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50 Euros For Service?
Donald Trump 2016 In your example there, with the car. You can "mount" the car i assume, but in that server, you have also strider? You can summon the strider and mount it? with the correct texture etc, or it shows the car? I mean, have you more than one mount? like the strider the fenir and that car, or have only changed one for example the strider have that texture when you mount the strider? Because what i am trying to do, is completly implement the fenir as another mount , not replace and existing one in my case strider for the fenir.
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50 Euros For Service?
Ok, lets assume that, this current approach is not the correct one. The one that envolves edtiting the dlls. In your view, Donald Trump 2016 about this implementation, Can you give me a detailed kinda guide on how to do it, that i can understand, and be able to tell my current developer? The problems that appened wtill now, was, when mounting the fenir was invisivel dont appear. And then was similar to the above, when mounting the fenir, the strider appear. I'm not good at programming or understanding much, that's why i try to get others to do it in echange for money. So at least give me some detailed information, that i can tell to the other guy?
- 50 Euros For Service?
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50 Euros For Service?
Well. Anyone else interested in trying to do it? Btw anyone knows how to edit dll.? It is almost done. Problem is that need to destroy strider for fenir to exist. Because there is a dll with only strider there. For what Beliefer and Asuki told me. So we think, if i am not mistaken, we think, that we need to edit a dll file.
- 50 Euros For Service?
- 50 Euros For Service?
- 50 Euros For Service?
- 50 Euros For Service?
- 50 Euros For Service?
- Incorrect P.def Values
- Incorrect P.def Values
- Incorrect P.def Values
- Incorrect P.def Values
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Incorrect P.def Values
So if i understude correctly this: public double getLevelMod() { return (100.0 - 11 + getLevel()) / 100.0; } Is the thing that also modifies the P.def being added to the charcter? so, to avoind all this, i just need to remove the getLevelMod() for the line: env.mulValue(env.getCharacter().getLevelMod()); staying like this: env.mulValue(env.getCharacter()); ? Plus the 0's the sub values here? if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD) != null) env.subValue(12); if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST) != null) env.subValue((hasMagePDef) ? 15 : 31); if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS) != null) env.subValue((hasMagePDef) ? 8 : 18); if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES) != null) env.subValue(8); if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET) != null) env.subValue(7);
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Incorrect P.def Values
Yes it subtract always small bits in difrent parts of equipment, in this case the gloves is -8 I already told that. and i also told that i changed that values to 0 and already gives almost all the stat of the glove. gives +8 instead of 9 still discount something somewhere else. And that is the only part where i am stuck. what other places/files are that are related to this. Is the only thing i am asking. In L2Character.java there is this: (similar to what you wrote above) it gives the same resoult, here the difrence is he sub -11 from 100 that gives the 89 you have there, then divid it by 100. Its the same. (still dont get the logic for this to exist in the first place but anyway.) public double getLevelMod() { return (100.0 - 11 + getLevel()) / 100.0; } The result of this, well appears so. Is in the current level i am it gives 0.94, this means a negative valeu i think and if i rise some levels, this numeber will rise as well. That explains in some cases, when you are higher level and equip stuff, instead of giving less, gives more. But its just a premature opinion. dont exactly think this is it.