Cong Nong wrote:Ah thank you. And how about Accessory LS can be got the agu like: +1str?
No, currently an Augmented Accessory can only obtain modifications in stats (mDef, mAtk, ... you can find them in \gameserver\data\stats\augmentation).
Basestats (STR, INT, ...) aren't possible.
Skills are possible only if you enable them in Character.properties.
You can check differences between normal and accessory augmentation process in AugmentationData.java
(/L2J_Server/java/com/l2jserver/gameserver/datatables/AugmentationData.java).
Here is the part regarding Accessory Augmentation:
Code: Select all
private L2Augmentation generateRandomAccessoryAugmentation(int lifeStoneLevel, int bodyPart) { int stat12 = 0; int stat34 = 0; int base = 0; int skillsLength = 0; lifeStoneLevel = Math.min(lifeStoneLevel, 9); switch (bodyPart) { case L2Item.SLOT_LR_FINGER: base = ACC_RING_START + ACC_RING_BLOCKSIZE * lifeStoneLevel; skillsLength = ACC_RING_SKILLS; break; case L2Item.SLOT_LR_EAR: base = ACC_EAR_START + ACC_EAR_BLOCKSIZE * lifeStoneLevel; skillsLength = ACC_EAR_SKILLS; break; case L2Item.SLOT_NECK: base = ACC_NECK_START + ACC_NECK_BLOCKSIZE * lifeStoneLevel; skillsLength = ACC_NECK_SKILLS; break; default: return null; } int resultColor = Rnd.get(0, 3); L2Skill skill = null; // first augmentation (stats only) stat12 = Rnd.get(ACC_STAT_SUBBLOCKSIZE); if (Rnd.get(1, 100) <= Config.AUGMENTATION_ACC_SKILL_CHANCE) { // second augmentation (skill) stat34 = base + Rnd.get(skillsLength); if (_allSkills.contains(stat34)) skill = _allSkills.get(stat34).getSkill(); } if (skill == null) { // second augmentation (stats) // calculating any different from stat12 value inside sub-block // starting from next and wrapping over using remainder stat34 = (stat12 + 1 + Rnd.get(ACC_STAT_SUBBLOCKSIZE - 1)) % ACC_STAT_SUBBLOCKSIZE; // this is a stats - skipping skills stat34 = base + skillsLength + ACC_STAT_SUBBLOCKSIZE * resultColor + stat34; } // stat12 has stats only stat12 = base + skillsLength + ACC_STAT_SUBBLOCKSIZE * resultColor + stat12; if (Config.DEBUG) _log.info("Accessory augmentation success: stat12=" + stat12 + "; stat34=" + stat34 + "; level=" + lifeStoneLevel); return new L2Augmentation(((stat34 << 16) + stat12), skill); }
On retail you can also obtain some skills like elemental pDef, increase chance in sleep, paralysis,etc., but they are not implemented yet in L2J.