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### Eclipse Workspace Patch 1.0
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#P L2jSanne_GameServer
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Index: head-src/com/l2jfrozen/Config.java
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===================================================================
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--- head-src/com/l2jfrozen/Config.java	(revision 52)
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+++ head-src/com/l2jfrozen/Config.java	(working copy)
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@@ -3108,6 +3108,11 @@
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 	public static int AUGMENTATION_MID_SKILL_CHANCE;
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 	public static int AUGMENTATION_HIGH_SKILL_CHANCE;
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 	public static int AUGMENTATION_TOP_SKILL_CHANCE;
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+	// Augment Vip Chance
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+	public static int AUGMENTATION_VIP_NG_SKILL_CHANCE;
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+	public static int AUGMENTATION_VIP_MID_SKILL_CHANCE;
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+	public static int AUGMENTATION_VIP_HIGH_SKILL_CHANCE;
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+	public static int AUGMENTATION_VIP_TOP_SKILL_CHANCE;
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 	public static int AUGMENTATION_BASESTAT_CHANCE;
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 	// Augment glow
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 	public static int AUGMENTATION_NG_GLOW_CHANCE;
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@@ -3410,8 +3415,15 @@
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 			AUGMENTATION_MID_SKILL_CHANCE = Integer.parseInt(ENCHANTSetting.getProperty("AugmentationMidSkillChance", "30"));
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 			AUGMENTATION_HIGH_SKILL_CHANCE = Integer.parseInt(ENCHANTSetting.getProperty("AugmentationHighSkillChance", "45"));
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 			AUGMENTATION_TOP_SKILL_CHANCE = Integer.parseInt(ENCHANTSetting.getProperty("AugmentationTopSkillChance", "60"));
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+
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+			/** augmentation Vip chance **/
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+			AUGMENTATION_VIP_NG_SKILL_CHANCE = Integer.parseInt(ENCHANTSetting.getProperty("AugmentationVIPNGSkillChance", "15"));
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+			AUGMENTATION_VIP_MID_SKILL_CHANCE = Integer.parseInt(ENCHANTSetting.getProperty("AugmentationVIPMidSkillChance", "30"));
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+			AUGMENTATION_VIP_HIGH_SKILL_CHANCE = Integer.parseInt(ENCHANTSetting.getProperty("AugmentationVIPHighSkillChance", "45"));
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+			AUGMENTATION_VIP_TOP_SKILL_CHANCE = Integer.parseInt(ENCHANTSetting.getProperty("AugmentationVIPTopSkillChance", "60"));
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 			AUGMENTATION_BASESTAT_CHANCE = Integer.parseInt(ENCHANTSetting.getProperty("AugmentationBaseStatChance", "1"));
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+			
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 			/** augmentation glow **/
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 			AUGMENTATION_NG_GLOW_CHANCE = Integer.parseInt(ENCHANTSetting.getProperty("AugmentationNGGlowChance", "0"));
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 			AUGMENTATION_MID_GLOW_CHANCE = Integer.parseInt(ENCHANTSetting.getProperty("AugmentationMidGlowChance", "40"));
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@@ -5199,6 +5211,22 @@
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 		{
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 			AUGMENTATION_TOP_SKILL_CHANCE = Integer.parseInt(pValue);
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 		}
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+		else if(pName.equalsIgnoreCase("AugmentationVIPNGSkillChance"))
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+		{
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+			AUGMENTATION_VIP_NG_SKILL_CHANCE = Integer.parseInt(pValue);
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+		}
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+		else if(pName.equalsIgnoreCase("AugmentationVIPMidSkillChance"))
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+		{
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+			AUGMENTATION_VIP_MID_SKILL_CHANCE = Integer.parseInt(pValue);
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+		}
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+		else if(pName.equalsIgnoreCase("AugmentationVIPHighSkillChance"))
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+		{
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+			AUGMENTATION_VIP_HIGH_SKILL_CHANCE = Integer.parseInt(pValue);
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+		}
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+		else if(pName.equalsIgnoreCase("AugmentationVIPTopSkillChance"))
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+		{
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+			AUGMENTATION_VIP_TOP_SKILL_CHANCE = Integer.parseInt(pValue);
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+		}
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 		else if(pName.equalsIgnoreCase("AugmentationBaseStatChance"))
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 		{
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 			AUGMENTATION_BASESTAT_CHANCE = Integer.parseInt(pValue);
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Index: config/head/enchant.properties
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===================================================================
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--- config/head/enchant.properties	(revision 50)
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+++ config/head/enchant.properties	(working copy)
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@@ -87,6 +87,13 @@
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 AugmentationMidSkillChance = 30
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 AugmentationHighSkillChance = 45
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 AugmentationTopSkillChance = 60
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+# --------------------------
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+#  Augmentation Vip Chance -
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+# --------------------------
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+AugmentationVIPNGSkillChance = 15
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+AugmentationVIPMidSkillChance = 30
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+AugmentationVIPHighSkillChance = 45
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+AugmentationVIPTopSkillChance = 60
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 # Chance to get a base stat
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 # Default: 1
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 AugmentationBaseStatChance = 1
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Index: head-src/com/l2jfrozen/gameserver/network/clientpackets/RequestRefine.java
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===================================================================
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--- head-src/com/l2jfrozen/gameserver/network/clientpackets/RequestRefine.java	(revision 50)
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+++ head-src/com/l2jfrozen/gameserver/network/clientpackets/RequestRefine.java	(working copy)
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@@ -253,7 +253,7 @@
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 		player.destroyItem("RequestRefine", _gemstoneItemObjId, modifyGemstoneCount, null, false);
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 		// generate augmentation
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-		targetItem.setAugmentation(AugmentationData.getInstance().generateRandomAugmentation(targetItem, lifeStoneLevel, lifeStoneGrade));
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+		targetItem.setAugmentation(AugmentationData.getInstance().generateRandomAugmentation(player, targetItem, lifeStoneLevel, lifeStoneGrade));
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 		// finish and send the inventory update packet
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 		InventoryUpdate iu = new InventoryUpdate();
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Index: head-src/com/l2jfrozen/gameserver/datatables/xml/AugmentationData.java
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===================================================================
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--- head-src/com/l2jfrozen/gameserver/datatables/xml/AugmentationData.java	(revision 50)
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+++ head-src/com/l2jfrozen/gameserver/datatables/xml/AugmentationData.java	(working copy)
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@@ -38,6 +38,7 @@
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 import com.l2jfrozen.gameserver.model.L2Augmentation;
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 import com.l2jfrozen.gameserver.model.L2Skill;
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 import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance;
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+import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
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 import com.l2jfrozen.gameserver.skills.Stats;
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 import com.l2jfrozen.util.random.Rnd;
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@@ -443,12 +444,13 @@
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 	/**
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 	 * Generate a new random augmentation
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 	 * 
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+	 * @param player
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 	 * @param item
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 	 * @param lifeStoneLevel
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 	 * @param lifeStoneGrade 
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 	 * @return L2Augmentation
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 	 */
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-	public L2Augmentation generateRandomAugmentation(L2ItemInstance item, int lifeStoneLevel, int lifeStoneGrade)
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+	public L2Augmentation generateRandomAugmentation(L2PcInstance player, L2ItemInstance item, int lifeStoneLevel, int lifeStoneGrade)
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 	{
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 		// Note that stat12 stands for stat 1 AND 2 (same for stat34 ;p )
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 		// this is because a value can contain up to 2 stat modifications
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@@ -466,7 +468,10 @@
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 		switch(lifeStoneGrade)
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 		{
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 			case 0:
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-				skill_Chance = Config.AUGMENTATION_NG_SKILL_CHANCE;
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+				if(player.isVip())
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+					            skill_Chance = Config.AUGMENTATION_VIP_NG_SKILL_CHANCE;
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+					    else
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+					            skill_Chance = Config.AUGMENTATION_NG_SKILL_CHANCE;
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 				if(Rnd.get(1, 100) <= Config.AUGMENTATION_NG_GLOW_CHANCE)
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 				{
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@@ -475,8 +480,12 @@
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 				break;
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 			case 1:
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-				skill_Chance = Config.AUGMENTATION_MID_SKILL_CHANCE;
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+				if(player.isVip())
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+					            skill_Chance = Config.AUGMENTATION_VIP_MID_SKILL_CHANCE;
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+					    else
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+					            skill_Chance = Config.AUGMENTATION_MID_SKILL_CHANCE;
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+
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 				if(Rnd.get(1, 100) <= Config.AUGMENTATION_MID_GLOW_CHANCE)
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 				{
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 					generateGlow = true;
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@@ -484,8 +493,12 @@
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 				break;
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 			case 2:
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-				skill_Chance = Config.AUGMENTATION_HIGH_SKILL_CHANCE;
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+				if(player.isVip())
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+					            skill_Chance = Config.AUGMENTATION_VIP_HIGH_SKILL_CHANCE;
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+					    else
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+					            skill_Chance = Config.AUGMENTATION_HIGH_SKILL_CHANCE;
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+
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 				if(Rnd.get(1, 100) <= Config.AUGMENTATION_HIGH_GLOW_CHANCE)
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 				{
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 					generateGlow = true;
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@@ -493,8 +506,12 @@
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 				break;
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 			case 3:
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-				skill_Chance = Config.AUGMENTATION_TOP_SKILL_CHANCE;
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+				if(player.isVip())
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+					            skill_Chance = Config.AUGMENTATION_VIP_TOP_SKILL_CHANCE;
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+					    else
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+					            skill_Chance = Config.AUGMENTATION_TOP_SKILL_CHANCE;
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+
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 				if(Rnd.get(1, 100) <= Config.AUGMENTATION_TOP_GLOW_CHANCE)
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 				{
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 					generateGlow = true;