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对服务端需要修改的JAVA文件

时间:2013-05-30 01:13来源:最新天堂2私服发布 作者:tt2sf 点击:
就玩天堂2私服发布 www.9wtt2.com 掉宝管理 读取 " + cCount + " 个自定掉宝"
[教程分享] 掉落强化物品如题增加的部分表示,关于游戏对服务端需要修改的JAVA文件表示:
===========================================================================================
NpcTable.java
try
{
PreparedStatement statement2 = con.prepareStatement("SELECT "
+ L2DatabaseFactory.getInstance().safetyString(new String[] { "mobId", "itemId", "min", "max","EnchantLevel", "category",
"chance" })
+ " FROM droplist ORDER BY mobId, chance DESC");
ResultSet dropData = statement2.executeQuery();
L2DropData dropDat = null;
L2NpcTemplate npcDat = null;
int cCount = 0;
while (dropData.next())
{
int mobId = dropData.getInt("mobId");
npcDat = _npcs.get(mobId);
if (npcDat == null)
{
_log.warning("WARNING 掉落物品表: 不存在的Npc.I d: " + mobId);
continue;
}
dropDat = new L2DropData();
dropDat.setItemId(dropData.getInt("itemId"));
dropDat.setMinDrop(dropData.getInt("min"));
dropDat.setMaxDrop(dropData.getInt("max"));
dropDat.setChance(dropData.getInt("chance"));
dropDat.setEnchantLevel(dropData.getInt("EnchantLevel"));
int category = dropData.getInt("category");
if (ItemTable.getInstance().getTemplate(dropDat.getItemId()) == null)
{
_log.warning("WARNING 掉落物品表: 不存在的物品: 物品I d: "+dropDat.getItemId());
continue;
}
npcDat.addDropData(dropDat, category);
cCount++;
}
dropData.close();
statement2.close();
_log.info("INFO 从掉落表中读取 " + cCount + " 个掉落物品数据.");
}
catch (Exception e)
{
_log.log(Level.SEVERE, "ERROR 无法初始化掉落物品表!原 因:"+ e.getMessage());
}
if (Config.CUSTOM_DROPLIST_TABLE)
{
try
{
PreparedStatement statement2 = con.prepareStatement("SELECT "
+ L2DatabaseFactory.getInstance().safetyString(new String[] { "mobId", "itemId", "min", "max","EnchantLevel", "category",
"chance" }) + " FROM custom_droplist ORDER BY mobId, chance DESC");
ResultSet dropData = statement2.executeQuery();
L2DropData dropDat = null;
L2NpcTemplate npcDat = null;
int cCount = 0;
while (dropData.next())
{
int mobId = dropData.getInt("mobId");
npcDat = _npcs.get(mobId);
if (npcDat == null)
{
_log.warning("WARNING 新天堂2自定义-自定义掉落物品表: 不存在的Npc.I d: " + mobId);
continue;
}
dropDat = new L2DropData();
dropDat.setItemId(dropData.getInt("itemId"));
dropDat.setMinDrop(dropData.getInt("min"));
dropDat.setMaxDrop(dropData.getInt("max"));
dropDat.setEnchantLevel(dropData.getInt("EnchantLevel"));
dropDat.setChance(dropData.getInt("chance"));
int category = dropData.getInt("category");
if (ItemTable.getInstance().getTemplate(dropDat.getItemId()) == null)
{
_log.warning("WARNING 新天堂2自定义-掉落物品表: 不存在的物品: 物品I d: "+dropDat.getItemId());
continue;
}
npcDat.addDropData(dropDat, category);
cCount++;
}
dropData.close();
statement2.close();
_log.info("INFO 就玩天堂2私服发布www.9wtt2.com 掉宝管理 读取 " + cCount + " 个自定掉宝");
}
catch (Exception e)
{
_log.log(Level.SEVERE, "ERROR 无法初始化自定义掉落物品表!原 因:"+ e.getMessage());
}
===========================================================================================
L2DropData.java
public class L2DropData
{
public static final int MAX_CHANCE = 1000000;
private int _itemId;
private int _minDrop;
private int _maxDrop;
private int _EnchantLevel;
private int _chance;
private String _questID = null;
private String[] _stateID = null;
public int getMaxDrop()
{
return _maxDrop;
}
public int getEnchantLevel()
{
return _EnchantLevel;
}
public void setMaxDrop(int maxdrop)
{
_maxDrop = maxdrop;
}
public void setEnchantLevel(int EnchantLevel)
{
_EnchantLevel = EnchantLevel;
}
===========================================================================================
L2AttackAble.java
public final class RewardItem
{
protected int _itemId;
protected int _EnchantLevel;
protected int _count;
public RewardItem(int itemId, int count , int EnchantLevel)
{
_itemId = itemId;
_EnchantLevel = EnchantLevel;
_count = count;
}
public RewardItem(int itemId, int count)
{
_itemId = itemId;
_EnchantLevel = 0;
_count = count;
}

private RewardItem calculateCategorizedRewardItem(L2PcInstance lastAttacker, L2DropCategory categoryDrops, int levelModifier)
{
if (categoryDrops == null)
return null;
// Get default drop chance for the category (that's the sum of chances for all items in the category)
// keep track of the base category chance as it'll be used later, if an item is drop from the category.
// for everything else, use the total "categoryDropChance"
int basecategoryDropChance = categoryDrops.getCategoryChance() ;
int categoryDropChance = basecategoryDropChance;
int deepBlueDrop = 1;
if ((!isRaid() && Config.DEEPBLUE_DROP_RULES)
|| (isRaid() && Config.DEEPBLUE_DROP_RULES_RAID))
{
// We should multiply by the server's drop rate, so we always get a low chance of drop for deep blue mobs.
// NOTE: This is valid only for adena drops! Others drops will still obey server's rate
if (levelModifier > 0)
deepBlueDrop = 3;
}
// Avoid dividing by 0
if (deepBlueDrop == 0)
deepBlueDrop = 1;
// Check if we should apply our maths so deep blue mobs will not drop that easy
if ((!isRaid() && Config.DEEPBLUE_DROP_RULES)
|| (isRaid() && Config.DEEPBLUE_DROP_RULES_RAID))
categoryDropChance = ((categoryDropChance - ((categoryDropChance * levelModifier)/100)) / deepBlueDrop);
// Applies Drop rates
if (lastAttacker.getPremiumService()==1)
categoryDropChance *= isRaid() && !isRaidMinion() ? Config.RATE_DROP_ITEMS_BY_RAID : Config.PREMIUM_RATE_DROP_ITEMS;
else
categoryDropChance *= isRaid() && !isRaidMinion() ? Config.RATE_DROP_ITEMS_BY_RAID : Config.RATE_DROP_ITEMS;
if (Config.L2JMOD_CHAMPION_ENABLE && isChampion())
categoryDropChance *= Config.L2JMOD_CHAMPION_REWARDS;
// Round drop chance
categoryDropChance = Math.round(categoryDropChance);
// Set our limits for chance of drop
if (categoryDropChance < 1)
categoryDropChance = 1;
// Check if an Item from this category must be dropped
if (Rnd.get(L2DropData.MAX_CHANCE) < categoryDropChance)
{
L2DropData drop = categoryDrops.dropOne(isRaid() && !isRaidMinion());
if (drop == null)
return null;
// Now decide the quantity to drop based on the rates and penalties. To get this value
// simply divide the modified categoryDropChance by the base category chance. This
// results in a chance that will dictate the drops amounts: for each amount over 100
// that it is, it will give another chance to add to the min/max quantities.
// For example, If the final chance is 120%, then the item should drop between
// its min and max one time, and then have 20% chance to drop again. If the final
// chance is 330%, it will similarly give 3 times the min and max, and have a 30%
// chance to give a 4th time.
// At least 1 item will be dropped for sure. So the chance will be adjusted to 100%
// if smaller.
int dropChance = drop.getChance();
if (Config.PREMIUM_RATE_DROP_ITEMS_ID.get(drop.getItemId()) != 0 && lastAttacker.getPremiumService()==1)
dropChance *= Config.PREMIUM_RATE_DROP_ITEMS_ID.get(drop.getItemId());
if (Config.RATE_DROP_ITEMS_ID.get(drop.getItemId()) != 0)
dropChance *= Config.RATE_DROP_ITEMS_ID.get(drop.getItemId());
else
dropChance *= isRaid() && !isRaidMinion() ? Config.RATE_DROP_ITEMS_BY_RAID : Config.RATE_DROP_ITEMS;
if (Config.L2JMOD_CHAMPION_ENABLE && isChampion())
dropChance *= Config.L2JMOD_CHAMPION_REWARDS;
dropChance = Math.round(dropChance);
if (dropChance < L2DropData.MAX_CHANCE)
dropChance = L2DropData.MAX_CHANCE;
// Get min and max Item quantity that can be dropped in one time
int min = drop.getMinDrop();
int max = drop.getMaxDrop();
// Get the item quantity dropped
int itemCount = 0;
// Count and chance adjustment for high rate servers
if (dropChance > L2DropData.MAX_CHANCE && !Config.PRECISE_DROP_CALCULATION)
{
int multiplier = dropChance / L2DropData.MAX_CHANCE;
if (min < max)
itemCount += Rnd.get(min * multiplier, max * multiplier);
else if (min == max)
itemCount += min * multiplier;
else
itemCount += multiplier;
dropChance = dropChance % L2DropData.MAX_CHANCE;
}
// Check if the Item must be dropped
int random = Rnd.get(L2DropData.MAX_CHANCE);
while (random < dropChance)
{
// Get the item quantity dropped
if (min < max)
itemCount += Rnd.get(min, max);
else if (min == max)
itemCount += min;
else
itemCount++;
// Prepare for next iteration if dropChance > L2DropData.MAX_CHANCE
dropChance -= L2DropData.MAX_CHANCE;
}
if (Config.L2JMOD_CHAMPION_ENABLE)
// TODO (April 11, 2009): Find a way not to hardcode these values.
if ((drop.getItemId() == 57 || (drop.getItemId() >= 6360 && drop.getItemId() <= 6362)) && isChampion())
itemCount *= Config.L2JMOD_CHAMPION_ADENAS_REWARDS;
if (!Config.MULTIPLE_ITEM_DROP && !ItemTable.getInstance().getTemplate(drop.getItemId()).isStackable() && itemCount > 1)
itemCount = 1;
if (itemCount > 0)
return new RewardItem(drop.getItemId(), itemCount ,drop.getEnchantLevel());
}
return null;
}

private RewardItem calculateRewardItem(L2PcInstance lastAttacker, L2DropData drop, int levelModifier, boolean isSweep)
{
// Get default drop chance
float dropChance = drop.getChance();
int deepBlueDrop = 1;
if ((!isRaid() && Config.DEEPBLUE_DROP_RULES)
|| (isRaid() && Config.DEEPBLUE_DROP_RULES_RAID))
{
if (levelModifier > 0)
{
// We should multiply by the server's drop rate, so we always get a low chance of drop for deep blue mobs.
// NOTE: This is valid only for adena drops! Others drops will still obey server's rate
deepBlueDrop = 3;
if (drop.getItemId() == 57)
deepBlueDrop *= isRaid() && !isRaidMinion()? (int)Config.RATE_DROP_ITEMS_BY_RAID : (int)Config.RATE_DROP_ITEMS;
}
}
// Avoid dividing by 0
if (deepBlueDrop == 0)
deepBlueDrop = 1;
// Check if we should apply our maths so deep blue mobs will not drop that easy
if ((!isRaid() && Config.DEEPBLUE_DROP_RULES)
|| (isRaid() && Config.DEEPBLUE_DROP_RULES_RAID))
dropChance = ((drop.getChance() - ((drop.getChance() * levelModifier)/100)) / deepBlueDrop);
// Applies Drop rates
if (Config.PREMIUM_RATE_DROP_ITEMS_ID.get(drop.getItemId()) != 0 && lastAttacker.getPremiumService()==1)
dropChance *= Config.PREMIUM_RATE_DROP_ITEMS_ID.get(drop.getItemId());
else
if (Config.RATE_DROP_ITEMS_ID.get(drop.getItemId()) != 0)
dropChance *= Config.RATE_DROP_ITEMS_ID.get(drop.getItemId());
else if (isSweep)
{
if (lastAttacker.getPremiumService()==1)
dropChance *= Config.PREMIUM_RATE_DROP_SPOIL;
else
dropChance *= Config.RATE_DROP_SPOIL;
}
else
if (lastAttacker.getPremiumService()==1)
dropChance *= isRaid() && !isRaidMinion() ? Config.RATE_DROP_ITEMS_BY_RAID : Config.PREMIUM_RATE_DROP_ITEMS;
else
dropChance *= isRaid() && !isRaidMinion() ? Config.RATE_DROP_ITEMS_BY_RAID : Config.RATE_DROP_ITEMS;
if (Config.L2JMOD_CHAMPION_ENABLE && isChampion())
dropChance *= Config.L2JMOD_CHAMPION_REWARDS;
// Round drop chance
dropChance = Math.round(dropChance);
// Set our limits for chance of drop
if (dropChance < 1)
dropChance = 1;
// Get min and max Item quantity that can be dropped in one time
int minCount = drop.getMinDrop();
int maxCount = drop.getMaxDrop();
int itemCount = 0;
// Count and chance adjustment for high rate servers
if (dropChance > L2DropData.MAX_CHANCE && !Config.PRECISE_DROP_CALCULATION)
{
int multiplier = (int)dropChance / L2DropData.MAX_CHANCE;
if (minCount < maxCount)
itemCount += Rnd.get(minCount * multiplier, maxCount * multiplier);
else if (minCount == maxCount)
itemCount += minCount * multiplier;
else
itemCount += multiplier;
dropChance = dropChance % L2DropData.MAX_CHANCE;
}
// Check if the Item must be dropped
int random = Rnd.get(L2DropData.MAX_CHANCE);
while (random < dropChance)
{
// Get the item quantity dropped
if (minCount < maxCount)
itemCount += Rnd.get(minCount, maxCount);
else if (minCount == maxCount)
itemCount += minCount;
else itemCount++;
// Prepare for next iteration if dropChance > L2DropData.MAX_CHANCE
dropChance -= L2DropData.MAX_CHANCE;
}
if (Config.L2JMOD_CHAMPION_ENABLE)
// TODO (April 11, 2009): Find a way not to hardcode these values.
if ((drop.getItemId() == 57 || (drop.getItemId() >= 6360 && drop.getItemId() <= 6362)) && isChampion())
itemCount *= Config.L2JMOD_CHAMPION_ADENAS_REWARDS;
if (itemCount > 0)
return new RewardItem(drop.getItemId(), itemCount ,drop.getEnchantLevel());
return null;
}
public L2ItemInstance dropItem(L2PcInstance lastAttacker, RewardItem item)
{
int randDropLim = 70;
L2ItemInstance ditem = null;
for (int i = 0; i < item.getCount(); i++)
{
// Randomize drop position
int newX = getX() + Rnd.get(randDropLim * 2 + 1) - randDropLim;
int newY = getY() + Rnd.get(randDropLim * 2 + 1) - randDropLim;
int newZ = Math.max(getZ(), lastAttacker.getZ()) + 20; // TODO: temp hack, do somethign nicer when we have geodatas
if (ItemTable.getInstance().getTemplate(item.getItemId()) != null)
{
// Init the dropped L2ItemInstance and add it in the world as a visible object at the position where mob was last
ditem = ItemTable.getInstance().createItem("Loot", item.getItemId(), item.getCount(), lastAttacker, this);
ditem.dropMe(this, newX, newY, newZ);
ditem.setEnchantLevel(item._EnchantLevel);
// Add drop to auto destroy item task
if (!Config.LIST_PROTECTED_ITEMS.contains(item.getItemId()))
{
if ((Config.AUTODESTROY_ITEM_AFTER > 0 && ditem.getItemType() != L2EtcItemType.HERB) || (Config.HERB_AUTO_DESTROY_TIME > 0 && ditem.getItemType() == L2EtcItemType.HERB))
ItemsAutoDestroy.getInstance().addItem(ditem);
}
ditem.setProtected(false);
// If stackable, end loop as entire count is included in 1 instance of item
if (ditem.isStackable() || !Config.MULTIPLE_ITEM_DROP)
break;
}
else
_log.log(Level.SEVERE, "Item doesn't exist so cannot be dropped. Item ID: " + item.getItemId());
}
return ditem;
}
===========================================================================================
最后在天堂2私服数据库查询量句SQL语句
ALTER TABLE `droplist` ADD `EnchantLevel` INT( 10 ) NOT NULL DEFAULT '0'
ALTER TABLE `custom_droplist` ADD `EnchantLevel` INT( 10 ) NOT NULL DEFAULT '0'
===========================================================================================


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