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SGERfjs

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Tudo que SGERfjs postou

  1. SGERfjs

    aura de boss

    antaras_aura.rar
  2. GoogleTranslate-san say: Bem pessoal, trago para vocês mais uma compilação de coisas que são compartilhadas por fóruns L2, outras retiradas de servidores online. Observe que NÃO darei NENHUM APOIO a esse respeito. Simplesmente por preguiça A interface e seus arquivos estão dentro da pasta System, e dentro há uma pasta GameGuard que contém todos os arquivos da interface para mantê-los organizados e independentes uns dos outros, caso você queira mudar algo no futuro é menos problemático já que dentro O cliente tem muitas coisas e é muito fácil tocar em algo e irritá-lo (para não ver algo corretamente ou causar um travamento por falta de texturas). Tem algumas coisas como o lobby classsic Possui animações dos personagens alteradas. Interface com tela de danos, autoshots, autospots, autoenchant, autoskills, autoargument, entre outras coisas. Também traz a mudança de pele do majestoso traje arcana ... Algumas imagens: [Hidden Content] Descarga: [Hidden Content] Geodata: [Hidden Content]
  3. SGERfjs

    Dethrone Aegis

    has no sounds [Hidden Content]
  4. SGERfjs

    Dethrone - Interlude

    preview: download: [Hidden Content] has no sounds
  5. SGERfjs

    Colored Stones

    preview [Hidden Content] download: [Hidden Content]
  6. ../textures/V_Obj_T.utx > Light_A > StLight05_2sm
  7. Interlude, ofc dont have "collision", only project in the terrain (need enable from markprojector.uc) I apologize for misinterpreting I only show alternatives.
  8. which clients? in c4/il/hi5 work then, what is price for "love experimenting"?
  9. Open l2.ini and change ISL2Mark=2 <<--- change to 1
  10. aCis npc <npc id="37001" name="Fafurion" title="Water Dragon"> <!-- Valakas STATS --> <set name="level" val="85"/> <set name="radius" val="200"/> <set name="height" val="320"/> <set name="rHand" val="0"/> <set name="lHand" val="0"/> <set name="type" val="GrandBoss"/> <set name="exp" val="284286178"/> <set name="sp" val="27215401"/> <set name="hp" val="7500000"/> <set name="mp" val="1800000"/> <set name="hpRegen" val="1000"/> <set name="mpRegen" val="1000"/> <set name="pAtk" val="8932"/> <set name="pDef" val="3310"/> <set name="mAtk" val="3700"/> <set name="mDef" val="898.7"/> <set name="crit" val="1"/> <set name="atkSpd" val="253"/> <set name="str" val="60"/> <set name="int" val="76"/> <set name="dex" val="73"/> <set name="wit" val="70"/> <set name="con" val="57"/> <set name="men" val="80"/> <set name="corpseTime" val="11"/> <set name="walkSpd" val="120"/> <set name="runSpd" val="300"/> <set name="dropHerbGroup" val="0"/> <ai type="DEFAULT" ssCount="0" ssRate="0" spsCount="0" spsRate="0" aggro="0" canMove="true" seedable="false"/> <skills> <skill id="501" level="1"/> <!-- breath --> <skill id="502" level="1"/> <!-- breath fear --> <skill id="503" level="1"/> <!-- tail --> </skills> </npc> aCis skills <!-- Valakas reference stats --> <skill id="501" levels="1" name="Fafurion Dragon Breath"> <set name="element" val="2" /> <set name="power" val="499" /> <set name="magicLvl" val="75" /> <set name="target" val="TARGET_FRONT_AREA" /> <set name="skillType" val="MDAM" /> <set name="skillRadius" val="1200" /> <set name="hitTime" val="3000" /> <set name="coolTime" val="2000" /> <set name="lvlDepend" val="2" /> <set name="operateType" val="OP_ACTIVE" /> <set name="isDebuff" val="true" /> <set name="castRange" val="600" /> <set name="effectRange" val="1100" /><!-- <for> <effect count="2" name="DamOverTime" time="5" val="1080" abnormal="flame" effectPower="80" effectType="DOT" stackOrder="1" stackType="dragon_breath" /> </for> --> </skill> <!-- Valakas reference stats --> <skill id="502" levels="1" name="Fafurion Dragon Breath Fear"> <set name="element" val="2" /> <set name="power" val="499" /> <set name="magicLvl" val="75" /> <set name="target" val="TARGET_FRONT_AREA" /> <set name="skillType" val="MDAM" /> <set name="skillRadius" val="1200" /> <set name="hitTime" val="3000" /> <set name="coolTime" val="2000" /> <set name="lvlDepend" val="2" /> <set name="operateType" val="OP_ACTIVE" /> <set name="isDebuff" val="true" /> <set name="castRange" val="600" /> <set name="effectRange" val="1100" /><!-- <for> <effect count="2" name="DamOverTime" time="5" val="1080" abnormal="flame" effectPower="80" effectType="DOT" stackOrder="1" stackType="dragon_breath" /> </for> --> </skill> <!-- Valakas reference stats --> <skill id="503" levels="1" name="Fafurion Tail Stomp"> <set name="element" val="2" /> <set name="baseCritRate" val="10" /> <set name="power" val="37224" /> <set name="magicLvl" val="75" /> <set name="target" val="TARGET_BEHIND_AURA" /> <set name="skillType" val="PDAM" /> <set name="skillRadius" val="1000" /> <set name="hitTime" val="3000" /> <set name="coolTime" val="1000" /> <set name="operateType" val="OP_ACTIVE" /> </skill>
  11. [Hidden Content] [Hidden Content] [Hidden Content]
  12. fix death anim: [Hidden Content] recommended: corpseTime = 11 radius 200 height 320
  13. well I bring you the boss fafurion ... I did what I could .. xD link: [Hidden Content]
  14. SGERfjs

    Kain Van Halter

    CollisionRadius=12.00 CollisionHeight=35.00
  15. SGERfjs

    Kain Van Halter

    preview: [Hidden Content] link: [Hidden Content]
  16. Info: General size 900x600 (background) htmlviewer size 861x561 download: [Hidden Content] PSD: [Hidden Content] preview: [Hidden Content] example: html/communityboard/top/index.html
  17. Info icons: size: 64x64 format: png [Hidden Content] preview: [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content]
  18. SGERfjs

    Ranking Skills for INTERLUDE

    [Hidden Content] [L2JMobius] -> ../data/stats/skills <?xml version='1.0' encoding='utf-8'?> <list xmlns:xsi="[Hidden Content]" xsi:noNamespaceSchemaLocation="../../xsd/skills.xsd"> <skill id="500" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="501" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="502" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="503" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="504" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="505" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="506" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="507" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> </list> Stats for reference only.
  19. SGERfjs

    Icons VIPs

    Interlude preview: [Hidden Content]
  20. SGERfjs

    Chimera npc interlude

    this? 42019 LM_Chimera.undying_chimera LineageMonsters_Chimera.Chimera_m00 0 0 10 4416 6 4410 12 4412 12 4274 2 4450 3 1.18181813 0 3 ItemSound.spear_2 ItemSound.spear_3 ItemSound.sword_mid_3 4 ItemSound.shield_steel_3 MonSound.Hit_Wet_3 MonSound.Hit_Metal_clang_10 MonSound.Hit_normal_3 3 MonSound.ol_mahum_arc_dmg_1 MonSound.ol_mahum_arc_dmg_2 MonSound.ol_mahum_arc_dmg_3 0 1 0 LineageEffect.p_u002_a 0 50.00000000 250.00000000 70.00000000 0 1 [Hidden Content]
  21. SGERfjs

    UTX Bugada

    yes, you have reason. my error. -------------------------------------------------------------------------- -------------------------------------------------------------------------- How to create icons: for standars icons: with photoshop you need save .dds with "DTX1 no alpha". Icon with transparency: with photoshop you need save .dds with "DTX1 1 bit alpha" and in the editor enable the option "Masked" in surface. Or import with option masked ..... without "DTX1" the icon when dragging is not displayed (RGBA). with "DTX1" it will.
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