, +1 Dynasty Phantom(1) [268480194], Scroll: Enchant Weapon (S)(94) [268479903], 100
[07 juin 0:18:55] Success, Character:Irini [268479840] Account:azerty IP:XX.XX.XX.XX, +2 Dynasty Phantom(1) [268480194], Scroll: Enchant Weapon (S)(93) [268479903], 100
[07 juin 0:19:00] Success, Character:Irini [268479840] Account:azerty IP:XX.XX.XX.XX, +3 Dynasty Phantom(1) [268480194], Scroll: Enchant Weapon (S)(92) [268479903], 100
[07 juin 0:19:05] Success, Character:Irini [268479840] Account:azerty IP:XX.XX.XX.XX, +4 Dynasty Phantom(1) [268480194], Scroll: Enchant Weapon (S)(91) [268479903], 100
[07 juin 0:19:10] Blessed Fail, Character:Irini [268479840] Account:azerty IP:XX.XX.XX.XX, Dynasty Phantom(1) [268480194], Blessed Scroll: Enchant Weapon (S)(48) [268479920], 0

 

As you can see, at +5 the enchant rate is 0% success.

 

Any idea to fix it ?

 

Thx by advance

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