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Mesaj |
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GiovanY Founder


Data inscrierii: 05/Sep/2008 Mesaje: 1979
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Trimis: 07/12/2008 21:50 Titlul subiectului: [tutorial]Chance augument skill and glow |
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Daca este vreo problema postati aici
Index: java/config/Character.properties
========================================
--- java/config/Character.properties (revision 2638)
+++ java/config/Character.properties (working copy)
@@ -287,7 +287,7 @@
CastleCircletsRestriction = True
#============================================#
-# Enchanting #
+# Enchanting & Augmenting #
#============================================#
# This controls the chance an item has to break if it is enchanted.
@@ -323,6 +323,30 @@
EnchantSafeMax = 3
EnchantSafeMaxFull = 4
+# These controls the chance to get a skill in the augmentation process
+# Retail: 15, 30, 45, 60
+AugmentationNGSkillChance = 15
+AugmentationMidSkillChance = 30
+AugmentationHighSkillChance = 45
+AugmentationTopSkillChance = 60
+
+# These controls the chance to get a Base Stat Modifier in the augmentation process
+# Note:
+# No dependancy on LS grade
+# Retail: 1
+AugmentationBaseStatChance = 1
+
+# These controls the chance to get a glow effect in the augmentation process
+# Note:
+# No/Mid Grade Life Stone can not have glow effect
+# if you do not get a skill or Base Stat Modifier
+# On Retail you can not get glow effect with NoGrade LS
+# Retail: 0, 40, 70, 100
+AugmentationNGGlowChance = 0
+AugmentationMidGlowChance = 40
+AugmentationHighGlowChance = 70
+AugmentationTopGlowChance = 100
+
#============================================================#
# Karma #
#============================================================#
Index: java/net/sf/l2j/Config.java
=================================================
--- java/net/sf/l2j/Config.java (revision 2638)
+++ java/net/sf/l2j/Config.java (working copy)
@@ -860,6 +860,33 @@
/** maximum level of safe enchantment for full body armor*/
public static int ENCHANT_SAFE_MAX_FULL;
+ /** Chance to get a skill while using a NoGrade Life Stone*/
+ public static int AUGMENTATION_NG_SKILL_CHANCE;
+
+ /** Chance to get a Glow effect while using a NoGrade Life Stone(only if you get a skill)*/
+ public static int AUGMENTATION_NG_GLOW_CHANCE;
+
+ /** Chance to get a skill while using a MidGrade Life Stone*/
+ public static int AUGMENTATION_MID_SKILL_CHANCE;
+
+ /** Chance to get a Glow effect while using a MidGrade Life Stone(only if you get a skill)*/
+ public static int AUGMENTATION_MID_GLOW_CHANCE;
+
+ /** Chance to get a skill while using a HighGrade Life Stone*/
+ public static int AUGMENTATION_HIGH_SKILL_CHANCE;
+
+ /** Chance to get a Glow effect while using a HighGrade Life Stone*/
+ public static int AUGMENTATION_HIGH_GLOW_CHANCE;
+
+ /** Chance to get a skill while using a TopGrade Life Stone*/
+ public static int AUGMENTATION_TOP_SKILL_CHANCE;
+
+ /** Chance to get a Glow effect while using a TopGrade Life Stone*/
+ public static int AUGMENTATION_TOP_GLOW_CHANCE;
+
+ /** Chance to get a BaseStatModifier in the augmentation process*/
+ public static int AUGMENTATION_BASESTAT_CHANCE;
+
// Character multipliers
/** Multiplier for character HP regeneration */
public static dublu HP_REGEN_MULTIPLIER;
@@ -1246,6 +1273,15 @@
ENCHANT_MAX_JEWELRY = Integer.parseInt(Character.getProperty("EnchantMaxJewelry", "255"));
ENCHANT_SAFE_MAX = Integer.parseInt(Character.getProperty("EnchantSafeMax", "3"));
ENCHANT_SAFE_MAX_FULL = Integer.parseInt(Character.getProperty("EnchantSafeMaxFull", "4"));
+ 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"));
+ AUGMENTATION_MID_GLOW_CHANCE = Integer.parseInt(Character.getProperty("AugmentationMidGlowChance", "40"));
+ AUGMENTATION_HIGH_SKILL_CHANCE = Integer.parseInt(Character.getProperty("AugmentationHighSkillChance", "45"));
+ AUGMENTATION_HIGH_GLOW_CHANCE = Integer.parseInt(Character.getProperty("AugmentationHighGlowChance", "70"));
+ AUGMENTATION_TOP_SKILL_CHANCE = Integer.parseInt(Character.getProperty("AugmentationTopSkillChance", "60"));
+ AUGMENTATION_TOP_GLOW_CHANCE = Integer.parseInt(Character.getProperty("AugmentationTopGlowChance", "100"));
+ AUGMENTATION_BASESTAT_CHANCE = Integer.parseInt(Character.getProperty("AugmentationBaseStatChance", "1"));
ALT_GAME_KARMA_PLAYER_CAN_BE_KILLED_IN_PEACEZONE = Boolean.parseBoolean(Character.getProperty("AltKarmaPlayerCanBeKilledInPeaceZone", "false"));
ALT_GAME_KARMA_PLAYER_CAN_SHOP = Boolean.parseBoolean(Character.getProperty("AltKarmaPlayerCanShop", "true"));
ALT_GAME_KARMA_PLAYER_CAN_TELEPORT = Boolean.parseBoolean(Character.getProperty("AltKarmaPlayerCanTeleport", "true"));
@@ -2099,6 +2135,16 @@
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("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);
+ else if (pName.equalsIgnoreCase("AugmentationMidGlowChance")) AUGMENTATION_MID_GLOW_CHANCE = Integer.parseInt(pValue);
+ else if (pName.equalsIgnoreCase("AugmentationHighSkillChance")) AUGMENTATION_HIGH_SKILL_CHANCE = Integer.parseInt(pValue);
+ else if (pName.equalsIgnoreCase("AugmentationHighGlowChance")) AUGMENTATION_HIGH_GLOW_CHANCE = Integer.parseInt(pValue);
+ else if (pName.equalsIgnoreCase("AugmentationTopSkillChance")) AUGMENTATION_TOP_SKILL_CHANCE = Integer.parseInt(pValue);
+ else if (pName.equalsIgnoreCase("AugmentationTopGlowChance")) AUGMENTATION_TOP_GLOW_CHANCE = Integer.parseInt(pValue);
+ else if (pName.equalsIgnoreCase("AugmentationBaseStatChance")) AUGMENTATION_BASESTAT_CHANCE = Integer.parseInt(pValue);
+
else if (pName.equalsIgnoreCase("HpRegenMultiplier")) HP_REGEN_MULTIPLIER = Double.parseDouble(pValue);
else if (pName.equalsIgnoreCase("MpRegenMultiplier")) MP_REGEN_MULTIPLIER = Double.parseDouble(pValue);
else if (pName.equalsIgnoreCase("CpRegenMultiplier")) CP_REGEN_MULTIPLIER = Double.parseDouble(pValue);
Index: java/net/sf/l2j/gameserver/datatables/AugmentationData.java
===================================================================
--- java/net/sf/l2j/gameserver/datatables/AugmentationData.java (revision 2638)
+++ java/net/sf/l2j/gameserver/datatables/AugmentationData.java (working copy)
@@ -35,7 +35,8 @@
/**
* This class manages the augmentation data and can also create new augmentations.
*
- * @author durgus
+ * @author durgus
+ * edited by Gigiikun
+ * edited by xAddytzu (Littel fix)
*/
public class AugmentationData
{
@@ -56,11 +57,6 @@
// =========================================================
// Data Field
- // chances
- //private static final int CHANCE_STAT = 88;
- private static final int CHANCE_SKILL = 11;
- private static final int CHANCE_BASESTAT = 1;
-
// stats
private static final int STAT_START = 1;
private static final int STAT_END = 14560;
@@ -68,6 +64,11 @@
//private static final int STAT_NUMBEROF_BLOCKS = 4;
private static final int STAT_SUBBLOCKSIZE = 91;
//private static final int STAT_NUMBEROF_SUBBLOCKS = 40;
+
+ // skills
+ // private static final int BLUE_START = 14561;
+ private static final int PURPLE_START = 14578;
+ private static final int RED_START = 14685;
// basestats
private static final int BASESTAT_STR = 16341;
@@ -76,9 +77,10 @@
private static final int BASESTAT_MEN = 16344;
private FastList<?> _augmentationStats[];
- private FastList<augmentationSkill> _activeSkills;
- private FastList<augmentationSkill> _passiveSkills;
- private FastList<augmentationSkill> _chanceSkills;
+ private FastList<augmentationSkill> _blueSkills;
+ private FastList<augmentationSkill> _purpleSkills;
+ private FastList<augmentationSkill> _redSkills;
+ private int _skillsCount;
// =========================================================
// Constructor
@@ -92,15 +94,17 @@
_augmentationStats[2] = new FastList<augmentationStat>();
_augmentationStats[3] = new FastList<augmentationStat>();
- _activeSkills = new FastList<augmentationSkill>();
- _passiveSkills = new FastList<augmentationSkill>();
- _chanceSkills = new FastList<augmentationSkill>();
+ _blueSkills = new FastList<augmentationSkill>();
+ _purpleSkills = new FastList<augmentationSkill>();
+ _redSkills = new FastList<augmentationSkill>();
load();
+ _skillsCount = _blueSkills.size() + _purpleSkills.size() + _redSkills.size();
+
// Use size*4: since theres 4 blocks of stat-data with equivalent size
_log.info("AugmentationData: Loaded: " + (_augmentationStats[0].size() * 4) + " augmentation stats.");
- _log.info("AugmentationData: Loaded: " + _activeSkills.size() + " active, " + _passiveSkills.size() + " passive and " + _chanceSkills.size() + " chance skills");
+ _log.info("AugmentationData: Loaded: " + _blueSkills.size() + " blue, " + _purpleSkills.size() + " violet and " + _redSkills.size() + " red skills");
}
// =========================================================
@@ -216,7 +220,9 @@
{
NamedNodeMap attrs = d.getAttributes();
int skillId = 0, augmentationId = Integer.parseInt(attrs.getNamedItem("id").getNodeValue());
- String type = "passive";
+ // type of the skill is not needed anymore but I do not erase the code.
+ // maybe someone can use it for something
+ // String type = "passive";
for (Node cd = d.getFirstChild(); cd != null; cd = cd.getNextSibling())
{
@@ -225,19 +231,19 @@
attrs = cd.getAttributes();
skillId = Integer.parseInt(attrs.getNamedItem("val").getNodeValue());
}
- else if ("type".equalsIgnoreCase(cd.getNodeName()))
+ /* else if ("type".equalsIgnoreCase(cd.getNodeName()))
{
attrs = cd.getAttributes();
type = attrs.getNamedItem("val").getNodeValue();
- }
+ }*/
}
- if (type.equalsIgnoreCase("active"))
- _activeSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));
- else if (type.equalsIgnoreCase("passive"))
- _passiveSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));
+ if (augmentationId < PURPLE_START)
+ _blueSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));
+ else if (augmentationId < RED_START)
+ _purpleSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));
else
- _chanceSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));
+ _redSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));
}
}
}
@@ -325,7 +331,7 @@
// =========================================================
// Properties - Public
-
+
/**
* Generate a new random augmentation
* @param item
@@ -339,76 +345,139 @@
// this is because a value can contain up to 2 stat modifications
// (there are two short values packed in one integer value, meaning 4 stat modifications at max)
// for more info take a look at getAugStatsById(...)
-
+
// Note: lifeStoneGrade: (0 means low grade, 3 top grade)
- // First: decide which grade the augmentation result is going to have:
+ // First: determine whether we will add a skill/baseStatModifier or not
+ // because this determine which color could be the result
+ int skill_Chance = 0;
+ int stat34 = 0;
+ boolean generateSkill = false;
+ int resultColor = 0;
+ boolean generateGlow = false;
+ switch (lifeStoneGrade)
+ {
+ case 0:
+ skill_Chance = Config.AUGMENTATION_NG_SKILL_CHANCE;
+ if (Rnd.get(1,100) <= Config.AUGMENTATION_NG_GLOW_CHANCE)
+ generateGlow = true;
+ break;
+ case 1:
+ skill_Chance = Config.AUGMENTATION_MID_SKILL_CHANCE;
+ if (Rnd.get(1,100) <= Config.AUGMENTATION_MID_GLOW_CHANCE)
+ generateGlow = true;
+ break;
+ case 2:
+ skill_Chance = Config.AUGMENTATION_HIGH_SKILL_CHANCE;
+ if (Rnd.get(1,100) <= Config.AUGMENTATION_HIGH_GLOW_CHANCE)
+ generateGlow = true;
+ break;
+ case 3:
+ skill_Chance = Config.AUGMENTATION_TOP_SKILL_CHANCE;
+ if (Rnd.get(1,100) <= Config.AUGMENTATION_TOP_GLOW_CHANCE)
+ generateGlow = true;
+ }
+
+ if (Rnd.get(1, 100) <= skill_Chance)
+ generateSkill = true;
+ else if (Rnd.get(1, 100) <= Config.AUGMENTATION_BASESTAT_CHANCE)
+ stat34 = Rnd.get(BASESTAT_STR, BASESTAT_MEN);
+
+ // Second: decide which grade the augmentation result is going to have:
// 0:yellow, 1:blue, 2:purple, 3:red
- int resultColor = 0;
// The chances used here are most likely custom,
- // whats known is: u can also get a red result from a normal grade lifeStone
- // however I will make it so that a higher grade lifeStone will more likely result in a
- // higher grade augmentation... and the augmentation result will at least have the grade
- // of the life stone
- resultColor = Rnd.get(0, 100);
- if (lifeStoneGrade == 3 || resultColor <= (15 * lifeStoneGrade) + 10)
- resultColor = 3;
- else if (lifeStoneGrade == 2 || resultColor <= (15 * lifeStoneGrade) + 20)
- resultColor = 2;
- else if (lifeStoneGrade == 1 || resultColor <= (15 * lifeStoneGrade) + 30)
- resultColor = 1;
+ // whats known is: you cant have yellow with skill(or baseStatModifier)
+ // noGrade stone can not have glow, mid only with skill, high has a chance(custom), top allways glow
+ if (stat34 == 0 && !generateSkill)
+ {
+ resultColor = Rnd.get(0, 100);
+ if (resultColor <= (15 * lifeStoneGrade) + 40)
+ resultColor = 1;
+ else
+ resultColor = 0;
+ }
else
- resultColor = 0;
+ {
+ resultColor = Rnd.get(0, 100);
+ if (resultColor <= (10 * lifeStoneGrade) + 5 || stat34 != 0)
+ resultColor = 3;
+ else if (resultColor <= (10 * lifeStoneGrade) + 10)
+ resultColor = 1;
+ else
+ resultColor = 2;
+ }
- // Second: Calculate the subblock offset for the choosen color,
+ // Third: Calculate the subblock offset for the choosen color,
// and the level of the lifeStone
- int colorOffset = (resultColor * (STAT_SUBBLOCKSIZE * 10)) + ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE);
+ // from large number of retail augmentations:
+ // no skill part
+ // Id for stat12:
+ // A:1-910 B:911-1820 C:1821-2730 D:2731-3640 E:3641-4550 F:4551-5460 G:5461-6370 H:6371-7280
+ // Id for stat34(this defines the color):
+ // I:7281-8190(yellow) ok:8191-9100(blue) L:10921-11830(yellow) M:11831-12740(blue)
+ // you can combine I-ok with A-D and L-M with E-H
+ // using C-D or G-H Id you will get a glow effect
+ // there seems no correlation in which grade use which Id except for the glowing restriction
+ // skill part
+ // Id for stat12:
+ // same for no skill part
+ // A same as E, B same as F, C same as G, D same as H
+ // A - no glow, no grade LS
+ // B - weak glow, mid grade LS?
+ // C - glow, high grade LS?
+ // D - strong glow, top grade LS?
- int offset = ((3 - lifeStoneGrade) * STAT_BLOCKSIZE) + colorOffset;
-
- int stat12 = Rnd.get(offset, offset + STAT_SUBBLOCKSIZE);
- int stat34 = 0;
- boolean generateSkill = false;
-
- // use a chance to determine whether we will add a skill or not
- if (Rnd.get(1, 100) <= CHANCE_SKILL)
- generateSkill = true;
- // only if no skill is going to be applyed
- else if (Rnd.get(1, 100) <= CHANCE_BASESTAT)
- stat34 = Rnd.get(BASESTAT_STR, BASESTAT_MEN);
-
// is neither a skill nor basestat used for stat34? then generate a normal stat
+ int stat12 = 0;
if (stat34 == 0 && !generateSkill)
{
- offset = (lifeStoneGrade * STAT_BLOCKSIZE) + colorOffset;
+ int temp = Rnd.get(2,3);
+ int colorOffset = resultColor * (10 * STAT_SUBBLOCKSIZE) + temp * STAT_BLOCKSIZE + 1;
+ int offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + colorOffset;
- stat34 = Rnd.get(offset, offset + STAT_SUBBLOCKSIZE);
+ stat34 = Rnd.get(offset, offset + STAT_SUBBLOCKSIZE - 1);
+ if (generateGlow && lifeStoneGrade >= 2)
+ offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + (temp - 2) * STAT_BLOCKSIZE + lifeStoneGrade * (10 * STAT_SUBBLOCKSIZE) + 1;
+ else
+ offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + (temp - 2) * STAT_BLOCKSIZE + Rnd.get(0, 1) * (10 * STAT_SUBBLOCKSIZE) + 1;
+ stat12 = Rnd.get(offset, offset + STAT_SUBBLOCKSIZE - 1);
}
+ else
+ {
+ int offset;
+ if (!generateGlow)
+ offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + Rnd.get(0, 1) * STAT_BLOCKSIZE + 1;
+ else
+ offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + Rnd.get(0, 1) * STAT_BLOCKSIZE + (lifeStoneGrade + resultColor) / 2 * (10 * STAT_SUBBLOCKSIZE) + 1;
+ stat12 = Rnd.get(offset, offset + STAT_SUBBLOCKSIZE - 1);
+ }
// generate a skill if neccessary
L2Skill skill = null;
if (generateSkill)
{
augmentationSkill temp = null;
- switch (Rnd.get(1, 3))
+ switch (resultColor)
{
- case 1: // chance skill
- temp = _chanceSkills.get(Rnd.get(0, _chanceSkills.size() - 1));
+ case 1: // blue skill
+ temp = _blueSkills.get(Rnd.get(0, _blueSkills.size() - 1));
skill = temp.getSkill(lifeStoneLevel);
- stat34 = temp.getAugmentationSkillId();
+ stat34 = temp.getAugmentationSkillId() + (lifeStoneLevel - 1) * _skillsCount;
break;
- case 2: // active skill
- temp = _activeSkills.get(Rnd.get(0, _activeSkills.size() - 1));
+ case 2: // purple skill
+ temp = _purpleSkills.get(Rnd.get(0, _purpleSkills.size() - 1));
skill = temp.getSkill(lifeStoneLevel);
- stat34 = temp.getAugmentationSkillId();
+ stat34 = temp.getAugmentationSkillId() + (lifeStoneLevel - 1) * _skillsCount;
break;
- case 3: // passive skill
- temp = _passiveSkills.get(Rnd.get(0, _passiveSkills.size() - 1));
+ case 3: // red skill
+ temp = _redSkills.get(Rnd.get(0, _redSkills.size() - 1));
skill = temp.getSkill(lifeStoneLevel);
- stat34 = temp.getAugmentationSkillId();
+ stat34 = temp.getAugmentationSkillId() + (lifeStoneLevel - 1) * _skillsCount;
break;
}
}
+ if (Config.DEBUG)
+ _log.info("Augmentation success: stat12=" + stat12 + "; stat34=" + stat34 + "; resultColor=" + resultColor + "; level=" + lifeStoneLevel + "; grade=" + lifeStoneGrade);
return new L2Augmentation(((stat34 << 16) + stat12), skill);
} |
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