Jump to content
  • 0

Item Like Premium Rune Interlude


Question

Posted

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:

<mul order="0x30" stat="rExp" val="2.0"/>

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

Recommended Posts

  • 0
Posted
11 hours ago, Reborn12 said:

you must create an item and check by item if is in the inventory must give this rates...

with some checks in l2attackable will works fine

if you know how to do this maybe you want help me? ofc not for free.

  • 0
Posted (edited)

Item check could work but it's bad, better to add new params. Follow the usage of exp, see methods used how it works and do similar.

Edited by SweeTs

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • And Discord: https://discord.gg/3aYqWNqb
    • Ofc: https://discord.gg/3aYqWNqb
    • You can find some H5 skins shared in old L2 modding Discords, but most of the higher‑quality ones are either paid or come bundled with full client edits. I usually mix in commissioned work and whatever I can patch myself. On a side note, I fund a lot of these commissions by selling off game items through instant sell cs2 skins, which has been a quick way for me to get some cash for projects.
    • There is no need for gRPC in this case, even tho originally it was gRPC based but since we don't need it to be bi-directional, we switched to simple http requests for the web calls and SSEs for the data streamed from the server. There are distributed locks in place to precent race conditions between actions that can happen between multiple web instances and the server.   Local models can also be slow depending on the model, and most external models can actually be faster than local ones if you use Flash 2.5 or something along those lines. I am running on 512GB of Unified Memory on my Mac Studio M3 Ultra so the speed of the local model for a small model is pretty good but I tested it with Gemini too and it works equally as fast and in some cases faster. The way it works is that I'm using pgvector (one of the benefits of moving to Postgres) to search the data and see what the player can see etc and there is some batching of the next few actions for 2-4 seconds for the user until the next LLM request fires. The batching also includes branching on logic so if they for example fall under some HP they will move to kiting instead of attacking or maybe they heal etc.   Everything is authed and permission-based. The server and the backend of the frontend have secure communication between them, either with a symmetric key (not recommended for production) or a certificate (the recommended way), so there is no worry. It's all tied to the account's access level, etc., so nobody can make an action that they normally wouldn't be allowed to do. Even the MCP is token-based, and there are prompt injection protections in place. The MCP is audited, and every mutation needs confirmation. The admin area is only accessible to the admin account anyway so normal users can't access it.  
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..