Player need help

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Cong Nong
Posts: 7
Joined: Mon Sep 27, 2010 6:26 pm

Player need help

Post by Cong Nong »

Hi, im not coder or admin of some l2j server, i was player :P
I got some questions about the funiction of l2j freaya version, help plz:

- Augmentation : Accessory ls can get skills or bonus stat? Like +str+int+con.. or just give some bonus like +mp,cp,hp...
- Passive skill (sub class skill): Haste work on bow/cross bow?
nimeni
Posts: 19
Joined: Fri Jun 15, 2007 7:43 pm

Re: Player need help

Post by nimeni »

As you see.

Code: Select all

    <skill id="651" levels="1" name="Warrior Ability - Haste">        <!-- CT2.5 retail confirmed -->        <!-- NOTE: Description says "Excludes damage caused by a skill or ranged attack" but is client typo -->        <set name="activationChance" val="2" />        <set name="chanceType" val="ON_HIT" />        <set name="excludedFromCheck" val="true" />        <set name="magicLvl" val="75" />        <set name="operateType" val="OP_PASSIVE" />        <set name="skillType" val="BUFF" />        <set name="target" val="TARGET_SELF" />        <set name="triggeredId" val="5572" />        <set name="triggeredLevel" val="1" />    </skill>

Code: Select all

    <skill id="5572" levels="1" name="Warrior Ability - Haste">        <!-- CT2.5 retail confirmed -->        <!-- NOTE: Description says "Excludes damage caused by a skill or ranged attack" but is client typo -->        <set name="castRange" val="400" />        <set name="effectRange" val="900" />        <set name="magicLvl" val="80" />        <set name="operateType" val="OP_ACTIVE" />        <set name="reuseDelay" val="20000" />        <set name="skillType" val="BUFF" />        <set name="staticReuse" val="true" />        <set name="target" val="TARGET_SELF" />        <for>            <effect name="Buff" time="15" val="0" stackOrder="1" stackType="sub_trigger_haste">                <mul order="0x30" stat="pAtkSpd" val="1.32" />            </effect>        </for>    </skill>
so, I don't see any condition using specific weapon, so works with all weapons.
Cong Nong
Posts: 7
Joined: Mon Sep 27, 2010 6:26 pm

Re: Player need help

Post by Cong Nong »

Ah thank you. And how about Accessory LS can be got the agu like: +1str?
User avatar
osiride
Posts: 87
Joined: Tue Feb 19, 2008 6:30 pm

Re: Player need help

Post by osiride »

Cong Nong wrote:Ah thank you. And how about Accessory LS can be got the agu like: +1str?
No, currently an Augmented Accessory can only obtain modifications in stats (mDef, mAtk, ... you can find them in \gameserver\data\stats\augmentation).

Basestats (STR, INT, ...) aren't possible.

Skills are possible only if you enable them in Character.properties.

You can check differences between normal and accessory augmentation process in AugmentationData.java
(/L2J_Server/java/com/l2jserver/gameserver/datatables/AugmentationData.java).

Here is the part regarding Accessory Augmentation:

Code: Select all

private L2Augmentation generateRandomAccessoryAugmentation(int lifeStoneLevel, int bodyPart)    {        int stat12 = 0;        int stat34 = 0;        int base = 0;        int skillsLength = 0;                lifeStoneLevel = Math.min(lifeStoneLevel, 9);                switch (bodyPart)        {            case L2Item.SLOT_LR_FINGER:                base = ACC_RING_START + ACC_RING_BLOCKSIZE * lifeStoneLevel;                skillsLength = ACC_RING_SKILLS;                break;            case L2Item.SLOT_LR_EAR:                base = ACC_EAR_START + ACC_EAR_BLOCKSIZE * lifeStoneLevel;                skillsLength = ACC_EAR_SKILLS;                break;            case L2Item.SLOT_NECK:                base = ACC_NECK_START + ACC_NECK_BLOCKSIZE * lifeStoneLevel;                skillsLength = ACC_NECK_SKILLS;                break;            default:                return null;        }                int resultColor = Rnd.get(0, 3);        L2Skill skill = null;                // first augmentation (stats only)        stat12 = Rnd.get(ACC_STAT_SUBBLOCKSIZE);                if (Rnd.get(1, 100) <= Config.AUGMENTATION_ACC_SKILL_CHANCE)        {            // second augmentation (skill)            stat34 = base + Rnd.get(skillsLength);            if (_allSkills.contains(stat34))                skill = _allSkills.get(stat34).getSkill();        }                if (skill == null)        {            // second augmentation (stats)            // calculating any different from stat12 value inside sub-block            // starting from next and wrapping over using remainder            stat34 = (stat12 + 1 + Rnd.get(ACC_STAT_SUBBLOCKSIZE - 1)) % ACC_STAT_SUBBLOCKSIZE;            // this is a stats - skipping skills            stat34 = base + skillsLength + ACC_STAT_SUBBLOCKSIZE * resultColor + stat34;        }                // stat12 has stats only        stat12 = base + skillsLength + ACC_STAT_SUBBLOCKSIZE * resultColor + stat12;                if (Config.DEBUG)            _log.info("Accessory augmentation success: stat12=" + stat12 + "; stat34=" + stat34 + "; level="                    + lifeStoneLevel);        return new L2Augmentation(((stat34 << 16) + stat12), skill);    }
On retail you can also obtain some skills like elemental pDef, increase chance in sleep, paralysis,etc., but they are not implemented yet in L2J.
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