all is about items, buffs, skills enchant only but who said that L2 MUST be "all classes are equall"? This game is based on unbalance, if you want to be stronger, work hard to make a proper items, skills etc. (high rate servers excluded)
even a dwarf (but well equipped -> lets say S-84) can kill easy a tank with S grade only etc.
Balanc CLass
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- Naonah
- Posts: 357
- Joined: Sun Apr 04, 2010 11:12 pm
Re: Balanc CLass
public void l2jserver ()
{
if (you want l2j server == no problems)
use Linux;
else
use Windows;
}
{
if (you want l2j server == no problems)
use Linux;
else
use Windows;
}
-
- Posts: 484
- Joined: Sat Jan 23, 2010 4:42 pm
Re: Balanc CLass
The game is not completeley about items. >.<Naonah wrote:all is about items, buffs, skills enchant only but who said that L2 MUST be "all classes are equall"? This game is based on unbalance, if you want to be stronger, work hard to make a proper items, skills etc. (high rate servers excluded)
even a dwarf (but well equipped -> lets say S-84) can kill easy a tank with S grade only etc.
Its a team-game so get a proper team and rule, thats it.
I have promises to keep and miles to go before I sleep.
-
- Posts: 41
- Joined: Tue Nov 16, 2010 9:41 am
Re: Balanc CLass
I have something can be usefull
on config Config.java
i found that source on google, but i think its good for who have high rate server with ++ buffs etc to balance, by the way lets read what the expert people say, cause im newbie on dev yet xD
ps: who understand good of java etc. give opinion plz
on config Config.java
Code: Select all
try { Properties Balance = new Properties(); is = new FileInputStream(new File("./config/BalanceClasses.properties")); Balance.load(is); ENABLE_BALANCE = Boolean.parseBoolean(Balance.getProperty("EnableBalanceClasses", "False")); FIGHT_P_DMG = Float.parseFloat(Balance.getProperty("PDamageFightInitial", "1.0")); FIGHT_M_DMG = Float.parseFloat(Balance.getProperty("MDamageFightInitial", "1.0")); KNIGHT_P_DMG = Float.parseFloat(Balance.getProperty("PDamageKnight", "1.0")); KNIGHT_M_DMG = Float.parseFloat(Balance.getProperty("MDamageKnight", "1.0")); ROGUE_P_DMG = Float.parseFloat(Balance.getProperty("PDamageRogue", "1.0")); ROGUE_M_DMG = Float.parseFloat(Balance.getProperty("MDamageRogue", "1.0")); MAGE_INI_P_DMG = Float.parseFloat(Balance.getProperty("PDamageMageInitial", "1.0")); MAGE_INI_M_DMG = Float.parseFloat(Balance.getProperty("MDamageMageInitial", "1.0")); WIZARD_P_DMG = Float.parseFloat(Balance.getProperty("PDamageWizard", "1.0")); WIZARD_M_DMG = Float.parseFloat(Balance.getProperty("MDamageWizard", "1.0")); DAGGER_P_DMG = Float.parseFloat(Balance.getProperty("PDamageDagger", "1.0")); DAGGER_M_DMG = Float.parseFloat(Balance.getProperty("MDamageDagger", "1.0")); ARCHER_P_DMG = Float.parseFloat(Balance.getProperty("PDamageArcher", "1.0")); ARCHER_M_DMG = Float.parseFloat(Balance.getProperty("MDamageArcher", "1.0")); TANKER_P_DMG = Float.parseFloat(Balance.getProperty("PDamageTanker", "1.0")); TANKER_M_DMG = Float.parseFloat(Balance.getProperty("MDamageTanker", "1.0")); DUAL_P_DMG = Float.parseFloat(Balance.getProperty("PDamageDual", "1.0")); DUAL_M_DMG = Float.parseFloat(Balance.getProperty("MDamageDual", "1.0")); POLE_P_DMG = Float.parseFloat(Balance.getProperty("PDamagePole", "1.0")); POLE_M_DMG = Float.parseFloat(Balance.getProperty("MDamagePole", "1.0")); MAGE_P_DMG = Float.parseFloat(Balance.getProperty("PDamageMage", "1.0")); MAGE_M_DMG = Float.parseFloat(Balance.getProperty("MDamageMage", "1.0")); ORC_MONK_P_DMG = Float.parseFloat(Balance.getProperty("PDamageOrcMonk", "1.0")); ORC_MONK_M_DMG = Float.parseFloat(Balance.getProperty("MDamageOrcMonk", "1.0")); ORC_RAIDER_P_DMG = Float.parseFloat(Balance.getProperty("PDamageOrcRaider", "1.0")); ORC_RAIDER_M_DMG = Float.parseFloat(Balance.getProperty("MDamageOrcRaider", "1.0")); DWARF_P_DMG = Float.parseFloat(Balance.getProperty("PDamageDwarf", "1.0")); DWARF_M_DMG = Float.parseFloat(Balance.getProperty("MDamageDwarf", "1.0")); ALT_PETS_PHYSICAL_DAMAGE_MULTI = Float.parseFloat(Balance.getProperty("AltPDamagePets", "1.00")); ALT_PETS_MAGICAL_DAMAGE_MULTI = Float.parseFloat(Balance.getProperty("AltMDamagePets", "1.00")); ALT_NPC_PHYSICAL_DAMAGE_MULTI = Float.parseFloat(Balance.getProperty("AltPDamageNpc", "1.00")); ALT_NPC_MAGICAL_DAMAGE_MULTI = Float.parseFloat(Balance.getProperty("AltMDamageNpc", "1.00")); MAX_RUN_SPEED = Integer.parseInt(Balance.getProperty("MaxRunSpeed", "250")); MAX_EVASION = Integer.parseInt(Balance.getProperty("MaxEvasion", "200")); MAX_MCRIT_RATE = Integer.parseInt(Balance.getProperty("MaxMCritRate", "150")); MAX_RCRIT = Integer.parseInt(Balance.getProperty("MaxCritical", "500")); MAX_PATK_SPEED = Integer.parseInt(Balance.getProperty("MaxPAtkSpeed", "1800")); MAX_MATK_SPEED = Integer.parseInt(Balance.getProperty("MaxMAtkSpeed", "2500")); DAGGER_RECUDE_DMG_VS_ROBE = Float.parseFloat(Balance.getProperty("DaggerReduceDmgVSRobe", "1.00")); DAGGER_RECUDE_DMG_VS_LIGHT = Float.parseFloat(Balance.getProperty("DaggerReduceDmgVSLight", "1.00")); DAGGER_RECUDE_DMG_VS_HEAVY = Float.parseFloat(Balance.getProperty("DaggerReduceDmgVSHeavy", "1.00")); FRONT_BLOW_SUCCESS = Integer.parseInt(Balance.getProperty("FrontBlow", "50")); BACK_BLOW_SUCCESS = Integer.parseInt(Balance.getProperty("BackBlow", "70")); SIDE_BLOW_SUCCESS = Integer.parseInt(Balance.getProperty("SideBlow", "60")); CUSTOM_RUN_SPEED = Integer.parseInt(Balance.getProperty("CustomRunSpeed", "0")); MULTIPLE_MCRIT = Double.parseDouble(Balance.getProperty("MultipleMCrit", "4.0")); } catch(Exception e) { e.printStackTrace(); throw new Error("Failed to Load ./config/BalanceClasses.properties File."); } on BalanceClasses.properties # ------------------------------------------------------------------------------ ## L2J Balance Classes Options ## ------------------------------------------------------------------------------ ### -------------------------------------------------------------- ## Balance Classes L2j ## -------------------------------------------------------------- ## Attention! Users.# If uses values <= 0.9 Damage --".# If uses values >= 1.1 Damage ++".## Ex: value = 0.5, -50 % of damage.# Ex: value = 1.0, damage normally.# Ex: value = 1.5, +50% of damage.## Enable Balance Classes?# Default = FalseEnableBalanceClasses = False # Damage Fights InitialPDamageFightInitial = 1.0MDamageFightInitial = 1.0 # Damage Knight and WarriorPDamageKnight = 1.0MDamageKnight = 1.0 # Damage Rogue, Scout, AssassinPDamageRogue = 1.0MDamageRogue = 1.0 # Damage Mage InitialPDamageMageInitial = 1.0MDamageMageInitial = 1.0 # Damage Wizard and ShamanPDamageWizard = 1.0MDamageWizard = 1.0 # Damage DaggerPDamageDagger = 1.0MDamageDagger = 1.0 # Damage ArcherPDamageArcher = 1.0MDamageArcher = 1.0 # Damage TankerPDamageTanker = 1.0MDamageTanker = 1.0 # Damage Gladiator and Blade DancerPDamageDual = 1.0MDamageDual = 1.0 # Damage WarlordPDamagePole = 1.0MDamagePole = 1.0 # Damage MagesPDamageMage = 1.0MDamageMage = 1.0 # Damage Orc MonkPDamageOrcMonk = 1.0MDamageOrcMonk = 1.0 # Damage Orc RaiderPDamageOrcRaider = 1.0MDamageOrcRaider = 1.0 # Damage DwarfPDamageDwarf = 1.0MDamageDwarf = 1.0 # -------------------------------------------------------------- ## Multiples Damages for Pets and Mobs ## -------------------------------------------------------------- ## Damage Multipliers for pets and summons. AltPDamagePets = 1.0AltMDamagePets = 1.0 # Damage Multipliers for NPCs (mobs). AltPDamageNpc = 1.0AltMDamageNpc = 1.0 # -------------------------------------------------------------- ## Characters Limits ## -------------------------------------------------------------- ## Maximum character running speed. # Retail: 500MaxRunSpeed = 500 # Maximum Evasion MaxEvasion = 200 # Maximum character Magic Critical Rate. (10 = 1%)# Config more next to the Retail 'MaxMCritRate = 60'MaxMCritRate = 60 # Modify the Maximum Critical Cap. # (Official Critical Cap is 500)# (Every 100 Critical = 10% Critical, so 500 Critical Cap = 50% Critical)MaxCritical = 500 # By defining a value below other than zero (0),# you are putting a cap on the Maximum P.Attack Speed AND/OR M.Attack Speed.# (official = 1800 and 2500) Not Use ( = 0 )MaxPAtkSpeed= 1800MaxMAtkSpeed= 2500 # -------------------------------------------------------------- ## Dagger Skills Options ## -------------------------------------------------------------- ## Alternative damage for dagger skills.# If uses values = 1.00, damage normally.# If uses values = 1.50, damage -50%.# If uses values = 2.00, damage -100%.DaggerReduceDmgVSRobe = 1.00DaggerRecudeDmgVSLight = 1.00DaggerRecuceDmgVSHeavy = 1.00 # This gives the Administrator/Owner the option to modify the blow success in percent by a dagger.# THIS CAN CAUSE HUGE DISBALANCE IN THE GAME PLAY, USE AT YOUR OWN RISK!# Based on L2JTeon Blow EngineFrontBlow = 50BackBlow = 70SideBlow = 60 # -------------------------------------------------------------- ## Mage Options ## -------------------------------------------------------------- ##Retail for Crit. Magic Hits Damage * 4.0.MultipleMCrit = 4.0 # -------------------------------------------------------------- ## Extra Options ## -------------------------------------------------------------- ##Increase or decrease running speed of characters.#10 adds 10 running speed, -10 removes 10.CustomRunSpeed = 0
i found that source on google, but i think its good for who have high rate server with ++ buffs etc to balance, by the way lets read what the expert people say, cause im newbie on dev yet xD
ps: who understand good of java etc. give opinion plz