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Mana Regen


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Posted

It should be in character templates (since these things are attached to a player character class).

 

Movement/Wait mode modifiers are hardcoded, check formulas or related Func implementing classes if you need to change them as well.

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Posted

Easy to say hard to do it as a beginner. Can you give me more information so i can do what i want?

 

As an alterbative, if make a passive skill which give more mp regen and put that skill in all classes will be the same?

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Posted (edited)

Character templates used to be in SQL, but now they are in XML, although the paths differ in different serverpacks (datapack, look for char_templates or character or similar folders).

 

And no, it will not be exactly the same (unless you use a multiplier instead of a flat value):

MP_regen = max(orgMP_regen × menBonusF × levelBonus × skillMP_regenPer + skillMP_regenDiff, 1)
P.S. I am unsure if CHA affects regen as well.

 

In short:

If you want to multiply/divide the MP regen (e.g. make it double) -> the result will be the same.

If you want to add a flat value (e.g. +5 / recovery tick), it will not be the same (MEN, level bonuses as well as mul/div effects will have no effect on the value added by a skill).

 

Of course, L2J's generalized calculator allows you to simply use a smaller order value (this means you would effectively create a custom MP regen formula without changing code). I think it was 32 (0x20) for add/sub instead of 64 (0x40).

Edited by _dev_
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Posted

Character templates used to be in SQL, but now they are in XML, although the paths differ in different serverpacks (datapack, look for char_templates or character or similar folders).

 

And no, it will not be exactly the same (unless you use a multiplier instead of a flat value):

MP_regen = max(orgMP_regen × menBonusF × levelBonus × skillMP_regenPer + skillMP_regenDiff, 1)
P.S. I am unsure if CHA affects regen as well.

 

In short:

If you want to multiply/divide the MP regen (e.g. make it double) -> the result will be the same.

If you want to add a flat value (e.g. +5 / recovery tick), it will not be the same (MEN, level bonuses as well as mul/div effects will have no effect on the value added by a skill).

 

Of course, L2J's generalized calculator allows you to simply use a smaller order value (this means you would effectively create a custom MP regen formula without changing code). I think it was 32 (0x20) for add/sub instead of 64 (0x40).

 

there's no column in character template for mp reg and there's no xml file for char stats.i checked them both. So i will try to add it on passive skill and i please the gods to work fine. Is there a guide for the orders(0x20,0x40 etc.) because there's no guide to fully explain how orders exactly work... :/

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Posted

there's no column in character template for mp reg and there's no xml file for char stats.i checked them both. So i will try to add it on passive skill and i please the gods to work fine. Is there a guide for the orders(0x20,0x40 etc.) because there's no guide to fully explain how orders exactly work... :/

Well, I was primarily referring to this: https://github.com/L2J/L2J_DataPack/blob/master/dist/game/data/stats/chars/baseStats/AbyssWalker.xml

 

Here's a short guide for the orders. Assume you have certain values, already with operation attached:

 

+10 -20 *6 *2 *1.05 +63.2 *0.5 /3

 

You need to calculate a value. An easy way to do it is (parenthesis emphasize the natural operation order):

10 - (20 * 6 * 2 * 1.05) + (63.2 * 0.5 / 3)

 

Obviously, the "insertion order" calculation is not good for… mostly anything.

 

So now you have certain values with both operation and order attached, e.g.

 

+10[1] -20[15] *6[5] *2[5] *1.05[2] +63.2[15] *0.5[10] /3[2]

 

Now, you only have to sort the orders:

((((10) / 3 * 1.05) * 6 * 2) * 0.5) + 63.2 - 20

 

Which will end up providing a different value.

 

Obviously, you would want to avoid +- having the same order as */, because for the same order value, they can end up ordered in any way, and (x*2)+10 is different than (x+10)*2.

 

In order to allow intermediate values (for future updates), l2j has selected certain order values to be used in item/skill templates:

0x10 for base value <set>

0x20 for base value <add/sub>

0x30 for (base) value <mul/div> (due to multiplication semantics, we do not need to split it into two)

0x40 for modifying the precomputed value by <add/sub>

0x50 for one-sided <set> (overriding the completely computed value)

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Posted

lol why so hard coding  while he can do it with the easy way LAWL?

He asked to change (note the difference between 'adjust'/'modify' and 'change'/'replace') the default value. So it is only natural that we tried to guide him to the default values.

 

Once again, a skill with <mul> will participate in MP regen formula differently than a skill with <add>, when compared to just changing the default value.

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