Fixed crossbow enchant formula according to client.
Contributed by Sahar.
This commit is contained in:
@@ -114,12 +114,18 @@ public class FuncEnchant extends AbstractFunction
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{
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if (item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND)
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{
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if ((type == WeaponType.BOW) || (type == WeaponType.CROSSBOW))
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if (type == WeaponType.BOW)
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{
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// P. Atk. increases by 10 for bows.
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// Starting at +4, P. Atk. bonus double.
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value += (10 * enchant) + (20 * overenchant);
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}
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else if (type == WeaponType.CROSSBOW)
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{
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// P. Atk. increases by 7 for crossbows.
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// Starting at +4, P. Atk. bonus double.
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value += (7 * enchant) + (14 * overenchant);
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}
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else
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{
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// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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@@ -139,12 +145,18 @@ public class FuncEnchant extends AbstractFunction
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{
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if (item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND)
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{
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if ((type == WeaponType.BOW) || (type == WeaponType.CROSSBOW))
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if (type == WeaponType.BOW)
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{
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// P. Atk. increases by 8 for bows.
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// Starting at +4, P. Atk. bonus double.
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value += (8 * enchant) + (16 * overenchant);
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}
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else if (type == WeaponType.CROSSBOW)
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{
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// P. Atk. increases by 6 for crossbows.
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// Starting at +4, P. Atk. bonus double.
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value += (6 * enchant) + (12 * overenchant);
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}
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else
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{
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// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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@@ -165,12 +177,18 @@ public class FuncEnchant extends AbstractFunction
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{
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if (item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND)
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{
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if ((type == WeaponType.BOW) || (type == WeaponType.CROSSBOW))
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if (type == WeaponType.BOW)
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{
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// P. Atk. increases by 6 for bows.
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// Starting at +4, P. Atk. bonus double.
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value += (6 * enchant) + (12 * overenchant);
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}
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else if (type == WeaponType.CROSSBOW)
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{
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// P. Atk. increases by 5 for crossbows.
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// Starting at +4, P. Atk. bonus double.
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value += (5 * enchant) + (10 * overenchant);
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}
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else
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{
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// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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@@ -192,13 +210,19 @@ public class FuncEnchant extends AbstractFunction
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switch (type)
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{
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case BOW:
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case CROSSBOW:
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{
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// Bows increase by 4.
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// Starting at +4, P. Atk. bonus double.
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value += (4 * enchant) + (8 * overenchant);
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break;
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}
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case CROSSBOW:
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{
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// Crossbows increase by 3.
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// Starting at +4, P. Atk. bonus double.
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value += (3 * enchant) + (6 * overenchant);
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break;
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}
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default:
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{
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// P. Atk. increases by 2 for all weapons with the exception of bows.
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@@ -114,12 +114,18 @@ public class FuncEnchant extends AbstractFunction
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{
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if (item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND)
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{
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if ((type == WeaponType.BOW) || (type == WeaponType.CROSSBOW))
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if (type == WeaponType.BOW)
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{
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// P. Atk. increases by 10 for bows.
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// Starting at +4, P. Atk. bonus double.
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value += (10 * enchant) + (20 * overenchant);
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}
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else if (type == WeaponType.CROSSBOW)
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{
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// P. Atk. increases by 7 for crossbows.
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// Starting at +4, P. Atk. bonus double.
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value += (7 * enchant) + (14 * overenchant);
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}
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else
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{
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// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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@@ -139,12 +145,18 @@ public class FuncEnchant extends AbstractFunction
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{
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if (item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND)
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{
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if ((type == WeaponType.BOW) || (type == WeaponType.CROSSBOW))
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if (type == WeaponType.BOW)
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{
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// P. Atk. increases by 8 for bows.
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// Starting at +4, P. Atk. bonus double.
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value += (8 * enchant) + (16 * overenchant);
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}
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else if (type == WeaponType.CROSSBOW)
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{
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// P. Atk. increases by 6 for crossbows.
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// Starting at +4, P. Atk. bonus double.
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value += (6 * enchant) + (12 * overenchant);
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}
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else
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{
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// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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@@ -165,12 +177,18 @@ public class FuncEnchant extends AbstractFunction
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{
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if (item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND)
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{
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if ((type == WeaponType.BOW) || (type == WeaponType.CROSSBOW))
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if (type == WeaponType.BOW)
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{
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// P. Atk. increases by 6 for bows.
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// Starting at +4, P. Atk. bonus double.
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value += (6 * enchant) + (12 * overenchant);
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}
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else if (type == WeaponType.CROSSBOW)
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{
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// P. Atk. increases by 5 for crossbows.
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// Starting at +4, P. Atk. bonus double.
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value += (5 * enchant) + (10 * overenchant);
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}
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else
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{
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// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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@@ -192,13 +210,19 @@ public class FuncEnchant extends AbstractFunction
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switch (type)
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{
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case BOW:
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case CROSSBOW:
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{
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// Bows increase by 4.
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// Starting at +4, P. Atk. bonus double.
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value += (4 * enchant) + (8 * overenchant);
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break;
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}
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case CROSSBOW:
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{
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// Crossbows increase by 3.
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// Starting at +4, P. Atk. bonus double.
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value += (3 * enchant) + (6 * overenchant);
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break;
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}
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default:
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{
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// P. Atk. increases by 2 for all weapons with the exception of bows.
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