Attributes/Elementals on Fullbody armor

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plim
Posts: 226
Joined: Mon Sep 01, 2008 3:39 pm
Location: Catalunya, Barcelona

Attributes/Elementals on Fullbody armor

Post by plim »

» Find Revision
L2J Revision Number: 4204
L2JDP Revision Number: 7415

I've been searching for this topic but I haven't found anything so here it is...

Talking with several people and thanks to google I've understood that using Attribute Stones (Wind/Fire/Water... Stone) you can enchant your armor (full set) up to 300 defense.

For example, you enchant Imperial Crusader Breastplate/Gaiters/Helmet/Boots/Gauntlets full with Divine Stones so you get 60 Dark Defense for each piece of the set (60*5=300). This works perfectly, so no complaints about it.

The problem presents when enchanting armor sets with fulll body armors. So, if I put Divine Stones to a Draconic set I get Draconic Armor/Boots/Gloves/Helmet with 60 Dark defense each, but in total it sums 240 defense (60*4=240) and here there are 60 defense points lost because draconic has no gaiters.

My question is if you think this is correct, having less defense if you wear a full body armor, or it can be fixed someway. Some friends told me that full body armor must reach 120 defense (but remaing on lvl 3 full of attribute). I made some tries to modify this but then the armor gets lvl 7 element and I think it shouldn't be like that.

Any ideas, Am I wrong?

Greetings.
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plim
Posts: 226
Joined: Mon Sep 01, 2008 3:39 pm
Location: Catalunya, Barcelona

Re: Attributes/Elementals on Fullbody armor

Post by plim »

23 visits, no answer T_T. I expect not all 23 are mine XDD

Please someone answer at least :cry:
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Suspended
Posts: 12
Joined: Sat Jun 06, 2009 8:08 pm

Re: Attributes/Elementals on Fullbody armor

Post by Suspended »

If you want to change attribute level shown in client you have to edit client it's not server side, but i don't know where to find it. For allowing it to have more attribute you must apply this patch to core.
This is for core:

Code: Select all

 Index: java/com/l2jserver/gameserver/network/clientpackets/RequestExEnchantItemAttribute.java===================================================================--- java/com/l2jserver/gameserver/network/clientpackets/RequestExEnchantItemAttribute.java	(wersja 4155)+++ java/com/l2jserver/gameserver/network/clientpackets/RequestExEnchantItemAttribute.java	(working copy)@@ -250,6 +250,8 @@ 			{ 				if (item.isWeapon()) 					return Elementals.WEAPON_VALUES[3];+				if (item.getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)+					return Elementals.FULLARMOR_VALUES[3]; 				return Elementals.ARMOR_VALUES[3]; 			} 		}@@ -259,6 +261,8 @@ 			{ 				if (item.isWeapon()) 					return Elementals.WEAPON_VALUES[6];+				if (item.getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)+					return Elementals.FULLARMOR_VALUES[6]; 				return Elementals.ARMOR_VALUES[6]; 			} 		}@@ -268,6 +272,8 @@ 			{ 				if (item.isWeapon()) 					return Elementals.WEAPON_VALUES[9];+				if (item.getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)+					return Elementals.FULLARMOR_VALUES[9]; 				return Elementals.ARMOR_VALUES[9]; 			} 		}@@ -277,6 +283,8 @@ 			{ 				if (item.isWeapon()) 					return Elementals.WEAPON_VALUES[12];+				if (item.getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)+					return Elementals.FULLARMOR_VALUES[12]; 				return Elementals.ARMOR_VALUES[12]; 			} 		}@@ -286,6 +294,8 @@ 			{ 				if (item.isWeapon()) 					return Elementals.WEAPON_VALUES[3];+				if (item.getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR)+					return Elementals.FULLARMOR_VALUES[3]; 				return Elementals.ARMOR_VALUES[3]; 			} 		} Index: java/com/l2jserver/gameserver/model/Elementals.java===================================================================--- java/com/l2jserver/gameserver/model/Elementals.java	(wersja 4195)+++ java/com/l2jserver/gameserver/model/Elementals.java	(working copy)@@ -73,7 +73,25 @@ 		240, // Level 13 		Integer.MAX_VALUE  // TODO: Higher stones 	};+	public final static int[] FULLARMOR_VALUES =+	{+		0,  // Level 1+		24, // Level 2+		60, // Level 3+		120, // Level 4+		144, // Level 5+		180, // Level 6+		240, // Level 7+		264, // Level 8+		300, // Level 9+		360, // Level 10+		384, // Level 11+		420, // Level 12+		480, // Level 13+		Integer.MAX_VALUE  // TODO: Higher stones+	}; + 	public final static int[] STONES =  	{ 		9546, 
caramon81
Posts: 371
Joined: Mon Oct 01, 2007 4:00 pm

Re: Attributes/Elementals on Fullbody armor

Post by caramon81 »

true using 1 armor piece doesn't give you same amount of items to add defense to. but if you notice. all armor's s80 and after. even to the 3 sets coming with freya. are all 5-piece armors.
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plim
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Location: Catalunya, Barcelona

Re: Attributes/Elementals on Fullbody armor

Post by plim »

Thank you suspended for your help! In fact, I made similar changes but without creating a new table with FULL_ARMOR values. I think your code looks better, I'll try.

caramon you are right, maybe they made this to avoid this problem...

I would like to know if this full body armors are enchanted up to 60 on official servers (with stones) or they can be enchanted up to 120 like I suggest. Somebody from retail??
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