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KhayrusS

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Eu estava fazendo meu proprio Guia mas encontrei esse achei bem mais completo que o meu, então resolvi posta-lo!!!

 

 

Stats ¶

 

HP & MP

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum-------------------------------------- name--------------- description

MAX_HP------------ ------------------------maxHp

MAX_MP------------ -----------------------maxMp

MAX_CP------------ -----------------------maxCp

REGENERATE_HP_RATE------------------- regHp

REGENERATE_CP_RATE ------------------regCp

REGENERATE_MP_RATE -------------------regMp

RECHARGE_MP_RATE ----------------------gainMp

HEAL_EFFECTIVNESS -----------------------gainHp

HEAL_PROFICIENCY------------------------ giveHp

HEAL_STATIC_BONUS--------------------- bonusHp

 

ATTACK & DEFENCE

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum ---------------------------------name------------------- description

POWER_DEFENCE-------------------- pDef

MAGIC_DEFENCE-------------------- mDef

POWER_ATTACK ----------------------pAtk

MAGIC_ATTACK-------------------- mAtk

POWER_ATTACK_SPEED---- --------pAtkSpd

MAGIC_ATTACK_SPEED --------------mAtkSpd-------------- how fast a spell is casted (including animation)

MAGIC_REUSE_RATE---------------- mReuse----------------- how fast spells becomes ready to reuse

SHIELD_DEFENCE ---------------------sDef

CRITICAL_DAMAGE -------------------cAtk

CRITICAL_DAMAGE_ADD------------ cAtkAdd ------------------this is another type for special critical damage mods - vicious stance, crit power and crit damage SA

 

PVP BONUS

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum --------------------------name------------------ description

PVP_PHYSICAL_DMG--------- pvpPhysDmg

PVP_MAGICAL_DMG---------- pvpMagicalDmg

PVP_PHYS_SKILL_DMG-------- pvpPhysSkillsDmg

 

ATTACK & DEFENCE RATES

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum--------------------------- name---------------- description

EVASION_RATE ----------------rEvas

P_SKILL_EVASION------------ pSkillEvas

SHIELD_RATE ------------------rShld

CRITICAL_RATE---------------- rCrit

BLOW_RATE-------------------- blowRate

LETHAL_RATE --------------------lethalRate

MCRITICAL_RATE--------------- mCritRate

EXPSP_RATE---------------------- rExp

ATTACK_CANCEL---------------- cancel

 

ACCURACY & RANGE

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum--------------------- ----------name------------------------ description

ACCURACY_COMBAT------- -----accCombat

POWER_ATTACK_RANGE --------pAtkRange

MAGIC_ATTACK_RANGE---------- mAtkRange

POWER_ATTACK_ANGLE ----------pAtkAngle

ATTACK_COUNT_MAX ------------atkCountMax

 

RUN SPEED

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum----------------- name -------------------description

RUN_SPEED ----------runSpd---------------- Run speed, walk & escape speed are calculated proportionally, magic speed is a buff

WALK_SPEED -----------walkSpd ------------Run speed, walk & escape speed are calculated proportionally, magic speed is a buff

 

PLAYER-ONLY STATS

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum---------------- name----------------- description

STAT_STR---------- STR

STAT_CON ---------CON

STAT_DEX---------- DEX

STAT_INT----------- INT

STAT_WIT---------- WIT

STAT_MEN ----------MEN

 

 

 

Special stats, share one slot in Calculator

stats of various abilities

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum -------name-------- description

BREATH ------- breath

 

 

 

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum---------------- name ---------------------description

AGGRESSION-------- aggression --------------locks a mob on tank caster

BLEED----------------- bleed --------------------by daggers, like poison

POISON ----------------poison------------------ by magic, hp dmg over time

STUN------------------- stun--------------------- disable move/ATTACK for a period of time

ROOT -------------------root ---------------------disable movement, but not ATTACK

MOVEMENT -------------movement --------------slowdown movement, debuff

CONFUSION -------------confusion --------------mob changes target, opposite to aggression/hate

SLEEP --------------------sleep --------------------sleep (don't move/ATTACK) until attacked

FIRE ----------------------fire

WIND ---------------------wind

WATER------------------- water

EARTH------------------- earth

HOLY ---------------------holy

DARK ----------------------dark

 

Vulnerabilities ¶

 

[ resistance = 100*(1-vulnerability) ]

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum------------------------------- name------------------------- description

AGGRESSION_VULN --------------aggressionVuln

BLEED_VULN------------------------ bleedVuln

POISON_VULN ----------------------poisonVuln

STUN_VULN -------------------------stunVuln

PARALYZE_VULN --------------------paralyzeVuln

ROOT_VULN --------------------------rootVuln

SLEEP_VULN -------------------------sleepVuln

CONFUSION_VULN ------------------confusionVuln

MOVEMENT_VULN --------------------movementVuln

FIRE_VULN---------------------------- fireVuln

WIND_VULN ---------------------------windVuln

WATER_VULN --------------------------waterVuln

EARTH_VULN ---------------------------earthVuln

HOLY_VULN ----------------------------holyVuln

DARK_VULN ----------------------------darkVuln

CANCEL_VULN -------------------------cancelVuln ----------------Resistance for cancel type skills

DERANGEMENT_VULN ------------------derangementVuln

DEBUFF_VULN--------------------------- debuffVuln

CRIT_VULN -------------------------------critVuln------------------- Resistence to Crit DMG

 

 

 

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum----------------------- name------------------ description

AGGRESSION_PROF ------aggressionProf

BLEED_PROF --------------bleedProf

POISON_PROF ------------poisonProf

STUN_PROF--------------- stunProf

PARALYZE_PROF---------- paralyzeProf

ROOT_PROF ---------------rootProf

SLEEP_PROF ---------------sleepProf

CONFUSION_PROF --------confusionProf

PROF------------------------ movementProf

FIRE_PROF------------------- fireProf

WIND_PROF---------------- windProf

WATER_PROF-------------- waterProf

EARTH_PROF-------------- earthProf

HOLY_PROF----------------- holyProf

DARK_PROF----------------- darkProf

CANCEL_PROF-------------- cancelProf

DERANGEMENT_PROF -------derangementProf

DEBUFF_PROF---------------- debuffProf

CRIT_PROF------------------- critProf

 

 

 

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum ---------------------------name -------------------description

NONE_WPN_VULN------------- noneWpnVuln--------- Shields!!!

SWORD_WPN_VULN ----------swordWpnVuln

BLUNT_WPN_VULN -------------bluntWpnVuln

DAGGER_WPN_VULN ----------daggerWpnVuln

BOW_WPN_VULN ---------------bowWpnVuln

CROSSBOW_WPN_VULN -------crossbowWpnVuln

POLE_WPN_VULN---------------- poleWpnVuln

ETC_WPN_VULN------------------ etcWpnVuln

FIST_WPN_VULN -----------------fistWpnVuln

DUAL_WPN_VULN -----------------dualWpnVuln

DUALFIST_WPN_VULN ------------dualFistWpnVuln

BIGSWORD_WPN_VULN----------- bigSwordWpnVuln

 

 

 

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum------------------------------------- name--------------------- description

REFLECT_DAMAGE_PERCENT---------- reflectDam

REFLECT_SKILL_MAGIC ----------------reflectSkillMagic

REFLECT_SKILL_PHYSIC ---------------reflectSkillPhysic

ABSORB_DAMAGE_PERCENT----------- absorbDam

TRANSFER_DAMAGE_PERCENT--------- transDam

 

 

 

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum ------------name------------- description

MAX_LOAD---- maxLoad

 

 

 

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum------------ --------name------------------ description

PATK_PLANTS ---------pAtk-plants

PATK_INSECTS------- pAtk-insects

PATK_ANIMALS --------pAtk-animals

PATK_MONSTERS------ pAtk-monsters

PATK_DRAGONS-------- pAtk-dragons

PATK_UNDEAD--------- pAtk-undead

PATK_GIANTS -----------pAtk-giants

 

 

 

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum---------------- -------name---------------- description

PDEF_PLANTS------------ pDef-plants

PDEF_INSECTS---------- pDef-insects

PDEF_ANIMALS ----------pDef-animals

PDEF_MONSTERS --------pDef-monsters

PDEF_DRAGONS ---------pDef-dragons

PDEF_UNDEAD----------- pDef-undead

PDEF_GIANTS----------- pDef-giants

 

 

 

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum ------------------name------------------- description

ATK_REUSE------- atkReuse------------------- make bows hit simple hits way slower and will not affect skills

 

ExSkill

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum------------------- name------------ description

INV_LIM -----------------inventoryLimit

WH_LIM -------------------whLimit

FREIGHT_LIM ------------FreightLimit

P_SELL_LIM---------------- PrivateSellLimit

P_BUY_LIM--------------- PrivateBuyLimit

REC_D_LIM ---------------DwarfRecipeLimit

REC_C_LIM ---------------CommonRecipeLimit

 

C4 Stats

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum---------------- --------------------name ----------------------------------description

PHYSICAL_MP_CONSUME_RATE------ PhysicalMpConsumeRate

MAGICAL_MP_CONSUME_RATE --------MagicalMpConsumeRate

DANCE_MP_CONSUME_RATE----------- DanceMpConsumeRate

HP_CONSUME_RATE-------------------- HpConsumeRate

MP_CONSUME--------------------------- MpConsume

SOULSHOT_COUNT ---------------------soulShotCount

 

T1 Stats

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum ------------------------name

transformId ---------------transformId

TALISMAN_SLOTS------- talisman

 

Shield Stats

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum--------------------------------- name

SHIELD_DEFENCE_ANGLE --------shieldDefAngle

 

Skill mastery

 

java/net/sf/l2j/gameserver/skills/Stats.java

 

enum------------------ name

SKILL_MASTERY------ skillMastery

 

Skill Multipliers ¶

 

Can be used with: mul order

 

Value----- Final %

2.0 ------- +100%

1.90------- +90%

1.80------- +80%

1.70------- +70%

1.60------- +60%

1.50------- +50%

1.40------- +40%

1.30------- +30%

1.20------- +20%

1.10------- +10%

1.0 -------- 0%

0.90------- -10%

0.80-------- -20%

0.70-------- -30%

0.60-------- -40%

0.50------- -50%

0.40------- -60%

0.30------- -70%

0.20------- -80%

0.10------- -90%

0.0-------- -100%

 

Race ID's ¶

 

Usage: <target race_id="Value"/>

 

java\net\sf\l2j\gameserver\templates\L2NpcTemplate.java

 

RaceType-------------- Value

UNDEAD------------------ 0

MAGICCREATURE------- 1

BEAST --------------------2

ANIMAL--------------- ----3

PLANT--------------------- 4

HUMANOID ---------------5

SPIRIT --------------------6

ANGEL ---------------------7

DEMON-------------------- 8

DRAGON------------------ 9

GIANT --------------------10

BUG----------------------- 11

FAIRIE-------------------- 12

HUMAN --------------------13

ELVE-----------------------14

DARKELVE---------------- 15

ORC -----------------------16

DWARVE-------------------17

OTHER--------------------- 18

NONLIVING-----------------19

SIEGEWEAPON-------------20

DEFENDINGARMY-----------21

MERCENARIE ---------------22

UNKNOWN ------------------23

KAMAEL----------------------24

NONE-------------------------25

 

Condition Values ¶

 

Usage: <set name="condition" val="Value"/>

 

java\net\sf\l2j\gameserver\model\L2Skill.java

 

Cond Type -----------Value

COND_RUNNING------ 1

COND_WALKING------ 2

COND_SIT------------- 4

COND_BEHIND-------- 8

COND_CRIT ----------16

COND_LOWHP --------32

COND_ROBES--------- 64

COND_CHARGES----- 128

COND_SHIELD -------256

COND_GRADEA ------65536

COND_GRADEB------- 131072

COND_GRADEC------- 262144

COND_GRADED ------524288

COND_GRADES -------1048576

 

SOME COMBINATIONS EXAMPLES

 

Value Conditions Included

 

24--- COND_BEHIND/COND_CRIT

 

Targets ¶

 

Usage: <set name="target" val="Value"/>

 

java\net\sf\l2j\gameserver\model\L2Skill.java

 

Target Values

TARGET_NONE

TARGET_SELF

TARGET_ONE

TARGET_PARTY

TARGET_ALLY

TARGET_CLAN

TARGET_PET

TARGET_AREA

TARGET_FRONT_AREA

TARGET_BEHIND_AREA

TARGET_AURA

TARGET_FRONT_AURA

TARGET_BEHIND_AURA

TARGET_CORPSE

TARGET_UNDEAD

TARGET_AREA_UNDEAD

TARGET_MULTIFACE

TARGET_CORPSE_ALLY

TARGET_CORPSE_CLAN

TARGET_CORPSE_PLAYER

TARGET_CORPSE_PET

TARGET_ITEM

TARGET_AREA_CORPSE_MOB

TARGET_CORPSE_MOB

TARGET_UNLOCKABLE

TARGET_HOLY

TARGET_FLAGPOLE

TARGET_PARTY_MEMBER

TARGET_PARTY_OTHER

TARGET_ENEMY_SUMMON

TARGET_OWNER_PET

TARGET_GROUND

 

Effects ¶

 

Usage: effect name="Values"

 

java\net\sf\l2j\gameserver\skills\effects\*.java

 

Values ---------------------------------Desc

BestowSkill

Betray

BigHead

Bluff

Buff

ChameleonRest

Charge

CharmOfCourage

CharmOfLuck

CombatPointHealOverTime

ConfuseMob------------------- --------Confuse "Players & Mobs" to attack Mobs

Confusion------------------------------ Confuse "Players & Mobs" to attack Players & Mobs

DamOverTime

Debuff

Disarm

EnemyCharge

FakeDeath

Fear

Force

Grow

HealOverTime

ImmobileBuff

ImmobilePetBuff

ImmobileUntilAttacked

Invincible

ManaDamOverTime

ManaHealOverTime

MpConsumePerLeve

Mute

NoblesseBless

Paralyze

Petrification

PhoenixBless

PhysicalAttackMute

PhysicalMute

ProtectionBlessing

RecoverForce

Relax

RemoveTarget

Root

Signet

SignetAntiSummon

SignetMDam

SignetNoise

SilenceMagicPhysical

SilentMove

Sleep

Spoil

Stun

StunSelf

TargetMe

Template

Transformation

Warp

 

Abnormal Effects ¶

 

Usage: abnormal="name"

 

java\net\sf\l2j\gameserver\skills\DocumentBase.java

 

enum----------------------------------- name

ABNORMAL_EFFECT_POISON-------- poison

ABNORMAL_EFFECT_BLEEDING------ bleeding

ABNORMAL_EFFECT_FLAME -----------flame

ABNORMAL_EFFECT_BIG_HEAD------- bighead

ABNORMAL_EFFECT_STEALTH--------- stealth

 

Skill Types ¶

 

Usage: <set name="skillType" val="Values"/>

 

java\net\sf\l2j\gameserver\templates\L2SkillType.java

 

Values Desc

 

****Damage ****

PDAM

MDAM

CPDAM

MANADAM

DOT

MDOT

DRAIN_SOUL

DRAIN

DEATHLINK

FATAL

BLOW

SIGNET

SIGNET_CASTTIME

 

**** Disablers ****

BLEED

POISON

STUN

ROOT

CONFUSION

FEAR

SLEEP

CONFUSE_MOB_ONLY

MUTE

PARALYZE

WEAKNESS

DISARM

 

**** HP, MP, CP ****

HEAL

HOT

BALANCE_LIFE

HEAL_PERCENT

HEAL_STATIC

COMBATPOINTHEAL

CPHOT

MANAHEAL

MANA_BY_LEVEL

MANAHEAL_PERCENT

MANARECHARGE

MPHOT

 

**** Sp ****

GIVE_SP

 

**** Aggro ****

AGGDAMAGE for adding hate to a mob

AGGREDUCE will reduce the hate of a target depending on skill power

AGGREMOVE should remove all hate from the target

AGGREDUCE_CHAR will reduce hate of target depending on skill power but only for the caster

AGGDEBUFF will make a debuff, then also adds hate to target

 

**** Fishing ****

FISHING

PUMPING

REELING

 

**** Misc ****

UNLOCK

ENCHANT_ARMOR

ENCHANT_WEAPON

SOULSHOT

SPIRITSHOT

SIEGEFLAG

TAKECASTLE

TAKEFORT

WEAPON_SA

DELUXE_KEY_UNLOCK

SOW

HARVEST

GET_PLAYER

AGATHION

INSTANT_JUMP

 

**** Creation ****

COMMON_CRAFT

DWARVEN_CRAFT

CREATE_ITEM

SUMMON_TREASURE_KEY

 

**** Summons ****

SUMMON

FEED_PET

DEATHLINK_PET

STRSIEGEASSAULT

ERASE

BETRAY

DECOY

 

**** Cancel ****

CANCEL

CANCEL_DEBUFF

MAGE_BANE

WARRIOR_BANE

NEGATE

 

****

BUFF

DEBUFF

PASSIVE

CONT

 

****

RESURRECT

CHARGE

CHARGE_EFFECT

CHARGEDAM

MHOT

DETECT_WEAKNESS

LUCK

RECALL

SUMMON_FRIEND

REFLECT

SPOIL

SWEEP

FAKE_DEATH

UNDEAD_DEFENSE

BEAST_FEED

FORCE_BUFF

CHARGESOUL

TRANSFORMDISPEL

SUMMON_TRAP

DETECT_TRAP

REMOVE_TRAP

SHIFT_TARGET

 

**** Kamael WeaponChange ****

CHANGEWEAPON

 

**** Skill is done within the core ****

COREDONE

 

**** Unimplemented ****

NOTDONE

BALLISTA

 

Operate Types ¶

 

Usage: <set name="operateType" val="Type"/>

 

java\net\sf\l2j\gameserver\model\L2Skill.java

 

Type

OP_PASSIVE

OP_ACTIVE

OP_TOGGLE

OP_CHANCE

 

Chance Skills Conditions ¶

 

Usage: <set name="chanceType" val="Condition"/>

 

java/net/sf/l2j/gameserver/model/ChanceCondition.java

 

Conditions ----------------------------------------Description

ON_HIT --------------------------------------You hit an enemy

ON_CRIT ------------------------------------You hit an enemy - was crit

ON_CAST ------------------------------------You cast a skill

ON_PHYSICAL------------------------------- You cast a skill - it was a physical one

ON_MAGIC -----------------------------------You cast a skill - it was a magic one

ON_MAGIC_GOOD--------------------------- You cast a skill - it was a magic one - good magic

ON_MAGIC_OFFENSIVE ---------------------You cast a skill - it was a magic one - offensive magic

ON_ATTACKED -------------------------------You are attacked by enemy

ON_ATTACKED_HIT --------------------------You are attacked by enemy - by hit

ON_ATTACKED_CRIT ------------------------You are attacked by enemy - by hit - was crit

ON_HIT_BY_SKILL----------------------------- A skill was casted on you

ON_HIT_BY_OFFENSIVE_SKILL ---------------An evil skill was casted on you

ON_HIT_BY_GOOD_MAGIC-------------------- A good skill was casted on you

ON_EVADED_HIT------------------------------- Evading melee attack

 

Elements ¶

 

Usage: <set name="element" val="Value"/>

 

java\net\sf\l2j\gameserver\model\L2Skill.java

 

Element Type----------- Value

ELEMENT_WIND ----------1

ELEMENT_FIRE ------------2

ELEMENT_WATER--------- 3

ELEMENT_EARTH ----------4

ELEMENT_HOLY----------- 5

ELEMENT_DARK ----------6

 

skill keywords ¶

(from L2Skill.java - still needs to be reformatted)

 

// these two build the primary key

private final int _id;

private final int _level;

 

/** Identifier for a skill that client can't display */

private int _displayId;

 

// not needed, just for easier debug

private final String _name;

private final SkillOpType _operateType;

private final boolean _magic;

private final int _mpConsume;

private final int _mpInitialConsume;

private final int _hpConsume;

private final int _cpConsume;

 

private final int _targetConsume;

private final int _targetConsumeId;

 

private final int _itemConsume;

private final int _itemConsumeId;

// item consume count over time

private final int _itemConsumeOT;

// item consume id over time

private final int _itemConsumeIdOT;

// how many times to consume an item

private final int _itemConsumeSteps;

// for summon spells:

// a) What is the total lifetime of summons (in millisecs)

private final int _summonTotalLifeTime;

// B) how much lifetime is lost per second of idleness (non-fighting)

private final int _summonTimeLostIdle;

// c) how much time is lost per second of activity (fighting)

private final int _summonTimeLostActive;

 

// item consume time in milliseconds

private final int _itemConsumeTime;

private final int _castRange;

private final int _effectRange;

 

// Remove Skill Effect

private final int _cancelEffect;

 

 

// kill by damage over time

private final boolean _killByDOT;

 

// all times in milliseconds

private final int _hitTime;

//private final int _skillInterruptTime;

private final int _coolTime;

private final int _reuseDelay;

private final int _buffDuration;

 

/** Target type of the skill : SELF, PARTY, CLAN, PET... */

private final SkillTargetType _targetType;

 

private final double _power;

private final int _effectPoints;

private final int _magicLevel;

private final String[] _negateStats;

private final float _negatePower;

private final int _negateId;

private final int _levelDepend;

 

// Effecting area of the skill, in radius.

// The radius center varies according to the _targetType:

// "caster" if targetType = AURA/PARTY/CLAN or "target" if targetType = AREA

private final int _skillRadius;

 

private final SkillType _skillType;

private final SkillType _effectType;

private final int _effectPower;

private final int _effectId;

private final int _effectLvl;

 

private final boolean _ispotion;

private final int _element;

private final int _savevs;

 

private final boolean _isSuicideAttack;

 

private final Stats _stat;

 

private final int _condition;

private final int _conditionValue;

private final boolean _overhit;

private final int _weaponsAllowed;

private final int _armorsAllowed;

 

private final int _addCrossLearn; // -1 disable, otherwice SP price for others classes, default 1000

private final float _mulCrossLearn; // multiplay for others classes, default 2

private final float _mulCrossLearnRace; // multiplay for others races, default 2

private final float _mulCrossLearnProf; // multiplay for fighter/mage missmatch, default 3

private final List<ClassId> _canLearn; // which classes can learn

private final List<Integer> _teachers; // which NPC teaches

private final int _minPledgeClass;

 

private final boolean _isOffensive;

private final int _numCharges;

private final int _forceId;

 

private final int _soulConsume;

private final int _numSouls;

private final int _expNeeded;

private final int _critChance;

 

private final int _transformId;

private final int _transformDuration;

 

private final boolean _isHeroSkill; // If true the skill is a Hero Skill

 

private final int _baseCritRate; // percent of success for skill critical hit (especially for PDAM & BLOW - they're not affected by rCrit values or buffs). Default loads -1 for all other skills but 0 to PDAM & BLOW

private final int _lethalEffect1; // percent of success for lethal 1st effect (hit cp to 1 or if mob hp to 50%) (only for PDAM skills)

private final int _lethalEffect2; // percent of success for lethal 2nd effect (hit cp,hp to 1 or if mob hp to 1) (only for PDAM skills)

private final boolean _directHpDmg; // If true then dmg is being make directly

private final boolean _isDance; // If true then casting more dances will cost more MP

private final int _nextDanceCost;

private final float _sSBoost; //If true skill will have SoulShot boost (power*2)

private final int _aggroPoints

 

 

Slots ¶

 

java\net\sf\l2j\gameserver\model\inventory.java

 

PAPERDOLL_UNDER--- 0

PAPERDOLL_REAR -----1

PAPERDOLL_LEAR -----2

PAPERDOLL_LREAR ----3

PAPERDOLL_NECK------ 4

PAPERDOLL_LFINGER--- 5

PAPERDOLL_RFINGER--- 6

PAPERDOLL_LRFINGER --7

PAPERDOLL_HEAD------- 8

PAPERDOLL_RHAND------ 9

PAPERDOLL_LHAND------ 10

PAPERDOLL_GLOVES----- 11

PAPERDOLL_CHEST ------12

PAPERDOLL_LEGS-------- 13

PAPERDOLL_FEET--------- 14

PAPERDOLL_BACK-------- 15

PAPERDOLL_LRHAND------ 16

PAPERDOLL_FULLARMOR ---17

PAPERDOLL_HAIR ---------18

PAPERDOLL_ALLDRESS---- 19

PAPERDOLL_HAIR2--------- 20

PAPERDOLL_HAIRALL-------- 21

PAPERDOLL_RBRACELET---- 22

PAPERDOLL_LBRACELET -----23

PAPERDOLL_DECO----------- 24

 

Orders ¶

 

Order----------- Description

0x08------------- to set

0x10 -----------to add/sub (weapon, armor, jewelery) & (STR, CON, DEX, INT, WIT ,MEN)

0x20------------ don't use it (used by hard coded formulas)

0x30------------- to mul/div (masteries, buffs, debuffs, SA's, Armors_bonus)

0x40 -------------to add/sub (masteries, buffs, debuffs, SA's)

0x50 -------------not need

0x60 -------------not need

 

Weapons Allowed ¶

 

Usage: <set name="weaponsAllowed" val="Value"/>

 

java\net\sf\l2j\gameserver\templates\L2WeaponType.java

 

enum------------------- ID -------Value ---------Name------ ---------------Description

NONE-------------------- 1 ----------2 ------------Shield

SWORD ------------------2 ----------4------------ Sword

BLUNT------------------- 3 ---------8 --------------Blunt

DAGGER----------------- 4 --------16 -------------Dagger

BOW ----------------------5 ---------32------------- Bow

POLE ---------------------6 ---------64------------- Pole

ETC -----------------------7 ----------128 -----------Etc

FIST----------------------- 8 ---------256------------ Fist

DUAL---------------------- 9 ---------512------------ Dual Sword

DUALFIST----------------- 10------- 1024----------- Dual Fist

BIGSWORD--------------- 11------- 2048 ------------Big Sword ---------Two Handed Swords

PET------------------------ 12-------- 4096---------- Pet

ROD----------------------- 13 --------8192---------- Rod

BIGBLUNT ----------------14 -------16384--------- Big Blunt------------- Two handed blunt

ANCIENT_SWORD-------- 15------- 32768 ---------Ancient

CROSSBOW-------------- 16 --------65536----------- Crossbow

RAPIER ---------------------17------- 131072---------- Rapier

 

SOME COMBINATIONS EXAMPLES

 

Value------ Weapons Included

12----------- sword/blunt

524 ---------dual/sword/blunt

1280--------- fist/dualfist

2052--------- sword/bigsword

2060---------- sword/bigsword/blunt

2580--------- sword/bigsword/dagger/dual

65568-------- bow/crossbow

16392 --------blunt/bigblunt

18432 --------bigsword/bigblunt

18444 --------sword/bigsword/blunt/bigblunt

18956 --------dual/sword/bigsword/blunt/bigblunt

51212--------- ancient/sword/bigsword/blunt/bigblunt

149516-------- rapier/sword/bigsword/blunt/bigblunt

163840 --------ancient/rapier

 

É isso ae Divirtam-se

 

 

Credit: taken from L2J Core files

Base de pesquisa: L2jdp

 

Proibida a reprodução mesmo que em partes desse guia sem a publicação dos devidos créditos de criação

Garantido pela Constituição da República Federativa do Brasil, de 05 de outubro de 1988

Portaria MCT n° 88, de 23/04/98

Propriedade Intelectual

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Muito bom, Só isso aki já vai ajudar muita gente !!!

Skill Multipliers ¶

 

Can be used with: mul order

 

Value----- Final %

2.0 ------- +100%

1.90------- +90%

1.80------- +80%

1.70------- +70%

1.60------- +60%

1.50------- +50%

1.40------- +40%

1.30------- +30%

1.20------- +20%

1.10------- +10%

1.0 -------- 0%

0.90------- -10%

0.80-------- -20%

0.70-------- -30%

0.60-------- -40%

0.50------- -50%

0.40------- -60%

0.30------- -70%

0.20------- -80%

0.10------- -90%

0.0-------- -100%

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  • 4 weeks later...
puxa tenho muito oq aprender nao intendi nada disso ai nem sei como q coloka essas coisas affs sou muito buirro mesmo da pra alguem me ensinar

 

 

uia.. isso eh muito bommm.... muito bom mesmo...

 

parabensss

slipkfanqp6.png

 

Apóio a Campanha= Não Transforme nosso Linea][Age em MU!

Pentium MMX 166 / 32 Ram / 2 Hd´s 1 BigFoot 2Gb e 1 WesternDigitals 3.2 Gb / 1 Trident 4Mb / US. Robotics 33.600

L2JBrasil

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alguem poe um tutorial de como eu coloko essas paradas no meu servr ai pliss

 

 

omg. o que dizer O.o

slipkfanqp6.png

 

Apóio a Campanha= Não Transforme nosso Linea][Age em MU!

Pentium MMX 166 / 32 Ram / 2 Hd´s 1 BigFoot 2Gb e 1 WesternDigitals 3.2 Gb / 1 Trident 4Mb / US. Robotics 33.600

L2JBrasil

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  • 2 weeks later...

a alguns exemplos aew tipode de status que da "negativo" e " positivo"

376210082.png

4l417ogcc2.gif

Fui Malcriado ou Mal Educado!?"você Mereceu...."By รтσяммαkєя...

Gosto?;D

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  • 4 months later...
Parabens pelo topico!

Mas so uma coisa.. como posso por uma weapon com crit. stun?

 

VOu da um exemplo:

 

CRITICAL_DAMAGE -------------------cAtk

 

Usamos o id cAtk

 

entao pegamas a xml de skill do item ou xml da weapon e adicionamos esta linha

 

 

<add val='1.30' order='0x10' stat='cAtk' />

 

Simples assim.

Editado por patricktb

Servidor Lineage II Sem Custom:

Clique aqui

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  • 3 weeks later...
  • 4 weeks later...

ola galera estou com uma duvida queria add ne 1 set

 

30% de Def ant all mago

 

tentei fazer de 2 jeitos

 

<sub order="0x40" stat="waterVuln" val="0.3"/>

<sub order="0x40" stat="fireVuln" val="0.3"/>

<sub stat="windVuln" val="0.3" order="0x40"/>

<sub stat="earthVuln" val="0.3" order="0x40"/>

<sub stat="darkVuln" val="0.3" order="0x40"/>

<sub stat="holyVuln" val="0.3" order="0x40"/>

 

<mul order="0x30" stat="waterVuln" val="0.7"/>

<mul order="0x30" stat="fireVuln" val="0.7"/>

<mul order="0x30" stat="windVuln" val="0.7"/>

<mul order="0x30" stat="earthVuln" val="0.7"/>

<mul order="0x30" stat="darkVuln" val="0.7"/>

<mul order="0x30" stat="holyVuln" val="0.7"/>

 

poderia me ajuda e indicar qual esta correto ou caso os 2 tive errado me indicar a maneira certa de ser fazer

Editado por Viktor
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} else if (cond == 13) htmltext = "30626-12.htm"; else if (cond == 14) { htmltext = "30626-13.htm"; takeItems(player, BLOOD_OF_LIZARDMAN, -1); takeItems(player, CRESCENT_MOON_BOW, 1); takeItems(player, TALISMAN_OF_KADESH, 1); giveItems(player, MARK_OF_SAGITTARIUS, 1); rewardExpAndSp(player, 54726, 20250); player.broadcastPacket(new SocialAction(player, 3)); playSound(player, SOUND_FINISH); st.exitQuest(false); } break; case SIR_ARON_TANFORD: if (cond == 2) htmltext = "30653-01.htm"; else if (cond > 2) htmltext = "30653-03.htm"; break; case VOKIAN: if (cond == 5) htmltext = "30514-01.htm"; else if (cond == 6) htmltext = "30514-03.htm"; else if (cond == 7) { htmltext = "30514-04.htm"; st.setCond(8); playSound(player, SOUND_MIDDLE); takeItems(player, TALISMAN_OF_SNAKE, 1); } else if (cond > 7) htmltext = "30514-05.htm"; break; case GAUEN: if (cond == 9) { htmltext = "30717-01.htm"; st.setCond(10); playSound(player, SOUND_MIDDLE); takeItems(player, HAMIL_LETTER_3, 1); } else if (cond == 10) htmltext = "30717-03.htm"; else if (cond == 11) { htmltext = "30717-02.htm"; st.setCond(12); playSound(player, SOUND_MIDDLE); takeItems(player, MANASHEN_HORN, 1); takeItems(player, MITHRIL_CLIP, 1); takeItems(player, REINFORCED_BOWSTRING, 1); takeItems(player, STAKATO_CHITIN, 1); giveItems(player, CRESCENT_MOON_BOW, 1); giveItems(player, WOODEN_ARROW, 10); } else if (cond > 11) htmltext = "30717-04.htm"; break; } break; case COMPLETED: htmltext = getAlreadyCompletedMsg(); break; } return htmltext; } @Override public void onMyDying(Npc npc, Creature killer) { final Player player = killer.getActingPlayer(); final QuestState st = checkPlayerState(player, npc, QuestStatus.STARTED); if (st == null) return; switch (npc.getNpcId()) { case ANT: case ANT_CAPTAIN: case ANT_OVERSEER: case ANT_RECRUIT: case ANT_PATROL: case ANT_GUARD: case NOBLE_ANT: case NOBLE_ANT_LEADER: if (st.getCond() == 3 && dropItems(player, HUNTER_RUNE_1, 1, 10, 500000)) st.setCond(4); break; case BREKA_ORC_SHAMAN: case BREKA_ORC_OVERLORD: if (st.getCond() == 6 && dropItems(player, HUNTER_RUNE_2, 1, 10, 500000)) { st.setCond(7); giveItems(player, TALISMAN_OF_SNAKE, 1); } break; case MARSH_STAKATO_WORKER: case MARSH_STAKATO_SOLDIER: case MARSH_STAKATO_DRONE: if (st.getCond() == 10 && dropItems(player, STAKATO_CHITIN, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, MITHRIL_CLIP, REINFORCED_BOWSTRING)) st.setCond(11); break; case MARSH_SPIDER: if (st.getCond() == 10 && dropItems(player, REINFORCED_BOWSTRING, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, MITHRIL_CLIP, STAKATO_CHITIN)) st.setCond(11); break; case ROAD_SCAVENGER: if (st.getCond() == 10 && dropItems(player, MITHRIL_CLIP, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, REINFORCED_BOWSTRING, STAKATO_CHITIN)) st.setCond(11); break; case MANASHEN_GARGOYLE: if (st.getCond() == 10 && dropItems(player, MANASHEN_HORN, 1, 1, 100000) && player.getInventory().hasItems(REINFORCED_BOWSTRING, MITHRIL_CLIP, STAKATO_CHITIN)) st.setCond(11); break; case LETO_LIZARDMAN: case LETO_LIZARDMAN_ARCHER: case LETO_LIZARDMAN_SOLDIER: case LETO_LIZARDMAN_WARRIOR: case LETO_LIZARDMAN_SHAMAN: case LETO_LIZARDMAN_OVERLORD: if (st.getCond() == 13) { if (((player.getInventory().getItemCount(BLOOD_OF_LIZARDMAN) - 120) * 5) > Rnd.get(100)) { playSound(player, SOUND_BEFORE_BATTLE); takeItems(player, BLOOD_OF_LIZARDMAN, -1); addSpawn(SERPENT_DEMON_KADESH, player, false, 300000, true); } else dropItemsAlways(player, BLOOD_OF_LIZARDMAN, 1, 0); } break; case SERPENT_DEMON_KADESH: if (st.getCond() == 13) { if (player.getInventory().getItemIdFrom(Paperdoll.RHAND) == CRESCENT_MOON_BOW) { st.setCond(14); playSound(player, SOUND_MIDDLE); giveItems(player, TALISMAN_OF_KADESH, 1); } else addSpawn(SERPENT_DEMON_KADESH, player, false, 300000, true); } break; } } }  
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