Createit

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About Createit

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  1. Russian Roulette

    The portal has been stuck for a few hours. The events do not progress. I attach a screenshot of the event that is being reported by the portal.
  2. Weird bug

    I am facing the same problem. I can't open a shop. I have tried hundreds of positions for hours, but still no luck. The screenshot posted above by @DuroTrago features a male dwarf player. I, too, happen to play a male dwarf. What's weird is that I haven't seen any male dwarfs shopping. Maybe the bug has some relation to the player's height...? I suspect the problem is related to this bug:
  3. Can't login

    Lol, omg, you are right! Indeed, I messed up the folders and I was running the unpatched client!
  4. Can't login

    I created a new account, tried to login, but the problem persists. I can't get past the login screen. Any ideas?
  5. Can't login

    After about 2 years, I decided to come back and join the game again. I downloaded the Interlude client, applied the patch, and tried to login. I am usingmy old username and password, but I can't get past the login screen. No error messages, no server selection screen, nothing. I added L2.exe in my firewall exceptions, I changed my password, but still no luck. Do I need to register a new account?
  6. Question about enchanting

    I have seen it in the official L2OVC Server Features (Interlude) thread, advertised as a feasible and attainable feature: Also, Fyi, I have looked up the code of several implementations, and the success rate remains constant in any enchant level. So yes, I am talking about regular servers: L2J-Simple-GameServer RequestEnchantItem.java else if (item.getItem().getType2() == L2Item.TYPE2_ACCESSORY) ... for (int blessedjewelscroll : BLESSED_ARMOR_SCROLLS) if (scroll.getItemId() == blessedjewelscroll) { chance = L2Config.ENCHANT_CHANCE_BLESSED; maxEnchantLevel = L2Config.ENCHANT_MAX_JEWELRY; } ... if (Rnd.get(100) < chance) { synchronized(item) { if (item.getOwnerId() != activeChar.getObjectId() // has just lost the item || (item.getEnchantLevel() >= maxEnchantLevel && maxEnchantLevel != )) { activeChar.sendPacket(new SystemMessage(SystemMessageId.INAPPROPRIATE_ENCHANT_CONDITION)); return; } if (item.getLocation() != L2ItemInstance.ItemLocation.INVENTORY && item.getLocation() != L2ItemInstance.ItemLocation.PAPERDOLL) { activeChar.sendPacket(new SystemMessage(SystemMessageId.INAPPROPRIATE_ENCHANT_CONDITION)); return; } if (item.getEnchantLevel() == ) { sm = new SystemMessage(SystemMessageId.S1_SUCCESSFULLY_ENCHANTED); sm.addItemName(item.getItemId()); activeChar.sendPacket(sm); } else { sm = new SystemMessage(SystemMessageId.S1_S2_SUCCESSFULLY_ENCHANTED); sm.addNumber(item.getEnchantLevel()); sm.addItemName(item.getItemId()); activeChar.sendPacket(sm); } item.setEnchantLevel(item.getEnchantLevel()+1); item.updateDatabase(); } } L2J_Server EnchantScroll.java public EnchantResultType calculateSuccess(L2PcInstance player, L2ItemInstance enchantItem, EnchantSupportItem supportItem) { if (!isValid(enchantItem, supportItem)) { return EnchantResultType.ERROR; } final double chance = getChance(player, enchantItem); if (chance == -1) { return EnchantResultType.ERROR; } final double bonusRate = getBonusRate(); final double supportBonusRate = (supportItem != null) ? supportItem.getBonusRate() : 0; final double finalChance = Math.min(chance + bonusRate + supportBonusRate, 100); final double random = 100 * Rnd.nextDouble(); final boolean success = (random < finalChance); if (player.isDebug()) { final EnchantItemGroup group = EnchantItemGroupsData.getInstance().getItemGroup(enchantItem.getItem(), _scrollGroupId); final StatsSet set = new StatsSet(); if (isBlessed()) { set.set("isBlessed", isBlessed()); } if (isSafe()) { set.set("isSafe", isSafe()); } set.set("chance", Util.formatDouble(chance, "#.##")); if (bonusRate > 0) { set.set("bonusRate", Util.formatDouble(bonusRate, "#.##")); } if (supportBonusRate > 0) { set.set("supportBonusRate", Util.formatDouble(supportBonusRate, "#.##")); } set.set("finalChance", Util.formatDouble(finalChance, "#.##")); set.set("random", Util.formatDouble(random, "#.##")); set.set("success", success); set.set("item group", group.getName()); set.set("scroll group", _scrollGroupId); Debug.sendItemDebug(player, enchantItem, set); } return success ? EnchantResultType.SUCCESS : EnchantResultType.FAILURE; } As you can see, the chance is constant and not decreasing in each level. I am still waiting for an official answer and a better explanation by Emerald on this matter.
  7. Question about enchanting

    That is unexpected, and I think that it is quite irrational. You are saying that the combined probability formula is pre-applied, so it is applied twice in reality. So, you are saying that: Enchant Level Probability +3 to +4 81.0% +4 to +5 65.6% +5 to +6 53.1% +6 to +7 43.0% +7 to +8 34.9% +8 to +9 28.2% +9 to +10 22.9% +10 to +11 18.5% +11 to +12 15.0% +12 to +13 12.1% +13 to +14 9.85% +14 to +15 7.98% +15 to +16 6.50% If that is the case, then the probability of getting from +3 to +16 is: P = (0.81) * (0.81 ^ 2) * (0.81 ^ 3) * (0.81 ^ 4) * (0.81 ^ 5) * (0.81 ^ 6) * (0.81 ^ 7) * (0.81 ^ 8) * (0.81 ^ 9) * (0.81 ^ 10) * (0.81 ^ 11) * (0.81 ^ 12) * (0.81 ^ 13) = 0.81 ^ (1 + 2 + 3 + 4 + 5 + 6 + 7 + 8 + 9 + 10 + 11 + 12 + 13) = 0.81 ^ 91 = 0.0000000047 So, the probabilities of enchanting when starting from +0 are: Enchant Level Probability +0 to +3 100.0% +0 to +4 81.0% +0 to +5 53.1% +0 to +6 28.2% +0 to +7 12.2% +0 to +8 4.24% +0 to +9 1.20% +0 to +10 0.27% +0 to +11 0.05% +0 to +12 0.0076% +0 to +13 0.00092% +0 to +14 0.000091% +0 to +15 0.0000073 +0 to +16 0.00000047% Are you saying that I need a few billions of enchants to get an extra 13 * 6 = 78 M.Def? Sounds pretty pointless.
  8. Having carefully read the thread Enchanting (Interlude) and having done all the necessary calculations, I decided to run a large enchanting experiment. My results seem to deviate a lot from the expected, so I'd like to clarify a few things. I had 1 Ant Queen ring (B-grade), and 350 enchants. If I am not mistaken, the server is currently in its final (cheap S-grade / after 100 S-grade armors) stage. According to the aforementioned thread, the enchant rate for B-grade jewels is 81%. That means that the probability to get from any enchant level to the next is 81%, right? My results show a decreasing probability instead: Enchant level Success rate (%) +4 74.6% +5 72.3% +6 50.0% +7 52.9% +8 44.4% +9 0.00% The expected probability of a B-grade jewel getting from +0 to +16 should normally be: 0.81 ^ 13 = 0.064 So 6.4% of the enchanting tries should get to +16, right? I have broken it 63 times and I didn't even get to +9. So, I'd like to clarify my question through an example: Let's say I have 1 B-grade Ant Queen +8 ring and 1 Enchant Armor B and I try to enchant it for +9. What is the probability of it getting to +9? a) 81% b) 28.4% (0.81 ^ 6 = 0.282)
  9. Today I shift+clicked on another player and I chose to view his inventory. My Lineage II client crashed with the following error:
  10. Limit Reached you have exceeded the pc box limit

    I was editing a preset (Fighter) which already had 22 or 23 buffs. I then clicked on the menu "Buffs" (from the Resists/Buffs/Songs/Dances list) to add a new buff. The game crashed immediately when I clicked. I didn't keep a screenshot, but I will if it happens again.
  11. Limit Reached you have exceeded the pc box limit

    I got the same message just a few minutes ago, so I am posting it for future reference. My Lineage II client had crashed 2 times while I was trying to edit my buffs. The third time I launched Lineage II and tried to login, I got this message "Limit Reached - you have exceeded the PC box limit". I checked the Windows Task Manager (Ctrl+Shift+Esc), and turns out that there were still 2 crashed L2.exe processes which were still running. I manually terminated them and I was able to login without any further problems.