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  1. @JunkyFunkyВот это не пашет ? как я понял private RewardData parseReward(org.dom4j.Element rewardElement, int id) { int itemId = Integer.parseInt(rewardElement.attributeValue("item_id")); int min = Integer.parseInt(rewardElement.attributeValue("min")); int max = Integer.parseInt(rewardElement.attributeValue("max")); // переводим в системный вид double chance = Double.parseDouble(rewardElement.attributeValue("chance")) * 10000; double chance_dop = chance * Config.RATE_CHANCE_DROP_ITEMS; double chance_sp = chance * Config.RATE_CHANCE_SPOIL; double chance_weapon = chance * Config.RATE_CHANCE_DROP_WEAPON_ARMOR_ACCESSORY; double chance_weapon_sp = chance * Config.RATE_CHANCE_SPOIL_WEAPON_ARMOR_ACCESSORY; if (chance_dop > 1000000) chance_dop = 1000000; if (chance_sp > 1000000) chance_sp = 1000000; if (chance_weapon > 1000000) chance_weapon = 1000000; if (chance_weapon_sp > 1000000) chance_weapon_sp = 1000000; RewardData data = new RewardData(itemId); if (id == 1) { if (data.getItem().isCommonItem()) data.setChance(chance * Config.RATE_DROP_COMMON_ITEMS); else if (data.getItem().isWeapon() || data.getItem().isArmor() || data.getItem().isAccessory()) data.setChance(chance_weapon); else data.setChance(chance_dop); } else if (id == 2) { if (data.getItem().isWeapon() || data.getItem().isArmor() || data.getItem().isAccessory()) data.setChance(chance_weapon_sp); else data.setChance(chance_sp); } else if (id == 3) data.setChance(chance); data.setMinDrop(min); data.setMaxDrop(max); return data; } }
  2. Я так понял это всё косяк сборки и исходников
  3. if(type == RewardType.RATED_GROUPED || type == RewardType.NOT_RATED_GROUPED) if(!list.validate()) warn("Problems with rewardlist for npc: " + npcId + "; type: " + type); template.putRewardList(type, list); } Взял с NpcParser.java
  4. @zGosu Я хочу что бы просто работали команды в Rate.ini Вот эти # Рейт шанса группы дропа вещей RateChanceGroupDropItems = 1 # Рейт шанса дропа вещей RateChanceDropItems = 1.2 # Рейт шанса дропа целых вещей RateChanceDropWAA = 1.0 # Рейт шанса спойла RateChanceSpoil = 1.0 # Рейт шанса спойла целых вещей RateChanceSpoilWAA = 1.0
  5. Всем привет подскажите в куда копать Сборка JTS После изменения RateChanceDropItems = с 1.0 на 1.1 в консоли выбивает предупреждение WARN NpcParser: Problems with rewardlist for npc: 18535; type: NOT_RATED_GROUPED WARN NpcParser: Problems with rewardlist for npc: 18536; type: NOT_RATED_GROUPED WARN NpcParser: Problems with rewardlist for npc: 18537; type: NOT_RATED_GROUPED WARN NpcParser: Problems with rewardlist for npc: 18538; type: NOT_RATED_GROUPED WARN NpcParser: Problems with rewardlist for npc: 18544; type: NOT_RATED_GROUPED WARN NpcParser: Problems with rewardlist for npc: 18545; type: RATED_GROUPED WARN NpcParser: Problems with rewardlist for npc: 18546; type: RATED_GROUPED WARN NpcParser: Problems with rewardlist for npc: 18547; type: RATED_GROUPED WARN NpcParser: Problems with rewardlist for npc: 18548; type: RATED_GROUPED WARN NpcParser: Problems with rewardlist for npc: 18549; type: RATED_GROUPED WARN NpcParser: Problems with rewardlist for npc: 18550; type: RATED_GROUPED Вот сам моб с ид 18535 <npc id="18535" name="Kertang's Treasure Chest" title=""> <set name="aggroRange" value="0" /> <set name="ai_type" value="Fighter" /> <set name="baseAtkRange" value="40" /> <set name="baseCON" value="43" /> <set name="baseCritRate" value="40" /> <set name="baseDEX" value="30" /> <set name="baseHpMax" value="1673.055" /> <set name="baseHpRate" value="1" /> <set name="baseHpReg" value="6.5" /> <set name="baseINT" value="21" /> <set name="baseMAtk" value="361" /> <set name="baseMAtkSpd" value="500" /> <set name="baseMDef" value="262" /> <set name="baseMEN" value="20" /> <set name="baseMpMax" value="889.8" /> <set name="baseMpReg" value="2.4" /> <set name="basePAtk" value="665" /> <set name="basePAtkSpd" value="253" /> <set name="basePDef" value="322" /> <set name="baseRunSpd" value="120" /> <set name="baseSTR" value="40" /> <set name="baseShldDef" value="0" /> <set name="baseShldRate" value="0" /> <set name="baseWIT" value="20" /> <set name="baseWalkSpd" value="30" /> <set name="collision_height" value="8.5" /> <set name="collision_radius" value="8.5" /> <set name="level" value="55" /> <set name="rewardExp" value="0" /> <set name="rewardRp" value="0" /> <set name="rewardSp" value="0" /> <set name="shots" value="NONE" /> <set name="texture" value="" /> <set name="type" value="Chest" /> <ai_params> <set name="noRandomWalk" value="true" /> </ai_params> <skills> <skill id="4408" level="1" /> <!--HP Increase (1x)--> <skill id="4409" level="1" /> <!--MP Increase (1x)--> <skill id="4410" level="11" /> <!--Average P. Atk.--> <skill id="4411" level="11" /> <!--Average M. Atk.--> <skill id="4412" level="11" /> <!--Average P. Def.--> <skill id="4413" level="11" /> <!--Average M. Def.--> <skill id="4414" level="2" /> <!--Standard Type--> <skill id="4415" level="3" /> <!--One-handed Sword--> <skill id="4416" level="2" /> <!--Magic Creatures--> </skills> <rewardlist type="NOT_RATED_GROUPED"> <group chance="100.0"> <reward item_id="10432" min="1" max="1" chance="50.0000" /> <!--Kertin's Herb of Life--> <reward item_id="10433" min="1" max="1" chance="50.0000" /> <!--Kertin's Herb of Mana--> </group> </rewardlist> <attributes> <defence attribute="fire" value="20" /> <defence attribute="water" value="20" /> <defence attribute="wind" value="20" /> <defence attribute="earth" value="20" /> <defence attribute="holy" value="20" /> <defence attribute="unholy" value="20" /> </attributes> </npc> я так понял проблема в том что шанс получается больше 100% ?
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