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Help Item Like Premium Rune Interlude
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By newrostman · Posted
Version 0.8.0 - Export to Blender. Map tile transfer. Main/Classic support. New shadows Download Location export to Blender Export works both from the main menu and inside a loaded world. - Export location… saves one or more tiles (up to 25) into one glTF file (.glb) with textures. The file holds: - the terrain, with all its layers baked into one texture of 2048, 4096 or 8192 px; - the level geometry, static meshes, doors and, if you want, the grass. - Neighbouring tiles meet without gaps. Shared textures are written only once. - Water looks like the viewer's realistic water. It is smooth, with ripples, and its colour depends on the depth: turquoise over sand, dark in deep places. - Scale: 1 client unit = 4 cm, so people are 1.8 m tall. - A part exports a square of 200–1300 m instead of the whole tile. - Place NPCs from npcpos places the NPCs from the server's npcpos.txt. For each kind of NPC it writes a separate file with its skeleton and animations. - Time of day takes the client's sun, light, fog and sky (clouds, sun, moon) for the chosen hour. NPC and player character export - Export NPC… finds an NPC by name, title, id or mesh. It saves the NPC as glTF with its skeleton and all its animations: idle, walk, run, attacks, death and more. - NPCs built from player race parts, such as guards in armour, are exported too, with their weapons and shields. - Player character mode makes a character of any race in the armour and weapons you choose. Open in Blender - Every export comes with the open-in-blender.py script. If Blender is installed, an "Open in Blender" button appears after the export. - A character opens with its textures at once: the camera looks at its face, the idle animation plays, the bones are hidden, and the animations loop. - Locations and characters are lit by their own sun and sky, with shadows. - Each tile and each of its parts (terrain, meshes, grass) is in its own collection, so one checkbox hides it. Copy, move and swap map tiles - In Copy, move or swap tiles… you pick the source tile and a place on the map. Cruma shifts all the coordinates in the map. - The geodata region and the spawns from npcpos.txt can move along with the tile. A tile can also come from another client. If the two clients are from different chronicles, correct results are not guaranteed, so make a backup first. - Build from the map builds the geodata of the moved tiles again, and Rebuild pathnodes rebuilds the pathnode graph. - Update map image updates the map image in the start menu after the operation. - The dialog shows which world you are picking the tile in and which client will be changed. Main and Classic worlds - Clients with Classic maps have a Main / Classic switch. Classic opens X_Y_Classic.unr. - The Classic world has its own folders for captures, the map image and geodata. - If a client has no Classic maps, the switch is dimmed and cannot be changed. Shadows (Custom Lighting) Note: the custom lighting must be enabled in settings/scene settings - NPCs now also cast sun shadows on the ground and walls, and get darker in the shade of buildings and trees. - Shadows of buildings and trees are much sharper, with crisp edges on roofs and walls. - This has almost no effect on performance. Thanks, appreciate it! -
https://www.facebook.com/reel/1654270722796401
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Question
tomaszow
Hello.
I need create Item like H5 Rune of Exp/SP, but on interlude server with L2jFrozen Files.
Item must give exp/sp/adena/Drop +100%, Exp and SP is not problem because Frozen have:
EXPSP_RATE("rExp"),so when i add it to any skill/item like that:
i recive efect what i want.
but problem is when i want add Drop and Adena rate, because frozen dont have this stats.
Anyone know how to add Drop rate and Adena Rate to Stats.java?
I can pay for help, the issue of getting along, but i need it fast. (PM)
This is oryginal Stats.java
/* * L2jFrozen Project - www.l2jfrozen.com * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA. * * http://www.gnu.org/copyleft/gpl.html */ package com.l2jfrozen.gameserver.skills; import java.util.NoSuchElementException; /** * Enum of basic stats. * @author mkizub */ public enum Stats { // // Base stats, for each in Calculator a slot is allocated // // HP & MP MAX_HP("maxHp"), MAX_MP("maxMp"), MAX_CP("maxCp"), REGENERATE_HP_RATE("regHp"), REGENERATE_CP_RATE("regCp"), REGENERATE_MP_RATE("regMp"), RECHARGE_MP_RATE("gainMp"), HEAL_EFFECTIVNESS("gainHp"), // Atk & Def POWER_DEFENCE("pDef"), MAGIC_DEFENCE("mDef"), POWER_ATTACK("pAtk"), MAGIC_ATTACK("mAtk"), POWER_ATTACK_SPEED("pAtkSpd"), MAGIC_ATTACK_SPEED("mAtkSpd"), // how fast a spell is casted (including animation) MAGIC_REUSE_RATE("mReuse"), // how fast spells becomes ready to reuse SHIELD_DEFENCE("sDef"), CRITICAL_DAMAGE("cAtk"), CRITICAL_DAMAGE_ADD("cAtkAdd"), PVP_PHYSICAL_DMG("pvpPhysDmg"), PVP_MAGICAL_DMG("pvpMagicalDmg"), PVP_PHYS_SKILL_DMG("pvpPhysSkillsDmg"), // Atk & Def rates EVASION_RATE("rEvas"), P_SKILL_EVASION("pSkillEvas"), SHIELD_RATE("rShld"), SHIELD_ANGLE("shldAngle"), CRITICAL_RATE("rCrit"), BLOW_RATE("blowRate"), LETHAL_RATE("lethalRate"), MCRITICAL_RATE("mCritRate"), EXPSP_RATE("rExp"), ATTACK_CANCEL("cancel"), // Accuracy and range ACCURACY_COMBAT("accCombat"), POWER_ATTACK_RANGE("pAtkRange"), MAGIC_ATTACK_RANGE("mAtkRange"), POWER_ATTACK_ANGLE("pAtkAngle"), ATTACK_COUNT_MAX("atkCountMax"), // Run speed, // walk & escape speed are calculated proportionally, // magic speed is a buff RUN_SPEED("runSpd"), WALK_SPEED("walkSpd"), // // Player-only stats // STAT_STR("STR"), STAT_CON("CON"), STAT_DEX("DEX"), STAT_INT("INT"), STAT_WIT("WIT"), STAT_MEN("MEN"), // // Special stats, share one slot in Calculator // // stats of various abilities BREATH("breath"), FALL("fall"), // AGGRESSION("aggression"), // locks a mob on tank caster BLEED("bleed"), // by daggers, like poison POISON("poison"), // by magic, hp dmg over time STUN("stun"), // disable move/ATTACK for a period of time ROOT("root"), // disable movement, but not ATTACK MOVEMENT("movement"), // slowdown movement, debuff CONFUSION("confusion"), // mob changes target, opposite to aggression/hate SLEEP("sleep"), // sleep (don't move/ATTACK) until attacked FIRE("fire"), WIND("wind"), WATER("water"), EARTH("earth"), HOLY("holy"), DARK("dark"), // AGGRESSION_VULN("aggressionVuln"), BLEED_VULN("bleedVuln"), POISON_VULN("poisonVuln"), STUN_VULN("stunVuln"), PARALYZE_VULN("paralyzeVuln"), ROOT_VULN("rootVuln"), SLEEP_VULN("sleepVuln"), CONFUSION_VULN("confusionVuln"), MOVEMENT_VULN("movementVuln"), FIRE_VULN("fireVuln"), WIND_VULN("windVuln"), WATER_VULN("waterVuln"), EARTH_VULN("earthVuln"), HOLY_VULN("holyVuln"), DARK_VULN("darkVuln"), CANCEL_VULN("cancelVuln"), // Resistance for cancel type skills DERANGEMENT_VULN("derangementVuln"), DEBUFF_VULN("debuffVuln"), BUFF_VULN("buffVuln"), FALL_VULN("fallVuln"), CAST_INTERRUPT("concentration"), CRIT_VULN("critVuln"), // Resistence to Crit DMG. DEBUFF_IMMUNITY("debuffImmunity"), NONE_WPN_VULN("noneWpnVuln"), // Shields!!! SWORD_WPN_VULN("swordWpnVuln"), BLUNT_WPN_VULN("bluntWpnVuln"), DAGGER_WPN_VULN("daggerWpnVuln"), BOW_WPN_VULN("bowWpnVuln"), POLE_WPN_VULN("poleWpnVuln"), ETC_WPN_VULN("etcWpnVuln"), FIST_WPN_VULN("fistWpnVuln"), DUAL_WPN_VULN("dualWpnVuln"), DUALFIST_WPN_VULN("dualFistWpnVuln"), POLE_TARGERT_COUNT("poleTargetCount"), BIGSWORD_WPN_VULN("bigSwordWpnVuln"), BIGBLUNT_WPN_VULN("bigBluntWpnVuln"), REFLECT_DAMAGE_PERCENT("reflectDam"), REFLECT_SKILL_MAGIC("reflectSkillMagic"), REFLECT_SKILL_PHYSIC("reflectSkillPhysic"), VENGEANCE_SKILL_PHYSICAL_DAMAGE("vengeanceSkillPhysic"), ABSORB_DAMAGE_PERCENT("absorbDam"), TRANSFER_DAMAGE_PERCENT("transDam"), MAX_LOAD("maxLoad"), WEIGHT_PENALTY("weightPenalty"), PATK_PLANTS("pAtk-plants"), PATK_INSECTS("pAtk-insects"), PATK_ANIMALS("pAtk-animals"), PATK_MONSTERS("pAtk-monsters"), PATK_DRAGONS("pAtk-dragons"), PATK_UNDEAD("pAtk-undead"), PATK_ANGELS("pAtk-angels"), PATK_GIANTS("pAtk-giants"), PATK_MCREATURES("pAtk-magicCreature"), PDEF_GIANTS("pDef-giants"), PDEF_MCREATURES("pDef-magicCreature"), PDEF_UNDEAD("pDef-undead"), PDEF_PLANTS("pDef-plants"), PDEF_INSECTS("pDef-insects"), PDEF_ANIMALS("pDef-animals"), PDEF_MONSTERS("pDef-monsters"), PDEF_DRAGONS("pDef-dragons"), PDEF_ANGELS("pDef-angels"), ATK_REUSE("atkReuse"), P_REUSE("pReuse"), // ExSkill :) INV_LIM("inventoryLimit"), WH_LIM("whLimit"), FREIGHT_LIM("FreightLimit"), P_SELL_LIM("PrivateSellLimit"), P_BUY_LIM("PrivateBuyLimit"), REC_D_LIM("DwarfRecipeLimit"), REC_C_LIM("CommonRecipeLimit"), // C4 Stats PHYSICAL_MP_CONSUME_RATE("PhysicalMpConsumeRate"), MAGICAL_MP_CONSUME_RATE("MagicalMpConsumeRate"), DANCE_MP_CONSUME_RATE("DanceMpConsumeRate"), HP_CONSUME_RATE("HpConsumeRate"), MP_CONSUME("MpConsume"), SOULSHOT_COUNT("soulShotCount"), // Skill mastery SKILL_MASTERY("skillMastery"); public static final int NUM_STATS = values().length; private String _value; public String getValue() { return _value; } private Stats(final String s) { _value = s; } public static Stats valueOfXml(String name) { name = name.intern(); for (final Stats s : values()) { if (s.getValue().equals(name)) return s; } throw new NoSuchElementException("Unknown name '" + name + "' for enum BaseStats"); } }3 answers to this question
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