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Does anyone have the mod .dressme that works on the latest version of L2JServer H5 and can share with me? please.

I have one here, it works fine, more like type: BIGSWORD and BIGBLUNT have been removed from the project. the weapons does not work correctly. 

https://pastebin.com/J2maC8i8

Without the type: BIGSWORD and BIGBLUNT the mod does not differ the weapons of one hand nor two hands

 

 

cPLa3kc.jpg.2b2e687975699166792a55d71c70ba04.jpg

 

 

Y1IOsWF.thumb.jpg.4c8cc49852c1a6661713721d300a9e12.jpg

 

 

 

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  • 0
Posted
15 minutes ago, HARDECORE said:

this one works 100% with Armors and cloaks.
only one-handed and two-handed weapons that does not work correctly 

ah ok we can adjust this or make a new one. 

  • 0
Posted

Did you get any errors during the adaption of the code to your pack? Maybe some undefined variables or something?

  • 0
Posted
38 minutes ago, Solomun said:

Did you get any errors during the adaption of the code to your pack? Maybe some undefined variables or something?

 

everything was adapted correctly, no error. the code works fine. the only problem is that as there is no more type: BIGSWORD and BIGBLUNT in the source code does not separate weapons from a two-handed hand.

 

+   public static void callRules()

+   {

+       // Example: a Virtual sword can mount an Equipped blunt.

+       weaponMapping[WeaponType.SWORD.ordinal()][WeaponType.BLUNT.ordinal()] = true;

+

+       // Example: a Virtual blunt can mount an Equipped sword.

+       weaponMapping[WeaponType.BLUNT.ordinal()][WeaponType.SWORD.ordinal()] = true;

+

+       // weaponMapping[WeaponType.BIGSWORD.ordinal()][WeaponType.BIGBLUNT.ordinal()] = true;

+       // weaponMapping[WeaponType.BIGBLUNT.ordinal()][WeaponType.BIGSWORD.ordinal()] = true;

+

+       armorMapping[ArmorType.SIGIL.ordinal()][ArmorType.SHIELD.ordinal()] = true;

+       armorMapping[ArmorType.SHIELD.ordinal()][ArmorType.SIGIL.ordinal()] = true;

+

+       // armorMapping[L2ArmorType.HEAVY.ordinal()][L2ArmorType.LIGHT.ordinal()] = true;

+       // armorMapping[L2ArmorType.HEAVY.ordinal()][L2ArmorType.MAGIC.ordinal()] = true;

+

+       // armorMapping[L2ArmorType.LIGHT.ordinal()][L2ArmorType.HEAVY.ordinal()] = true;

+       // armorMapping[L2ArmorType.LIGHT.ordinal()][L2ArmorType.MAGIC.ordinal()] = true;

+

+       // armorMapping[L2ArmorType.MAGIC.ordinal()][L2ArmorType.LIGHT.ordinal()] = true;

+       // armorMapping[L2ArmorType.MAGIC.ordinal()][L2ArmorType.HEAVY.ordinal()] = true;

+   }

 

 

as you can see I highlighted the restriction that separated SWORD from BIGSWORD and BLUNT from BIGBLUNT.

 

why now in the new codes one-handed weapons and two-handed weapons uses the same type: SWORD.

 

 

SWORD

 

 One handed weapon XML: Eternal Core Sword

 

    <item id="15871" type="Weapon" name="Eternal Core Sword - Focus">
        <set name="icon" val="icon.weapon_incessantcore_sword_i01" />
        <set name="default_action" val="EQUIP" />
        <set name="weapon_type" val="SWORD" />
        <set name="bodypart" val="rhand" />
        <set name="random_damage" val="10" />
        <set name="attack_range" val="40" />
        <set name="damage_range" val="0;0;40;120" />
        <set name="immediate_effect" val="true" />
        <set name="crystal_count" val="9872" />
        <set name="crystal_type" val="S84" />
        <set name="material" val="STEEL" />
        <set name="weight" val="1520" />
        <set name="price" val="205668000" />
        <set name="change_weaponId" val="15904" />
        <set name="soulshots" val="1" />
        <set name="spiritshots" val="1" />
        <set name="element_enabled" val="true" />
        <set name="enchant_enabled" val="1" />
        <set name="item_skill" val="3566-5" />
        <for>
            <set stat="pAtk" val="437" />
            <set stat="mAtk" val="192" />
            <set stat="critRate" val="8" />
            <set stat="pAtkSpd" val="379" />
            <enchant val="0" stat="pAtk" />
            <enchant val="0" stat="mAtk" />
        </for>
    </item>

 

 

 

BLUNT

 

Two Handed XML: Lava Saw

 

    <item id="15883" type="Weapon" name="Lava Saw - Focus">
        <set name="icon" val="icon.weapon_lavamond_saw_i01" />
        <set name="default_action" val="EQUIP" />
        <set name="weapon_type" val="SWORD" />
        <set name="bodypart" val="lrhand" />
        <set name="random_damage" val="10" />
        <set name="attack_range" val="40" />
        <set name="damage_range" val="0;0;40;120" />
        <set name="immediate_effect" val="true" />
        <set name="crystal_count" val="9872" />
        <set name="crystal_type" val="S84" />
        <set name="material" val="STEEL" />
        <set name="weight" val="1740" />
        <set name="price" val="205668000" />
        <set name="change_weaponId" val="15907" />
        <set name="soulshots" val="1" />
        <set name="spiritshots" val="1" />
        <set name="element_enabled" val="true" />
        <set name="enchant_enabled" val="1" />
        <set name="item_skill" val="3566-5" />
        <for>
            <set stat="pAtk" val="532" />
            <set stat="mAtk" val="192" />
            <set stat="critRate" val="8" />
            <set stat="pAtkSpd" val="325" />
            <enchant val="0" stat="pAtk" />
            <enchant val="0" stat="mAtk" />
        </for>
    </item>

 

 

BLUNT

 

Two Handed XML: Contristo Hammer

 

    <item id="15882" type="Weapon" name="Contristo Hammer - Health">
        <set name="icon" val="icon.weapon_pereztear_hammer_i01" />
        <set name="default_action" val="EQUIP" />
        <set name="weapon_type" val="BLUNT" />
        <set name="bodypart" val="lrhand" />
        <set name="random_damage" val="20" />
        <set name="attack_range" val="40" />
        <set name="damage_range" val="0;0;40;120" />
        <set name="immediate_effect" val="true" />
        <set name="crystal_count" val="9872" />
        <set name="crystal_type" val="S84" />
        <set name="material" val="FINE_STEEL" />
        <set name="weight" val="1740" />
        <set name="price" val="205668000" />
        <set name="soulshots" val="1" />
        <set name="spiritshots" val="1" />
        <set name="element_enabled" val="true" />
        <set name="enchant_enabled" val="1" />
        <set name="item_skill" val="3013-3" />
        <for>
            <set stat="pAtk" val="532" />
            <set stat="mAtk" val="192" />
            <set stat="critRate" val="4" />
            <add stat="accCombat" val="4.75" />
            <set stat="pAtkSpd" val="325" />
            <enchant val="0" stat="pAtk" />
            <enchant val="0" stat="mAtk" />
        </for>
    </item>

 

 

BLUNT

 

 One handed weapon XML: Sacredium

 

    <item id="15893" type="Weapon" name="Sacredium - Acumen">
        <set name="icon" val="icon.weapon_sacredumors_i01" />
        <set name="default_action" val="EQUIP" />
        <set name="weapon_type" val="BLUNT" />
        <set name="bodypart" val="rhand" />
        <set name="random_damage" val="20" />
        <set name="attack_range" val="40" />
        <set name="damage_range" val="0;0;40;120" />
        <set name="immediate_effect" val="true" />
        <set name="crystal_count" val="9872" />
        <set name="crystal_type" val="S84" />
        <set name="material" val="WOOD" />
        <set name="weight" val="1080" />
        <set name="price" val="205668000" />
        <set name="soulshots" val="1" />
        <set name="spiritshots" val="1" />
        <set name="element_enabled" val="true" />
        <set name="enchant_enabled" val="1" />
        <set name="is_magic_weapon" val="true" />
        <set name="item_skill" val="3047-3" />
        <for>
            <set stat="pAtk" val="350" />
            <set stat="mAtk" val="256" />
            <set stat="critRate" val="4" />
            <add stat="accCombat" val="4.75" />
            <set stat="pAtkSpd" val="379" />
            <enchant val="0" stat="pAtk" />
            <enchant val="0" stat="mAtk" />
        </for>
    </item>

 

 

  • 0
Posted

 

2 minutes ago, HARDECORE said:

 

everything was adapted correctly, no error. the code works fine. the only problem is that as there is no more type: BIGSWORD and BIGBLUNT in the source code does not separate weapons from a two-handed hand.

 

 

What else values exist in WeaponType enumeration? These is got to be something to replace BLUNT...

  • 0
Posted (edited)
5 minutes ago, Solomun said:

 

 

Que mais valores existem na enumeração WeaponType? Estes tem que ser algo para substituir o BLUNT ...

Yes. There is and I can also create the Type: BIGBLUNT AND BIGSWORD and by the weapons that the same works. the problem is that the type I create is not in the critical / damage / attack formulas

 

public enum WeaponType implements ItemType
{
    SWORD(TraitType.SWORD),
    BLUNT(TraitType.BLUNT),
    DAGGER(TraitType.DAGGER),
    BOW(TraitType.BOW),
    POLE(TraitType.POLE),
    NONE(TraitType.NONE),
    DUAL(TraitType.DUAL),
    ETC(TraitType.ETC),
    FIST(TraitType.FIST),
    DUALFIST(TraitType.DUALFIST),
    FISHINGROD(TraitType.NONE),
    RAPIER(TraitType.RAPIER),
    ANCIENTSWORD(TraitType.ANCIENTSWORD),
    CROSSBOW(TraitType.CROSSBOW),
    FLAG(TraitType.NONE),
    OWNTHING(TraitType.NONE),
    DUALDAGGER(TraitType.DUALDAGGER);
    
    private final int _mask;
    private final TraitType _traitType;

 

 

 

I already tried doing this and it did not go well. the classes that use the proper weapons becomes disproportionate

Edited by HARDECORE
  • 0
Posted
13 minutes ago, tazerman2 said:

maybe get type LRhand i can check your problem open anydesk and send me ID

 


that is the solution. but I do not know how to do it.

I'm not sure where I can look at the ID's?

I found this in the l2jserver forum. maybe it's those IDs

L2Item.SLOT_R_HAND or L2Item.SLOT_LR_HAND

 

in L2Item.java I have this.

Capturar.PNG

  • 0
Posted

is just a check if (item.isWeapon() && item.getType() == Item.SLOT_LR_FINGER)

i can help you if you need just download anydesk for see your problem i dont take you money.

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