Changeset 5106
- Timestamp:
- Dec 20, 2011 5:51:20 AM (5 months ago)
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/unstable/L2J_Server_BETA/java/com/l2jserver/gameserver/skills/funcs/FuncEnchant.java
r5083 r5106 80 80 { 81 81 case L2Item.CRYSTAL_S: 82 case L2Item.CRYSTAL_S80: 83 case L2Item.CRYSTAL_S84: 84 // M. Atk. increases by 4 for all weapons. 85 // Starting at +4, M. Atk. bonus double. 82 86 env.value += 4 * enchant + 8 * overenchant; 83 87 break; 84 88 case L2Item.CRYSTAL_A: 89 case L2Item.CRYSTAL_B: 90 case L2Item.CRYSTAL_C: 91 // M. Atk. increases by 3 for all weapons. 92 // Starting at +4, M. Atk. bonus double. 85 93 env.value += 3 * enchant + 6 * overenchant; 86 94 break; 87 case L2Item.CRYSTAL_B:88 env.value += 3 * enchant + 6 * overenchant;89 break;90 case L2Item.CRYSTAL_C:91 env.value += 3 * enchant + 6 * overenchant;92 break;93 95 case L2Item.CRYSTAL_D: 96 case L2Item.CRYSTAL_NONE: 97 // M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double. 98 // Starting at +4, M. Atk. bonus double. 94 99 env.value += 2 * enchant + 4 * overenchant; 95 100 break; … … 106 111 { 107 112 case L2Item.CRYSTAL_S: 108 switch(type) 109 { 110 case BOW: 111 case CROSSBOW: 113 case L2Item.CRYSTAL_S80: 114 case L2Item.CRYSTAL_S84: 115 switch(type) 116 { 117 case BOW: 118 case CROSSBOW: 119 // P. Atk. increases by 10 for bows. 120 // Starting at +4, P. Atk. bonus double. 112 121 env.value += 10 * enchant + 20 * overenchant; 113 122 break; 114 default: 123 case BIGSWORD: 124 case BIGBLUNT: 125 case DUAL: 126 case DUALFIST: 127 case DUALDAGGER: 128 // P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons. 129 // Starting at +4, P. Atk. bonus double. 130 env.value += 6 * enchant + 12 * overenchant; 131 break; 132 default: 133 // P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons. 134 // Starting at +4, P. Atk. bonus double. 115 135 env.value += 5 * enchant + 10 * overenchant; 116 136 break; … … 122 142 case BOW: 123 143 case CROSSBOW: 144 // P. Atk. increases by 8 for bows. 145 // Starting at +4, P. Atk. bonus double. 124 146 env.value += 8 * enchant + 16 * overenchant; 125 147 break; 126 default: 148 case BIGSWORD: 149 case BIGBLUNT: 150 case DUAL: 151 case DUALFIST: 152 case DUALDAGGER: 153 // P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons. 154 // Starting at +4, P. Atk. bonus double. 155 env.value += 5 * enchant + 10 * overenchant; 156 break; 157 default: 158 // P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons. 159 // Starting at +4, P. Atk. bonus double. 127 160 env.value += 4 * enchant + 8 * overenchant; 128 161 break; … … 130 163 break; 131 164 case L2Item.CRYSTAL_B: 132 switch(type) 133 { 134 case BOW: 135 case CROSSBOW: 165 case L2Item.CRYSTAL_C: 166 switch(type) 167 { 168 case BOW: 169 case CROSSBOW: 170 // P. Atk. increases by 6 for bows. 171 // Starting at +4, P. Atk. bonus double. 136 172 env.value += 6 * enchant + 12 * overenchant; 137 173 break; 138 default: 139 env.value += 3 * enchant + 6 * overenchant; 140 break; 141 } 142 break; 143 case L2Item.CRYSTAL_C: 144 switch(type) 145 { 146 case BOW: 147 case CROSSBOW: 148 env.value += 6 * enchant + 12 * overenchant; 149 break; 150 default: 174 case BIGSWORD: 175 case BIGBLUNT: 176 case DUAL: 177 case DUALFIST: 178 case DUALDAGGER: 179 // P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons. 180 // Starting at +4, P. Atk. bonus double. 181 env.value += 4 * enchant + 8 * overenchant; 182 break; 183 default: 184 // P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons. 185 // Starting at +4, P. Atk. bonus double. 151 186 env.value += 3 * enchant + 6 * overenchant; 152 187 break; … … 160 195 case CROSSBOW: 161 196 { 197 // Bows increase by 4. 198 // Starting at +4, P. Atk. bonus double. 162 199 env.value += 4 * enchant + 8 * overenchant; 163 200 break; 164 201 } 165 202 default: 203 // P. Atk. increases by 2 for all weapons with the exception of bows. 204 // Starting at +4, P. Atk. bonus double. 166 205 env.value += 2 * enchant + 4 * overenchant; 167 206 break; -
trunk/L2J_Server/java/com/l2jserver/gameserver/skills/funcs/FuncEnchant.java
r4417 r5106 80 80 { 81 81 case L2Item.CRYSTAL_S: 82 case L2Item.CRYSTAL_S80: 83 case L2Item.CRYSTAL_S84: 84 // M. Atk. increases by 4 for all weapons. 85 // Starting at +4, M. Atk. bonus double. 82 86 env.value += 4 * enchant + 8 * overenchant; 83 87 break; 84 88 case L2Item.CRYSTAL_A: 89 case L2Item.CRYSTAL_B: 90 case L2Item.CRYSTAL_C: 91 // M. Atk. increases by 3 for all weapons. 92 // Starting at +4, M. Atk. bonus double. 85 93 env.value += 3 * enchant + 6 * overenchant; 86 94 break; 87 case L2Item.CRYSTAL_B:88 env.value += 3 * enchant + 6 * overenchant;89 break;90 case L2Item.CRYSTAL_C:91 env.value += 3 * enchant + 6 * overenchant;92 break;93 95 case L2Item.CRYSTAL_D: 96 case L2Item.CRYSTAL_NONE: 97 // M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double. 98 // Starting at +4, M. Atk. bonus double. 94 99 env.value += 2 * enchant + 4 * overenchant; 95 100 break; … … 106 111 { 107 112 case L2Item.CRYSTAL_S: 108 switch(type) 109 { 110 case BOW: 111 case CROSSBOW: 113 case L2Item.CRYSTAL_S80: 114 case L2Item.CRYSTAL_S84: 115 switch(type) 116 { 117 case BOW: 118 case CROSSBOW: 119 // P. Atk. increases by 10 for bows. 120 // Starting at +4, P. Atk. bonus double. 112 121 env.value += 10 * enchant + 20 * overenchant; 113 122 break; 114 default: 123 case BIGSWORD: 124 case BIGBLUNT: 125 case DUAL: 126 case DUALFIST: 127 case DUALDAGGER: 128 // P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons. 129 // Starting at +4, P. Atk. bonus double. 130 env.value += 6 * enchant + 12 * overenchant; 131 break; 132 default: 133 // P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons. 134 // Starting at +4, P. Atk. bonus double. 115 135 env.value += 5 * enchant + 10 * overenchant; 116 136 break; … … 122 142 case BOW: 123 143 case CROSSBOW: 144 // P. Atk. increases by 8 for bows. 145 // Starting at +4, P. Atk. bonus double. 124 146 env.value += 8 * enchant + 16 * overenchant; 125 147 break; 126 default: 148 case BIGSWORD: 149 case BIGBLUNT: 150 case DUAL: 151 case DUALFIST: 152 case DUALDAGGER: 153 // P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons. 154 // Starting at +4, P. Atk. bonus double. 155 env.value += 5 * enchant + 10 * overenchant; 156 break; 157 default: 158 // P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons. 159 // Starting at +4, P. Atk. bonus double. 127 160 env.value += 4 * enchant + 8 * overenchant; 128 161 break; … … 130 163 break; 131 164 case L2Item.CRYSTAL_B: 132 switch(type) 133 { 134 case BOW: 135 case CROSSBOW: 165 case L2Item.CRYSTAL_C: 166 switch(type) 167 { 168 case BOW: 169 case CROSSBOW: 170 // P. Atk. increases by 6 for bows. 171 // Starting at +4, P. Atk. bonus double. 136 172 env.value += 6 * enchant + 12 * overenchant; 137 173 break; 138 default: 139 env.value += 3 * enchant + 6 * overenchant; 140 break; 141 } 142 break; 143 case L2Item.CRYSTAL_C: 144 switch(type) 145 { 146 case BOW: 147 case CROSSBOW: 148 env.value += 6 * enchant + 12 * overenchant; 149 break; 150 default: 174 case BIGSWORD: 175 case BIGBLUNT: 176 case DUAL: 177 case DUALFIST: 178 case DUALDAGGER: 179 // P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons. 180 // Starting at +4, P. Atk. bonus double. 181 env.value += 4 * enchant + 8 * overenchant; 182 break; 183 default: 184 // P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons. 185 // Starting at +4, P. Atk. bonus double. 151 186 env.value += 3 * enchant + 6 * overenchant; 152 187 break; … … 160 195 case CROSSBOW: 161 196 { 197 // Bows increase by 4. 198 // Starting at +4, P. Atk. bonus double. 162 199 env.value += 4 * enchant + 8 * overenchant; 163 200 break; 164 201 } 165 202 default: 203 // P. Atk. increases by 2 for all weapons with the exception of bows. 204 // Starting at +4, P. Atk. bonus double. 166 205 env.value += 2 * enchant + 4 * overenchant; 167 206 break;
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