Support for augmentation on Classic.
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7
L2J_Mobius_Classic/dist/game/data/buylists/custom/0009902.xml
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7
L2J_Mobius_Classic/dist/game/data/buylists/custom/0009902.xml
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@@ -0,0 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<list xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../xsd/buylist.xsd">
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<item id="90012" price="0" /> <!-- Low-grade Life Stone -->
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<item id="90013" price="0" /> <!-- Mid-grade Life Stone -->
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<item id="90014" price="0" /> <!-- High-grade Life Stone -->
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<item id="90015" price="0" /> <!-- Top-grade Life Stone -->
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</list>
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@@ -39,6 +39,7 @@
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</tr>
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</tr>
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<tr>
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<tr>
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<td align=center><button action="bypass -h admin_buy 9916" value="Currency" width=85 height=21 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"></td>
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<td align=center><button action="bypass -h admin_buy 9916" value="Currency" width=85 height=21 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"></td>
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<td align=center><button action="bypass -h admin_buy 9902" value="Life Stones" width=85 height=21 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"></td>
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<td align=center><button action="bypass -h admin_html gmstore/books.htm" value="Books" width=85 height=21 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"></td>
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<td align=center><button action="bypass -h admin_html gmstore/books.htm" value="Books" width=85 height=21 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"></td>
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<td></td>
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<td></td>
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</tr>
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</tr>
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@@ -8900,55 +8900,4 @@
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<skillLevel val="3" />
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<skillLevel val="3" />
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<type val="red" />
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<type val="red" />
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</augmentation>
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</augmentation>
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<!-- new -->
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<augmentation id="30268"> <!-- Passive: When equipped, returns 20% of received damage back to the enemy. -->
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<skillId val="13514" />
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<skillLevel val="1" />
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<type val="red" />
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</augmentation>
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<augmentation id="30269"> <!-- Active: When used, increases P. Critical Damage by 15% for 5 minutes. -->
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<skillId val="13515" />
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<skillLevel val="1" />
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<type val="red" />
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</augmentation>
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<augmentation id="30270"> <!-- Passive: When equipped, increases Damage Reflect Resistance by 50%. -->
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<skillId val="13516" />
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<skillLevel val="1" />
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<type val="red" />
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</augmentation>
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<augmentation id="30271"> <!-- Active: When used, increases Max HP and Max CP by 10% for 5 minutes. -->
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<skillId val="13517" />
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<skillLevel val="1" />
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<type val="red" />
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</augmentation>
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<augmentation id="30272"> <!-- Active: When used, makes invincible for 30 seconds. The effect will be cancelled when you attack. -->
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<skillId val="13518" />
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<skillLevel val="1" />
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<type val="red" />
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</augmentation>
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<augmentation id="30273"> <!-- Active: When used, prevents you from dying for 10 seconds. Can be used when HP is 20% or below. -->
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<skillId val="13519" />
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<skillLevel val="1" />
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<type val="red" />
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</augmentation>
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<augmentation id="30274"> <!-- Active: Prevents the target from using physical/magical skills for 5 seconds. -->
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<skillId val="13520" />
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<skillLevel val="1" />
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<type val="red" />
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</augmentation>
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<augmentation id="30275"> <!-- Active: Inflicts Sleep on the target for 5 seconds. -->
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<skillId val="13521" />
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<skillLevel val="1" />
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<type val="red" />
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</augmentation>
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<augmentation id="30276"> <!-- Active: Decreases the target's Atk. Spd. And Casting Spd. By 50% for 10 seconds. -->
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<skillId val="13522" />
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<skillLevel val="1" />
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<type val="red" />
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</augmentation>
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<augmentation id="30277"> <!-- Active: Increases the target's Critical Damage received and the chance of receiving critical attacks by 90% for 10 seconds. -->
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<skillId val="13523" />
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<skillLevel val="1" />
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<type val="red" />
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</augmentation>
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</list>
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</list>
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File diff suppressed because it is too large
Load Diff
@@ -23,7 +23,6 @@
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<xs:simpleType>
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<xs:simpleType>
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<xs:restriction base="xs:positiveInteger">
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<xs:restriction base="xs:positiveInteger">
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<xs:minInclusive value="1" />
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<xs:minInclusive value="1" />
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<xs:maxInclusive value="65535" />
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</xs:restriction>
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</xs:restriction>
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</xs:simpleType>
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</xs:simpleType>
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</xs:attribute>
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</xs:attribute>
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@@ -76,7 +76,7 @@ public abstract class AbstractRefinePacket implements IClientIncomingPacket
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// lifestone level to player level table
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// lifestone level to player level table
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private static final int[] LEVELS =
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private static final int[] LEVELS =
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{
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{
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46,
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1, // 46?
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49,
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49,
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52,
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52,
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55,
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55,
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@@ -255,6 +255,11 @@ public abstract class AbstractRefinePacket implements IClientIncomingPacket
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_lifeStones.put(45934, new LifeStone(GRADE_ACC, 13));
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_lifeStones.put(45934, new LifeStone(GRADE_ACC, 13));
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_lifeStones.put(45935, new LifeStone(GRADE_ACC, 14));
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_lifeStones.put(45935, new LifeStone(GRADE_ACC, 14));
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_lifeStones.put(45936, new LifeStone(GRADE_ACC, 15));
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_lifeStones.put(45936, new LifeStone(GRADE_ACC, 15));
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_lifeStones.put(90012, new LifeStone(GRADE_NONE, 0)); // Classic
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_lifeStones.put(90013, new LifeStone(GRADE_MID, 0)); // Classic
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_lifeStones.put(90014, new LifeStone(GRADE_HIGH, 0)); // Classic
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_lifeStones.put(90015, new LifeStone(GRADE_TOP, 0)); // Classic
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}
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}
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protected static LifeStone getLifeStone(int itemId)
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protected static LifeStone getLifeStone(int itemId)
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@@ -531,9 +536,22 @@ public abstract class AbstractRefinePacket implements IClientIncomingPacket
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{
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{
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switch (itemGrade)
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switch (itemGrade)
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{
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{
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case D:
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{
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return GEMSTONE_D; // classic
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}
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case C:
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case C:
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{
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return GEMSTONE_C; // classic
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}
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case B:
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case B:
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{
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return GEMSTONE_B; // classic
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}
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case A:
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case A:
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{
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return GEMSTONE_A; // classic
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}
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case S:
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case S:
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case S80:
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case S80:
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case S84:
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case S84:
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@@ -604,9 +622,22 @@ public abstract class AbstractRefinePacket implements IClientIncomingPacket
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{
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{
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switch (itemGrade)
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switch (itemGrade)
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{
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{
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case D:
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{
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return 200; // classic
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}
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case C:
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case C:
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{
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return 300; // classic
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}
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case B:
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case B:
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{
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return 400; // classic
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}
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case A:
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case A:
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{
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return 500; // classic
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}
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case S:
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case S:
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case S80:
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case S80:
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case S84:
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case S84:
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@@ -73,48 +73,24 @@ public final class RequestRefineCancel implements IClientIncomingPacket
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int price = 0;
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int price = 0;
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switch (targetItem.getItem().getCrystalType())
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switch (targetItem.getItem().getCrystalType())
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{
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{
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case D:
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{
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price = 80000; // classic
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break;
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}
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case C:
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case C:
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{
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{
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if (targetItem.getCrystalCount() < 1720)
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price = 240000; // classic
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{
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price = 95000;
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}
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else if (targetItem.getCrystalCount() < 2452)
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{
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price = 150000;
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}
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else
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{
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price = 210000;
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}
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break;
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break;
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}
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}
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case B:
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case B:
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{
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{
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if (targetItem.getCrystalCount() < 1746)
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price = 720000; // classic
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{
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price = 240000;
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}
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else
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{
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price = 270000;
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}
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break;
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break;
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}
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}
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case A:
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case A:
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{
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{
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if (targetItem.getCrystalCount() < 2160)
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price = 1500000; // classic - guessed
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{
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price = 330000;
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}
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else if (targetItem.getCrystalCount() < 2824)
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{
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price = 390000;
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}
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else
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{
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price = 420000;
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}
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break;
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break;
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}
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}
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case S:
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case S:
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