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Horse

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Everything posted by Horse

  1. try this: <html><body scroll="no">
  2. I found nothing releated to that, sadly. But, in the meantime I found the file responsible for it in the source, Topic can be locked,
  3. I kept searching a little further, and i found a code on l2j forum(a .diff to be more precise). And i have adopted it to my src. So for now it seems to be working fine, ofc i will do further testing. But yea, i must admit, if i were to do it by myself, i would have left out a couple of things which could have resulted in errors or bugs for sure. In any case, thank you for the replies, The topic can be locked.
  4. Thanks for the reply, but should i be looking for an xml or script in the data folder, or should i be looking for it in the source files.?
  5. Hello. Could anyone tell me what should i edit make some items drop devided like adena?
  6. Hello guys. I would have a question about where can i edit the maximum attribute lvls on items. For exemple the maximum attribute with stones is lvl 4. And i would like to edit this to be max lvl 2 (aka a weapon could have 75 attribute bonus max). Thanks in advance. (Hi5 Latest rev)
  7. Hello. I want to change the quest reward info in the quest's html window. Exemple: There's a quest which gives you 1 Enchant Armor (D) as a reward. This shows up at the bottom of the second HTML. However this isn't coded in the html file as i noticed. So, i guess it's a client side info. Anybody knows, which file should i look for to change the quest reward information in the html window of quest NPC?
  8. Hello. I 've been making some changes to instances and I have some problems i haven't been able to figure out yet. 1. I was able to add static reuse to other instances (For exemple Dark Cloud Mansion now have the same Re-enter method as Kamaloka(s). However, what i would really like to do is to make it work as Freya or other RB instances---->Having X days Re-enter time after the instance was completed. If I'm not mistaken I have to add a "code" to the checkConditions , something simaliar to Freya's instance condition. But i guess i should add or edit something else as well, since it's only the "condition". And if im right I also need to add something in order to actually have a Re-enter penalty. Otherwise it doesn't matter if the script checks if I have reuse or not. So my number one question: Exactly, how can i edit the instance to have a similar Re-enter system like I have on Freya for exemple. 2.Edit the Re-enter time on instances like Freya/Tezza. As far as I've seen there are no actual values in the instance scripts to define the exact amount of Re-enter time. I guess it is in some source file. If so, then which file should I look for to edit the Re-enter time for Freya and such? If it doesn't work that way then how can i edit the Re-enter time for instances like Freya? EDIT: I would have a third problem, tho it isn't instance releated: Is it possible to add stats to an item and having it's bonuses simply by being kept in the inventory?
  9. Thanks, I found it. P.S. I would have an other question. Is it possible to change a weapon's behavior and make it act like an other type of weapon. For exemple: I have a sword which has sword type attack animation on Kamael. And i would like this sword to have Rapier like animation on kamael. Is it possible to change it's values in weapongrp or in any other system file if needed? Or the only way to do so is to edit the animation file(s) ? I figured it out: If anyone might need it in the future: I had to change weapongrp.dat/"handness" in order to have Rapier like animation instead of Sword.
  10. Hello guys. My question would be the following: Does any of you know what file i should look for in source for changing the magic damage calculation based on M.ATK? What i mean is: For exemple lets say 5000+ M.Atk increases your Skill Dmg by 5%. And i want this to be 10 or 15%. Thanks in advance.
  11. I found the problem. I added wrong numbers, under the operatetype in skillgrp.dat. Now it's working fine. Thanks for the help. Now, only the adding new skills to the summon(on the client's side) gives me a headache.
  12. It's a bit late to reply i know. Every single skill i edited to be passive work perfectly. But even if i edit them in skillgrp.dat i mean i set the operatetype values to 2 0 as they are for passives, ithey still don't show up in the passive skill menu bar. I think there should be a file (or an option in skillgrp) where one could edit where the skill icon should be in the skill menu. I mean for exemple: I change Guard Stance to be a passive and let's say i want it to show up at pssive skills/race skill (just an exemple). And for this im pretty sure there is something else to be edited along with xml/skillgrp. I was thinking that there might be something that i have to change in the core. But i haven't figured it out yet what file is responsible for sorting skill icons' location at the skill menu. Is there anyone who knows this?
  13. Yes, this far, i've already got. Only in my version its operatetype instead of OP. But the problem is, that it doesn't matter if the skill works correctly as a passive becuase it still shows up in the Active Skill menu instead of the Passive Skill menu. I'm guessing this is also clint*sided, but i haven't been able to figure it out what file should i modify: ( in any case thanks for the reply.
  14. Is there anyone who can help me with this? :-[
  15. Hello, I was tinkering summoners when i ran into some problems. 1. When I add a new skill to the summon, it doesn't show up in the skill menu of the summon. If I'm not mistaken this is becuase it has to be added client-side as well. So my question is, what file do i have to modify in order to be able to see any extra or custom skill added to a summon? 2. How can i move a skill from the Active skill list to the passive skill list. For exemple let's say i change a toggle skill to passive like "Holy Armor" and i want it to show up at the passive skill list instead of the active.? (Hi5 client)
  16. I've read about this "fomrulas.java" in some IL topics. But i don't seem to find this file anywhere in my Hi5 datapack.
  17. THanks, but I'm trying to modify Magical Critical DAMAGE, not RATE. : )
  18. Hello, Could anyone explain it where or how can i edit/reduce magical critical damage in hi5 client? Or is there any "value" like stat="CritDmg" but for magical crit dmg? I tried mCritDmg since there's mCritRate but it doesn't seem to work.
  19. Thanks. This clarifies things. And yea, that's exactly what i did with STATs.
  20. 1. I see. So basicly every custom server or as a matter of fact every private server is somewhat illegal. 2. That one contains only "starting" stats like p.atk/m.atk etc. But i've found a work around by adding some new passive skills. In any case thanks for the reply.
  21. Greetings ! I've recently started to explore the world of developing/client modding. So I would have some question. 1.I read that l2j Client Modding is "illegal" even if you just edit some system files. Now, I don't really understand how this works becuase there are countless "custom" or "customized" servers around. So, my question is: Is there any actual threat in opening a server wich is customized/modifed? (like new skills/armors Just For Exemple). 2. My second question is : I was trying to modify the Base Stats (like STR/INT etc) of some classes.But i can't really find any xml s containing such thing.
  22. era of 1 week pride copies has come again...
  23. What about skills/classes? Are they the same as the rest of Gracia Final Pride servers? Or they are different?
  24. Yep...that's what all Pride copy owners say. You got a dedicated machine i give you that. But despite that it's the same features which all Gracia Final Pride pack contains. Same items, same unblanced classes, same currencies, etc.
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