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Effect


ThelwHelpRePaidia

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Hello i have this code

player.startAbnormalEffect(L2Character.ABNORMAL_EFFECT_STEALTH);

i want to change the "Sealth" thing and make it when a player have +16 armor to get some red effect (if you have played pride you know) i dont know how to write it xD

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Hello i have this code

player.startAbnormalEffect(L2Character.ABNORMAL_EFFECT_STEALTH);

i want to change the "Sealth" thing and make it when a player have +16 armor to get some red effect (if you have played pride you know) i dont know how to write it xD

you want to change effect itself, or you want  to make an rule that when player.getInvenotry.armor(id).enchant == 16 - player.startabnormal ? 

If first then you in a wrong section, if 2 too, then look for some simmiliar rule that i stated, maybe it used for some event or quest or anything else reffering check  getitem from inventory.

 

P.S.

dont want to make an acctual code cause its =D your work i guess.

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I have the code ready i need to replace "Stealth" thing with red aura something like this i dont know what to put on "Stealth" to take the red aura

 

http://www.mmorpg.com/photo/95cce76d-bcb4-48db-ab5d-01a3d8de4f22

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I have the code ready i need to replace "Stealth" thing with red aura something like this i dont know what to put on "Stealth" to take the red aura

 

http://www.mmorpg.com/photo/95cce76d-bcb4-48db-ab5d-01a3d8de4f22

how about this - player.startAbnormalEffect(L2Character.ABNORMAL_EFFECT_VITALITY); Nevit

Edited by LightFusion
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I get error here when i put vitality

player.startAbnormalEffect(L2Character.ABNORMAL_EFFECT_VITALITY);
					    }
player.stopAbnormalEffect(L2Character.ABNORMAL_EFFECT_VITALITY);

And i get dc after the compile :/

Edited by ThelwHelpRePaidia
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I get error here when i put vitality

player.startAbnormalEffect(L2Character.ABNORMAL_EFFECT_VITALITY);
					    }
player.stopAbnormalEffect(L2Character.ABNORMAL_EFFECT_VITALITY);

And i get dc after the compile :/

lol i dont know the real name of this abnormal in your server core, =D findyourself ...

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here is the inventory.java

if(armorSet.isEnchanted16(player)) // has all parts of set enchanted to 6 or more
					{
						int skillId = armorSet.getEnchant6skillId();
					    
						if (armorSet.isEnchanted16(player))
					    {
							 player.startAbnormalEffect(L2Character.ABNORMAL_EFFECT_STEALTH);
					    }



if(remove)
			{
				player.stopAbnormalEffect(L2Character.ABNORMAL_EFFECT_STEALTH);
				if(removeSkillId1 != 0)

}

and here the l2armorset.java

public boolean isEnchanted16(L2PcInstance player)
    {
         // Player don't have full set
        if(!containAll(player))
            return false;

        Inventory inv = player.getInventory();

        L2ItemInstance chestItem  = inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST);
        L2ItemInstance legsItem   = inv.getPaperdollItem(Inventory.PAPERDOLL_LEGS);
        L2ItemInstance headItem   = inv.getPaperdollItem(Inventory.PAPERDOLL_HEAD);
        L2ItemInstance glovesItem = inv.getPaperdollItem(Inventory.PAPERDOLL_GLOVES);
        L2ItemInstance feetItem   = inv.getPaperdollItem(Inventory.PAPERDOLL_FEET);

        if(chestItem.getEnchantLevel() < 16)
            return false;
        if(_legs != 0 && legsItem.getEnchantLevel() < 16)
            return false;
        if(_gloves != 0 && glovesItem.getEnchantLevel() < 16)
            return false;
        if(_head != 0 && headItem.getEnchantLevel() < 16)
            return false;
        if(_feet != 0 && feetItem.getEnchantLevel() < 16)
            return false;

       
    
		chestItem = null;
		legsItem = null;
		headItem = null;
		glovesItem = null;
		feetItem = null;

		return true;
	}
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You can go at gameserver/skills/AbnormalEffect.java (for aCis) and choose what you want...

 

public enum AbnormalEffect
{
    NULL("null", 0x0),
    BLEEDING("bleeding", 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);

 

Try this.. Is a red flame... I don't know if you want somethink like this.. But if you want, do the above..

player.startAbnormalEffect(L2Character.ABNORMAL_EFFECT_FLAME);

Edited by Baggoss
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Interlude

how the hell you are supposed to use vitality effect in interlude since itsn't implemented?

 

unless you implemented it,but I doubt it since if you would,you would knew what kind of effect you need to use.

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i guess he is talking about my abnormal vitality in interlude

When you put the VItALITY on interlude, need and client side.

Because of this he take dc with VIT AbnormalEffect. I guess..

Edited by Baggoss
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