xXObanXx

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About xXObanXx

  • Rank
    Elder
  • Birthday 02/08/1993

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    NoInformation@hotmail.com

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  • Gender
    Male
  • Location
    Athens
  • Interests
    Greek.Hacking.Scene
  1. Hello guys... I would like to know if it's possible to change the render engine of a High Five client... I tried with OpenGL and a custom downloaded engine D3D9 but everything else I try to put, it gives me an error like Object "Class D3D9Drv.D3D9RenderDevice not found"
  2. Well for me it's easy to read/maintenance and i'll make it easy to edit the values... xD But I don't actually get it how it could work with Maps Indeed this is an option but by changing the values there, you're changing the damage for all the classes... against all the armor types... so you can make a weapon (and a class that needs the current weapon) weak.. and it's not worth it at all
  3. I'm sorry boys but I don't get it.. It doesn't need to store all these informations into Maps. Each player has a different class and weapon.. but I don't get it why I should do all this... It's like a duplicate of the whole class/weapon system because all these weapons and classes are stored in enums and i call them directly from their classes... My current code is probably barely readable but it's simple and easy to understand.. Edit: Btw I'm currently opening the server from eclipse debugging so I don't need to recompile and change .jar files to change the value... i just change it from eclipse/save it and boum... the value has change and gets immediate effect... I will think about placing in properties or an xml later..
  4. If you read and understand the first class, then you know the rest of the code... It's not hardcoded at all but i wanted to keep the performance part, that's why i didn't use any Map. And I steel don't know what this code's performance would be in a live server, that's why i asked for a feedback, to tell me your thoughts :)
  5. hmmm bad idea... to much Map calculations... The code gets the final outcome from Formula.java and it gets calculated with the code (%) and gives the final damage... I think your thought could cause performance issues.. Imagine all these Map calculations in each hit or skill.. On a server with more than 20 people pvp'ing, the server would lag really badly i guess, wouldn't it? Edit: I'm not using string.. It doesn't need too actually... I think xml would be better than properties... too much values...
  6. Finally a real feedback. Thank you for your answer but i think you are kinda wrong... I can't hold 2 Map values with the same key, can I? I mean... to do that i must put Map.put("Class 96", Map2.get("SWORD", { 1.2, 1.1, 1.3 };) and then Map.put("Class 96", Map2.get("DUAL_SWORD", { 1.0, 1.2, 1.3 };) Can i actually do that?
  7. thank you.. now could you tell me the reason you're saying that spammer?!
  8. they do but every class is different... and i want to change their values differently from the other's if they're weak or too strong advertisement for BETA. If the server is BETA and people would join, you have an excuse for the unfixed balance and bugs and people will understand and will help you.. They'd do on live server too... but there'd be much more haters and tears!
  9. of course.. an Open Beta server is the best way to balance your server and test for bugs/glitches etc. BETA is this only way.. especially if you have a couple of events/codes/areas and plus to test your farm rewards, xp etc. + the balance... By fixing all the possible bugs and balance issues by yourself or with only 2-3 people and then opening a live server... It's kinda so waste of advertisement and money for it because when people will see the bugs and the balance issues, they won't care about fixing them... they'll start hating and flaming about the server and then you've just created 1 more dead-server! not worthy at all
  10. Creating bots to test stats is so much waste of time... and you'll never achieve something good from that... You'll waste so much time create a code and make bots fighting like real players and it's literally much faster to finish whatever you want and open a public beta server to fix the balance + skills + stats items etc.
  11. Sorry, I don't share it... yet. Atm I just want to hear some feedback from the community :)
  12. 1. Perhaps this code does something that's not that simple by editing skills, items, stats etc 1 by 1. 2. As i already said in the topic "I thought that by balancing skills and stats only, doesn't fix the problem on a point of view..." The skills are skills... You can handle a weak or strong skill... but it's difficult to handle the overall damage of some character to another (e.g a good warrior like duelist and a skilled player can sometimes almost achieve a 2v1 fight with 2 mages | a good archer can kill a mage without even let him react | a good dagger can face everyone except mages because of her evasion.) The balance doesn't come always from the skills and the skills doesn't always bring you balance.... Plus... with this code you can handle a part of balance really quick and easy!
  13. Hello boys! I was thinking ways that someone can make a balance into a server... Lineage is a game with many different characters and skills... So the balance is really hard some times... I thought that by balancing skills and stats only, doesn't fix the problem on a point of view... so I created a code that is changing the final outcome damage to a higher or lower percentage.. I think is better to check the code by yourself and give me a feedback. public static double calcPhysDam(L2Character attacker, L2Character target) { L2PcInstance targetPlayer = target.getActingPlayer(); L2PcInstance attackerPlayer = attacker.getActingPlayer(); boolean isPvP = attacker.isPlayable() && target.isPlayable(); final L2Weapon weapon = attacker.getActiveWeaponItem(); L2Armor armor = targetPlayer.getActiveChestArmorItem(); if (isPvP) { if (weapon != null) { if (armor != null) { switch (attackerPlayer.getClassId()) { /** * HUMAN CLASSES */ case duelist: { switch (weapon.getItemType()) { case DUAL: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case dreadnought: { switch (weapon.getItemType()) { case POLE: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case phoenixKnight: { switch (weapon.getItemType()) { case SWORD: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; case BLUNT: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case hellKnight: { switch (weapon.getItemType()) { case SWORD: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; case BLUNT: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case sagittarius: { switch (weapon.getItemType()) { case BOW: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; case DAGGER: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case adventurer: { switch (weapon.getItemType()) { case DUALDAGGER: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; case DAGGER: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; case BOW: return targetPlayer.isWearingHeavyArmor() ? 0.9 : targetPlayer.isWearingLightArmor() ? 0.9 : targetPlayer.isWearingMagicArmor() ? 0.9 : 0.7; default: return 0.6; } } /** * ELF CLASSES */ case evaTemplar: { switch (weapon.getItemType()) { case SWORD: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; case BLUNT: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case swordMuse: { switch (weapon.getItemType()) { case SWORD: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case windRider: { switch (weapon.getItemType()) { case DUALDAGGER: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; case DAGGER: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; case BOW: return targetPlayer.isWearingHeavyArmor() ? 0.9 : targetPlayer.isWearingLightArmor() ? 0.9 : targetPlayer.isWearingMagicArmor() ? 0.9 : 0.7; default: return 0.6; } } case moonlightSentinel: { switch (weapon.getItemType()) { case BOW: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; case DAGGER: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } /** * DARK ELF CLASSES */ case shillienTemplar: { switch (weapon.getItemType()) { case SWORD: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; case BLUNT: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case spectralDancer: { switch (weapon.getItemType()) { case DUAL: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case ghostHunter: { switch (weapon.getItemType()) { case DUALDAGGER: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; case DAGGER: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; case BOW: return targetPlayer.isWearingHeavyArmor() ? 0.9 : targetPlayer.isWearingLightArmor() ? 0.9 : targetPlayer.isWearingMagicArmor() ? 0.9 : 0.7; default: return 0.6; } } case ghostSentinel: { switch (weapon.getItemType()) { case BOW: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; case DAGGER: return targetPlayer.isWearingHeavyArmor() ? 0.9 : targetPlayer.isWearingLightArmor() ? 0.9 : targetPlayer.isWearingMagicArmor() ? 0.9 : 0.7; default: return 0.6; } } /** * ORC CLASSES */ case titan: { switch (weapon.getItemType()) { case TWOHAND_SWORD: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case grandKhavatari: { switch (weapon.getItemType()) { case DUALFIST: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } /** * DWARF CLASSES */ case fortuneSeeker: { switch (weapon.getItemType()) { case BLUNT: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case maestro: { switch (weapon.getItemType()) { case BLUNT: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } /** * KAMAEL CLASSES */ case doombringer: { switch (weapon.getItemType()) { case ANCIENTSWORD: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case maleSoulhound: { switch (weapon.getItemType()) { case RAPIER: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case femaleSoulhound: { switch (weapon.getItemType()) { case RAPIER: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case trickster: { switch (weapon.getItemType()) { case CROSSBOW: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } case judicator: { switch (weapon.getItemType()) { case RAPIER: return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; default: return 0.6; } } } } return 0.7; // if armor == null, return this. } return 1.0; // if weapon == null, return this. } return 1.0; // Never change this value. } /** * @param attacker * @param target * @param skill * @return double */ public static double calcMagicDam(L2Character attacker, L2Character target, Skill skill) { L2PcInstance targetPlayer = (L2PcInstance) target; L2PcInstance attackerPlayer = (L2PcInstance) attacker; boolean isPvP = attacker.isPlayable() && target.isPlayable(); L2Armor armor = targetPlayer.getActiveChestArmorItem(); if (isPvP) { if ((skill != null) && skill.isMagic()) { if (armor != null) { switch (attackerPlayer.getClassId()) { /** * HUMAN CLASSES */ case archmage: { return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; } case soultaker: { return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; } case arcanaLord: { return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; } case cardinal: { return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; } case hierophant: { return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; } /** * ELF CLASSES */ case mysticMuse: { return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; } case elementalMaster: { return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; } case evaSaint: { return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; } /** * DARK ELF CLASSES */ case stormScreamer: { return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; } case spectralMaster: { return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; } case shillienSaint: { return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; } /** * ORC CLASSES */ case dominator: { return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; } case doomcryer: { return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7; } } } return 0.7; // if armor == null, return this. } return 1.0; // if skill == null, return this. } return 1.0; // Never change this value. } With this code i can either control the OP damage from classes with other weapons like the common issue with tanks with bow... with less words... Each character is able to deal the maximum damage he can ONLY with his weapon... not another class's weapon.
  14. and how i am suppose to add or correct this now ?