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Novo Sistema de Enchant Interlude!


Williams0ff

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Recentemente eu criei um novo sistema de Enchant e gostaria de compartilhar a ideia com vocês.

 

Configurações :

<?xml version='1.0' encoding='utf-8'?>
<!-- 
@param Integer itemId - the itemid to be selected.
@param Enum grade - Select Enchant Grade (S84,S80,S,A,B,C,D,NONE).
@param Boolean universalScrol - Allow enchant to be used for all grades.
@param Boolean isWeapon - Set enchant type to isWeapon and Armor.
@param Boolean isCrystalize - Allow items to crystallize on failure.
@param Integer break - Set level if Scroll fails.
@param Integer decrease - Decrease level each time the item fails.
@param Integer chance - Set the chance of each enchant level from 0-100.
@param String message - the message to be announced.
@param Integer enchants - the enchant to be announced. Use (;)to list the levels.
--> 
<list>
	<!-- Scrolls: Enchant Weapon -->
	<enchant id="959" grade="S" isWeapon="true" isCrystalize="true" chance="100;100;100;40;40;40;40;40;40;40;40;40;40;40;40;40" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- S grade - Scrolls: Enchant isWeapon -->
	<enchant id="729" grade="A" isWeapon="true" isCrystalize="true" chance="100;100;100;40;40;40;40;40;40;40;40;40;40;40;40;40" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- A grade - Scrolls: Enchant isWeapon -->
	<enchant id="947" grade="B" isWeapon="true" isCrystalize="true" chance="100;100;100;40;40;40;40;40;40;40;40;40;40;40;40;40" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- B grade - Scrolls: Enchant isWeapon -->
	<enchant id="951" grade="C" isWeapon="true" isCrystalize="true" chance="100;100;100;40;40;40;40;40;40;40;40;40;40;40;40;40" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- C grade - Scrolls: Enchant isWeapon -->
	<enchant id="955" grade="D" isWeapon="true" isCrystalize="true" chance="100;100;100;40;40;40;40;40;40;40;40;40;40;40;40;40" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- D grade - Scrolls: Enchant isWeapon -->
	
	<!-- Scrolls: Enchant Armor -->
	<enchant id="960" grade="S" isWeapon="false" isCrystalize="true" chance="100;100;100;40;40;40;40;40;40;40;40;40;40;40;40;40" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- S grade - Scrolls: Enchant Armor -->
	<enchant id="730" grade="A" isWeapon="false" isCrystalize="true" chance="100;100;100;40;40;40;40;40;40;40;40;40;40;40;40;40" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- A grade - Scrolls: Enchant Armor -->
	<enchant id="948" grade="B" isWeapon="false" isCrystalize="true" chance="100;100;100;40;40;40;40;40;40;40;40;40;40;40;40;40" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- B grade - Scrolls: Enchant Armor -->
	<enchant id="952" grade="C" isWeapon="false" isCrystalize="true" chance="100;100;100;40;40;40;40;40;40;40;40;40;40;40;40;40" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- C grade - Scrolls: Enchant Armor -->
	<enchant id="956" grade="D" isWeapon="false" isCrystalize="true" chance="100;100;100;40;40;40;40;40;40;40;40;40;40;40;40;40" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- D grade - Scrolls: Enchant Armor -->
	
	<!-- Blessed Scrolls: Enchant Weapon -->
	<enchant id="6577" grade="S" isWeapon="true" decrease="1" chance="100;100;100;45;45;45;45;45;45;45;45;45;45;45;45;45" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- S grade - Blessed Scrolls: Enchant isWeapon -->
	<enchant id="6569" grade="A" isWeapon="true" isCrystalize="false" break="0" chance="100;100;100;45;45;45;45;45;45;45;45;45;45;45;45;45" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- A grade - Blessed Scrolls: Enchant isWeapon -->
	<enchant id="6571" grade="B" isWeapon="true" isCrystalize="false" break="0" chance="100;100;100;45;45;45;45;45;45;45;45;45;45;45;45;45" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- B grade - Blessed Scrolls: Enchant isWeapon -->
	<enchant id="6573" grade="C" isWeapon="true" isCrystalize="false" break="0" chance="100;100;100;45;45;45;45;45;45;45;45;45;45;45;45;45" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- C grade - Blessed Scrolls: Enchant isWeapon -->
	<enchant id="6575" grade="D" isWeapon="true" isCrystalize="false" break="0" chance="100;100;100;45;45;45;45;45;45;45;45;45;45;45;45;45" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- D grade - Blessed Scrolls: Enchant isWeapon -->
	
	<!-- Blessed Scrolls: Armor Weapon -->
	<enchant id="6578" grade="S" isWeapon="false" isCrystalize="false" break="0" chance="100;100;100;45;45;45;45;45;45;45;45;45;45;45;45;45" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- S grade - Blessed Scrolls: Enchant Armor -->
	<enchant id="6570" grade="A" isWeapon="false" isCrystalize="false" break="0" chance="100;100;100;45;45;45;45;45;45;45;45;45;45;45;45;45" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- A grade - Blessed Scrolls: Enchant Armor -->
	<enchant id="6572" grade="B" isWeapon="false" isCrystalize="false" break="0" chance="100;100;100;45;45;45;45;45;45;45;45;45;45;45;45;45" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- B grade - Blessed Scrolls: Enchant Armor -->
	<enchant id="6574" grade="C" isWeapon="false" isCrystalize="false" break="0" chance="100;100;100;45;45;45;45;45;45;45;45;45;45;45;45;45" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- C grade - Blessed Scrolls: Enchant Armor -->
	<enchant id="6576" grade="D" isWeapon="false" isCrystalize="false" break="0" chance="100;100;100;45;45;45;45;45;45;45;45;45;45;45;45;45" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- D grade - Blessed Scrolls: Enchant Armor -->
	
	<!-- Crystal Scrolls: Enchant Weapon -->
	<enchant id="961" grade="S" isWeapon="true" isCrystalize="false" break="3" chance="100;100;100;50;50;50;50;50;50;50;50;50;50;50;50;50" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- S grade - Crystal Scrolls: Enchant isWeapon -->
	<enchant id="731" grade="A" isWeapon="true" isCrystalize="false" break="3" chance="100;100;100;50;50;50;50;50;50;50;50;50;50;50;50;50" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- A grade - Crystal Scrolls: Enchant isWeapon -->
	<enchant id="949" grade="B" isWeapon="true" isCrystalize="false" break="3" chance="100;100;100;50;50;50;50;50;50;50;50;50;50;50;50;50" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- B grade - Crystal Scrolls: Enchant isWeapon -->
	<enchant id="953" grade="C" isWeapon="true" isCrystalize="false" break="3" chance="100;100;100;50;50;50;50;50;50;50;50;50;50;50;50;50" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- C grade - Crystal Scrolls: Enchant isWeapon -->
	<enchant id="957" grade="D" isWeapon="true" isCrystalize="false" break="3" chance="100;100;100;50;50;50;50;50;50;50;50;50;50;50;50;50" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- D grade - Crystal Scrolls: Enchant isWeapon -->
	
	<!-- Crystal Scrolls: Enchant Armor -->
	<enchant id="962" grade="S" isWeapon="false" isCrystalize="false" break="3" chance="100;100;100;40;40;40;40;40;40;50;50;50;50;50;50;50" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- S grade - Crystal Scrolls: Enchant isWeapon -->
	<enchant id="732" grade="A" isWeapon="false" isCrystalize="false" break="3" chance="100;100;100;50;50;50;50;50;50;50;50;50;50;50;50;50" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- A grade - Crystal Scrolls: Enchant isWeapon -->
	<enchant id="950" grade="B" isWeapon="false" isCrystalize="false" break="3" chance="100;100;100;50;50;50;50;50;50;50;50;50;50;50;50;50" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- B grade - Crystal Scrolls: Enchant isWeapon -->
	<enchant id="954" grade="C" isWeapon="false" isCrystalize="false" break="3" chance="100;100;100;50;50;50;50;50;50;50;50;50;50;50;50;50" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- C grade - Crystal Scrolls: Enchant isWeapon -->
	<enchant id="958" grade="D" isWeapon="false" isCrystalize="false" break="3" chance="100;100;100;50;50;50;50;50;50;50;50;50;50;50;50;50" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- D grade - Crystal Scrolls: Enchant isWeapon -->
	
	<!-- Master Yogi's Scroll: Enchant Weapon -->
	<enchant id="9209" grade="NONE" isWeapon="true" isCrystalize="true" chance="100;100;100;40;40;40;40;40;40;40;40;40;40;40;40;40" message="%s has successfully enchanted his item %s" enchants="8;10;16" /> <!-- D grade - Crystal Scrolls: Enchant isWeapon -->
</list>

Com esse novo Sistema você pode criar sua Scroll do jeito que você preferir, você tem as seguintes opções de configurações. OBS: Você não precisa usar todas configurações apenas as que você quer usar na sua Scroll!!

@param Integer itemId - the itemid to be selected. <-- Scroll ID
@param Enum grade - Select Enchant Grade (S84,S80,S,A,B,C,D,NONE). <-- Grade Tipo
@param Boolean universalScrol - Allow enchant to be used for all grades. <-- Universall Scroll pode usar a scroll em qualquer Grade
@param Boolean isWeapon - Set enchant type to isWeapon and Armor. <-- Selecionar Scroll para Armas
@param Boolean isCrystalize - Allow items to crystallize on failure. <-- Caso a Scroll Falhe ela pode quebrar a arma
@param Integer break - Set level if Scroll fails. <-- Caso Scroll falhe determine um lvl para ela voltar
@param Integer decrease - Decrease level each time the item fails. <-- Determine quantos level a arma vai voltar caso ela falhe
@param Integer chance - Set the chance of each enchant level from 0-100. <-- Determine a chance da Scroll
@param String message - the message to be announced. <-- Anuncie o item ao chegar determinado lvl.
@param Integer enchants - the enchant to be announced. Use (;)to list the levels. <-- Determine quais levels vai ser anunciado das armas

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} else if (cond == 13) htmltext = "30626-12.htm"; else if (cond == 14) { htmltext = "30626-13.htm"; takeItems(player, BLOOD_OF_LIZARDMAN, -1); takeItems(player, CRESCENT_MOON_BOW, 1); takeItems(player, TALISMAN_OF_KADESH, 1); giveItems(player, MARK_OF_SAGITTARIUS, 1); rewardExpAndSp(player, 54726, 20250); player.broadcastPacket(new SocialAction(player, 3)); playSound(player, SOUND_FINISH); st.exitQuest(false); } break; case SIR_ARON_TANFORD: if (cond == 2) htmltext = "30653-01.htm"; else if (cond > 2) htmltext = "30653-03.htm"; break; case VOKIAN: if (cond == 5) htmltext = "30514-01.htm"; else if (cond == 6) htmltext = "30514-03.htm"; else if (cond == 7) { htmltext = "30514-04.htm"; st.setCond(8); playSound(player, SOUND_MIDDLE); takeItems(player, TALISMAN_OF_SNAKE, 1); } else if (cond > 7) htmltext = "30514-05.htm"; break; case GAUEN: if (cond == 9) { htmltext = "30717-01.htm"; st.setCond(10); playSound(player, SOUND_MIDDLE); takeItems(player, HAMIL_LETTER_3, 1); } else if (cond == 10) htmltext = "30717-03.htm"; else if (cond == 11) { htmltext = "30717-02.htm"; st.setCond(12); playSound(player, SOUND_MIDDLE); takeItems(player, MANASHEN_HORN, 1); takeItems(player, MITHRIL_CLIP, 1); takeItems(player, REINFORCED_BOWSTRING, 1); takeItems(player, STAKATO_CHITIN, 1); giveItems(player, CRESCENT_MOON_BOW, 1); giveItems(player, WOODEN_ARROW, 10); } else if (cond > 11) htmltext = "30717-04.htm"; break; } break; case COMPLETED: htmltext = getAlreadyCompletedMsg(); break; } return htmltext; } @Override public void onMyDying(Npc npc, Creature killer) { final Player player = killer.getActingPlayer(); final QuestState st = checkPlayerState(player, npc, QuestStatus.STARTED); if (st == null) return; switch (npc.getNpcId()) { case ANT: case ANT_CAPTAIN: case ANT_OVERSEER: case ANT_RECRUIT: case ANT_PATROL: case ANT_GUARD: case NOBLE_ANT: case NOBLE_ANT_LEADER: if (st.getCond() == 3 && dropItems(player, HUNTER_RUNE_1, 1, 10, 500000)) st.setCond(4); break; case BREKA_ORC_SHAMAN: case BREKA_ORC_OVERLORD: if (st.getCond() == 6 && dropItems(player, HUNTER_RUNE_2, 1, 10, 500000)) { st.setCond(7); giveItems(player, TALISMAN_OF_SNAKE, 1); } break; case MARSH_STAKATO_WORKER: case MARSH_STAKATO_SOLDIER: case MARSH_STAKATO_DRONE: if (st.getCond() == 10 && dropItems(player, STAKATO_CHITIN, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, MITHRIL_CLIP, REINFORCED_BOWSTRING)) st.setCond(11); break; case MARSH_SPIDER: if (st.getCond() == 10 && dropItems(player, REINFORCED_BOWSTRING, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, MITHRIL_CLIP, STAKATO_CHITIN)) st.setCond(11); break; case ROAD_SCAVENGER: if (st.getCond() == 10 && dropItems(player, MITHRIL_CLIP, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, REINFORCED_BOWSTRING, STAKATO_CHITIN)) st.setCond(11); break; case MANASHEN_GARGOYLE: if (st.getCond() == 10 && dropItems(player, MANASHEN_HORN, 1, 1, 100000) && player.getInventory().hasItems(REINFORCED_BOWSTRING, MITHRIL_CLIP, STAKATO_CHITIN)) st.setCond(11); break; case LETO_LIZARDMAN: case LETO_LIZARDMAN_ARCHER: case LETO_LIZARDMAN_SOLDIER: case LETO_LIZARDMAN_WARRIOR: case LETO_LIZARDMAN_SHAMAN: case LETO_LIZARDMAN_OVERLORD: if (st.getCond() == 13) { if (((player.getInventory().getItemCount(BLOOD_OF_LIZARDMAN) - 120) * 5) > Rnd.get(100)) { playSound(player, SOUND_BEFORE_BATTLE); takeItems(player, BLOOD_OF_LIZARDMAN, -1); addSpawn(SERPENT_DEMON_KADESH, player, false, 300000, true); } else dropItemsAlways(player, BLOOD_OF_LIZARDMAN, 1, 0); } break; case SERPENT_DEMON_KADESH: if (st.getCond() == 13) { if (player.getInventory().getItemIdFrom(Paperdoll.RHAND) == CRESCENT_MOON_BOW) { st.setCond(14); playSound(player, SOUND_MIDDLE); giveItems(player, TALISMAN_OF_KADESH, 1); } else addSpawn(SERPENT_DEMON_KADESH, player, false, 300000, true); } break; } } }  
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