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Add some tex on the head.


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Posted

hello,

 

I didn't a mistake about the section, i want to know where is coded the fact that the textures of surrender to wind is added above the head of the player if the skill success??

 

I've check the xml, but only about stats infos..

I've check the skillhandlers too, but nothing found..

 

I use L2Jserver H5.

Cordially,

Bleadd

6 answers to this question

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Posted

[fr]C'est sa de rester sur Interlude only :P[/fr]

 

I haven't the time this morning to make a SS, so it's a screen from GooGle about Real Target

 

w53aP1e1PeRdNdeKX5I-Shot00148.jpg

 

It's the same with surrender to wind but with a little storm above the head.

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Posted

[fr]T'aurais pû dire sleep ou autre ^^

gameserver.model.CharEffectList

pour comment utiliser cherches le nom des flags individuellement, comme EFFECT_FLAG_FEAR :

 

gameserver.skills.effects.EffectFear.java

@Override
public int getEffectFlags()
{
return CharEffectList.EFFECT_FLAG_FEAR;
}

[/fr]

  • 0
Posted

[fr]Ah oui c'est vrai ya le fear ou sleep, bon j'ai rien dit xD

 

Je vais check[/fr]

 

NULL("null", 0x0),

BLEEDING("bleed", 0x000001),

POISON("poison", 0x000002),

REDCIRCLE("redcircle", 0x000004),

ICE("ice", 0x000008),

WIND("wind", 0x000010),

FEAR("fear", 0x000020),

STUN("stun", 0x000040),

SLEEP("sleep", 0x000080),

MUTED("mute", 0x000100),

ROOT("root", 0x000200),

HOLD_1("hold1", 0x000400),

HOLD_2("hold2", 0x000800),

UNKNOWN_13("unknown13", 0x001000),

BIG_HEAD("bighead", 0x002000),

FLAME("flame", 0x004000),

UNKNOWN_16("unknown16", 0x008000),

GROW("grow", 0x010000),

FLOATING_ROOT("floatroot", 0x020000),

DANCE_STUNNED("dancestun", 0x040000),

FIREROOT_STUN("firerootstun", 0x080000),

STEALTH("stealth", 0x100000),

IMPRISIONING_1("imprison1", 0x200000),

IMPRISIONING_2("imprison2", 0x400000),

MAGIC_CIRCLE("magiccircle", 0x800000),

ICE2("ice2", 0x1000000),

EARTHQUAKE("earthquake", 0x2000000),

UNKNOWN_27("unknown27", 0x4000000),

INVULNERABLE("invulnerable", 0x8000000),

VITALITY("vitality", 0x10000000),

REAL_TARGET("realtarget", 0x20000000),

DEATH_MARK("deathmark", 0x40000000),

SKULL_FEAR("skull_fear", 0x80000000),

ARCANE_SHIELD("arcane_shield", 0x8000),

//CONFUSED("confused", 0x0020),

 

// special effects

S_INVINCIBLE("invincible", 0x000001),

S_AIR_STUN("airstun", 0x000002),

S_AIR_ROOT("airroot", 0x000004),

S_BAGUETTE_SWORD("baguettesword", 0x000008),

S_YELLOW_AFFRO("yellowafro", 0x000010),

S_PINK_AFFRO("pinkafro", 0x000020),

S_BLACK_AFFRO("blackafro", 0x000040),

S_UNKNOWN8("unknown8", 0x000080),

S_STIGMA_SHILIEN("stigmashilien", 0x000100),

S_STAKATOROOT("stakatoroot", 0x000200),

S_FREEZING("freezing", 0x000400),

S_VESPER_S("vesper_s", 0x000800),

S_VESPER_C("vesper_c", 0x001000),

S_VESPER_D("vesper_d", 0x002000),

 

// event effects

E_AFRO_1("afrobaguette1", 0x000001),

E_AFRO_2("afrobaguette2", 0x000002),

E_AFRO_3("afrobaguette3", 0x000004),

E_EVASWRATH("evaswrath", 0x000008),

E_HEADPHONE("headphone", 0x000010),

E_VESPER_1("vesper1", 0x000020),

E_VESPER_2("vesper2", 0x000040),

E_VESPER_3("vesper3", 0x000080),

HUNTING_BONUS("hunting_bonus", 0x80000);

 

In gameserver.skills.AbnormalEffect;

 

But now that i have the name of the abnormaleffect i want, i guess there is somewhere a method to add this abnormaleffect to the PC?

 

Edit : Found in L2Character.java

 

StartAbnormalEffect(int mask)  (mask =0x00..... from the list above)

stopAbnormalEffect(int mask) (same.)

 

Not tested, but no errors during compilation. I'll try ingame later.

 

Tested & works. Thanks for infos :)

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