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Mudanças de Aparência no Classic


Kelvin

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  • L2JBr ADM

Um exemplo de skill passiva onde o valor abnormal define a aparência.:

<skill id="100500" levels="1" name="High Priest Suit">
    <set name="icon" val="icon.etc_some_icon" />
    <set name="magicLevel" val="40" />
    <set name="target" val="TARGET_SELF" />
    <set name="abnormal" val="HIGH_PRIEST_LIGHT" />
    <set name="skillType" val="BUFF" />
    <set name="operateType" val="OP_PASSIVE" />
</skill>

 

Um exemplo de skill ativaonde o valor abnormal define a aparência.:

<skill id="100500" levels="1" name="High Priest Suit">
  <set name="magicType" val="SPECIAL" />
  <set name="icon" val="icon.skill1044" />
  <set name="target" val="TARGET_SELF" />
  <set name="skillType" val="BUFF" />
  <set name="operateType" val="OP_ACTIVE" />
  <for>
    <effect count="1" name="Buff" stackOrder="99" abnormal="high_priest_light" stackType="hpregen" time="45" val="0">
      <mul order="0x30" stat="regHp" val="1.4" />
      <mul order="0x30" stat="regMp" val="1.2" />
    </effect>
  </for>
</skill>


Com uma skill você tem a liberdade de incluir ela em um item, em um buff etc, use a imaginação, vai ficar mais ou menos assim:

Cy5dQfX.png

Lista de todas as aparências:

BASEBALL_UNIFORM
SANTA_CLAUS_LIGHT
SANTA_CLAUS_BLACK
SANTA_CLAUS_RED
SCHOOL_UNIFORM_LIGHT
SCHOOL_UNIFORM_BLACK
SCHOOL_UNIFORM_RED
BEACH_SWIMSUIT_LIGHT
BEACH_SWIMSUIT_BLACK
BEACH_SWIMSUIT_RED
TEDDY_BEAR_LIGHT
TEDDY_BEAR_BLACK
TEDDY_BEAR_RED
TOY_CAT_LIGHT
TOY_CAT_BLACK
TOY_CAT_RED
TOY_PANDA_LIGHT
TOY_PANDA_BLACK
TOY_PANDA_RED
BASEBALL_UNIFORM_LIGHT
BASEBALL_UNIFORM_BLACK
BASEBALL_UNIFORM_RED
SEDUCTIVE_LIGHT
SEDUCTIVE_BLACK
SEDUCTIVE_RED
BLACK_SCHOOL_UNIFORM_LIGHT
BLACK_SCHOOL_UNIFORM_BLACK
BLACK_SCHOOL_UNIFORM_RED
HANBOK_LIGHT
HANBOK_BLACK
HANBOK_RED
METAL_SUIT_LIGHT
METAL_SUIT_BLACK
METAL_SUIT_RED
SAMURAI_LIGHT
SAMURAI_BLACK
SAMURAI_RED
GREEN_ARCHER_LIGHT
GREEN_ARCHER_BLACK
GREEN_ARCHER_RED
FORMAL_WEAR_LIGHT
FORMAL_WEAR_BLACK
FORMAL_WEAR_RED
KAT_THE_CAT_LIGHT
KAT_THE_CAT_BLACK
KAT_THE_CAT_RED
HALLOWEEN_LIGHT
HALLOWEEN_BLACK
HALLOWEEN_RED
ALLURING_SWIMSUIT_LIGHT
ALLURING_SWIMSUIT_BLACK
ALLURING_SWIMSUIT_RED
VAMPIRE_LIGHT
VAMPIRE_BLACK
VAMPIRE_RED
DARK_KNIGHT_LIGHT
DARK_KNIGHT_BLACK
DARK_KNIGHT_RED
CHEVALIER_LIGHT
CHEVALIER_BLACK
CHEVALIER_RED
RED_ARCHER_LIGHT
RED_ARCHER_BLACK
RED_ARCHER_RED
BLUE_PIRATE_LIGHT
BLUE_PIRATE_BLACK
BLUE_PIRATE_RED
DARK_RED_WIZARD_LIGHT
DARK_RED_WIZARD_BLACK
DARK_RED_WIZARD_RED
MYSTIC_LIGHT
MYSTIC_BLACK
MYSTIC_RED
BLACK_PIRATE_LIGHT
BLACK_PIRATE_BLACK
BLACK_PIRATE_RED
RED_NOBLESSE_LIGHT
RED_NOBLESSE_BLACK
RED_NOBLESSE_RED
BARBARIAN_WOLF_LIGHT
BARBARIAN_WOLF_BLACK
BARBARIAN_WOLF_RED
VALKYRIE_LIGHT
VALKYRIE_BLACK
VALKYRIE_RED
KELBIM_LIGHT
KELBIM_BLACK
KELBIM_RED
NINJA_LIGHT
NINJA_BLACK
NINJA_RED
HIGH_PRIEST_LIGHT
HIGH_PRIEST_BLACK
HIGH_PRIEST_RED
WHITE_NOBLESSE_LIGHT
WHITE_NOBLESSE_BLACK
WHITE_NOBLESSE_RED
PURPLE_COWBOY_LIGHT
PURPLE_COWBOY_BLACK
PURPLE_COWBOY_RED
BLUE_MUSKETEER_LIGHT
BLUE_MUSKETEER_BLACK
BLUE_MUSKETEER_RED
ZAKEN_LIGHT
ZAKEN_BLACK
ZAKEN_RED
DRAGON_LIGHT
DRAGON_BLACK
DRAGON_RED
ANAKIM_LIGHT
ANAKIM_BLACK
ANAKIM_RED
LILITH_LIGHT
LILITH_BLACK
LILITH_RED
FREYA_LIGHT
FREYA_BLACK
FREYA_RED

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pra utilizar ele como active skill, eu preciso criar a skill na system? (me respondendo: sim)
e nesse esquema ele consome 1 slot de buff, como posso deixa lo como um buff de xp igual do chapéu?

Red Legion

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  • L2JBr ADM

Você primeiro cria a skill (sim precisa criar, por icones, tudo nova porque é uma skill nova).

Se não quiser que ocupe um slot de buff altere o skill type: 

<set name="skillType" val="BUFF" />

 

KKKKK o me respondendo foi o melhor.

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