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AUGUMENT L2JDOT INTERLUDE!


halpex

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data/stats/augmentations :)

 

pfffffffffffff Failed.

 

@halpex go to gameserver/config/other.properties.

 

In the end find these lines :

 

#------------------------------------------

# Chance for Augmentation bonus in %

#------------------------------------------

AugmentBasestat = 1

AugmentSkill = 10

 

The number coloured red is the chance to get the skill.

 

Just changed it to the number that you want. (always in %)

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#Amount of adena that a new character is given

#Default is 0

StartingAdena = 100000000

 

# movement speed for strider and wyvern

WyvernSpeed = 100

StriderSpeed = 80

 

#Allow the wyvern manager located in every castle to train wyverns and striders from hatchlings

AllowWyvernUpgrader = False

 

# If True, when effects of the same stack group are used, lesser

# effects will be canceled if stronger effects are used. New effects

# that are added will be canceled if they are of lesser priority to the old one.

# If False, they will not be canceled, and it will switch to them after the

# stronger one runs out, if the lesser one is still in effect.

CancelLesserEffect = True

 

# If you wish to disable the use of guards agains agressive monsters.

# Default is False.

AllowGuards = False

 

# If True, the following deep blue mobs' drop penalties will be applied:

# - When player's level is 9 times greater than mob's level, drops got divided by 3

# - After 9 lvl's of difference between player and deep blue mobs, drop chance is

# lowered by 9% each lvl that difference increases. (9lvls diff = -9%; 10lvls diff = -18%; ...)

# NOTE1: These rules are applied to both normal and sweep drops

# NOTE2: These rules ignores the server's rate when drop is of adena type (Complies with retail server)

UseDeepBlueDropRules = True

 

# Inventory space limits

MaximumSlotsForNoDwarf = 250

MaximumSlotsForDwarf = 250

MaximumSlotsForGMPlayer = 250

 

# Warehouse space limits (Must be < 300 for prevent client crash)

# Dwarfs will get bonus from lvl 60

MaximumWarehouseSlotsForDwarf = 120

MaximumWarehouseSlotsForNoDwarf = 100

MaximumWarehouseSlotsForClan = 200

MaximumFreightSlots = 20

 

# % Chance of succeding to enchant an item when it has a chance of breaking

EnchantChanceWeapon = 67

EnchantChanceArmor = 67

EnchantChanceJewelry = 67

# Enchant limit [default = 0 (unlimited)]

EnchantMaxWeapon = 15

EnchantMaxArmor = 15

EnchantMaxJewelry = 15

# if EnchantSafeMax is set to for ex '8' the item will be safly enchanted to '8'

# regardless of enchant chance(default = 3 for EnchantSafeMax and default = 4 for EnchantSafeMaxFull)

# EnchantSafeMaxFull is for full body armor (upper and lower)

# SHOULD BE > 0

EnchantSafeMax = 4

EnchantSafeMaxFull = 4

 

# % regeneration of normal regeneration speed

HpRegenMultiplier = 100

MpRegenMultiplier = 100

CpRegenMultiplier = 100

 

# % regeneration and defence for RaidBoss and their minions

RaidHpRegenMultiplier = 100

RaidMpRegenMultiplier = 100

RaidDefenceMultiplier = 300

 

#Configure Minimum and Maximum multiplier time between RaidBoss respawn.

#By Default 12Hours*1.0 for Minimum Time and 24Hours*1.0 for Maximum Time.

RaidMinRespawnMultiplier = 1.0

RaidMaxRespawnMultiplier = 1.0

 

# Minions respawn timer 300000 = 5 mins

RaidMinionRespawnTime = 300000

 

# Unstuck interval, seconds, default is 300 sec.

UnstuckInterval = 30

 

# Player Protection after teleporting or login in seconds, 0 for disabled

PlayerSpawnProtection = 0

 

# Player Protection from (agro) mobs after getting up from fake death; in seconds, 0 for disabled

PlayerFakeDeathUpProtection = 0

# PARTY XP DISTRIBUTION

# Set the first option here to one of the (auto, percentage, level, none).

# With "auto method" member is cut from Exp/SP distribution when his share is lower

# then party bonus acquired for him (30% for 2 member party)

# In that case he will not receive any Exp/SP from party and is not counted for party bonus

# The second option takes effect when "percentage" method is choosen. Don't use high values for this!

# The third option takes effect when "level" method is choosen. Don't use low values for this!

# If you don't want to have a cutoff point for party members' XP distribution,

# then just set the first option to "none". Defaults are: percentage , 3.0 , 30 ; respectively.

PartyXpCutoffMethod = auto

PartyXpCutoffPercent = 3.0

PartyXpCutoffLevel = 30

 

# Amount of HP, MP, and CP is restored

# Values are in percent of max

RespawnRestoreCP = 0

RespawnRestoreHP = 70

RespawnRestoreMP = 70

 

# Allow random respawning in towns, based on a maximum random offset

# from the base respawn co-ordinates.

RespawnRandomInTown = True

RespawnRandomMaxOffset = 20

 

# Maximum number of allowed slots for Private Stores (sell/buy) for dwarves and for all other races

# Normally, dwarves get 5 slots for pvt stores, while other races get only 4

MaxPvtStoreSlotsDwarf = 5

MaxPvtStoreSlotsOther = 4

 

# Store buffs/debuffs other effects on user logout?

StoreSkillCooltime=True

 

# List of pet rent (wyvern,strider). etc: 111,222,333

ListPetRentNpc = 30827

 

# Announce to players the location of the Mammon NPCs during Seal Validation.

# Default is False.

AnnounceMammonSpawn = False

 

# Alt privileges for GMs based on command privileges

AltPrivilegesAdmin = False

AltPrivilegesSecureCheck = True

AltPrivilegesDefaultLevel = 100

 

# Allow different name color for GM and Admin characters.

GMNameColorEnabled = True

# Color to use for Admin names, if enabled. (access level 100+).

# (Must be in hex BGR format: eg. 00FF00 = Green)

AdminNameColor = 00FF00

# Color to use for GM names, if enabled. (access level 75+).

# (Must be in hex BGR format: eg. FFFF00 = Yellow)

GMNameColor = FFFF00

 

# Enable GMs to have the glowing aura of a Hero character.

GMHeroAura = False

 

# Auto set invulnerable status to a GM on login.

GMStartupInvulnerable = True

# Auto set invisible status to a GM on login.

GMStartupInvisible = False

# Auto block private messages to a GM on login.

GMStartupSilence = False

# Auto list GMs in GM list (/gmlist) on login.

GMStartupAutoList = True

# The way //admin panel looks can be "modern" or "classic"

# (default is modern while classic provides more compatibility)

GMAdminMenuStyle = modern

# Enable players to send in-game petitions.

PetitioningAllowed = True

# Total number of petitions to allow per player, per session.

MaxPetitionsPerPlayer = 5

# Total number of petitions pending, if more are submitted they will be rejected.

MaxPetitionsPending = 25

 

#---------------------------------------------

# Jail configuration

#---------------------------------------------

# Jail is a PvP zone

JailIsPvp = True

# Disable all chat in jail (except normal one)

JailDisableChat = True

 

#------------------------------------------

# Death Penalty chance if killed by mob (%)

#------------------------------------------

DeathPenaltyChance = 0

 

 

 

:/

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      version=${l2dot.revision}

     builddate=20090723_0318

 

I asked for the version.I mean the number.

 

Anyway,L2J Dot closed so there is no point to use it.

 

Try L2J Equal is based on l2j dot but with more features + action.

 

Forum : http://www.l2equal.lt/forum/index.php

 

Pack : http://www.failai.in/F219CF38B3/Equal_rev_340_full_pack.rar

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LOL m8 edit core??

 

Read a guide !!

 

He have right :/ he have to edit core, create new config for it...!

 

As Commodus said..use Equal..this is the best prospect at this moment ( Intelude project )

 

I will make BETA patch ...You have to add and edit it by yourself..if you dont know java..dont waste Your time.

 

I will only suggests at this moment i havent time to create special patch for dot pack....

 

Config.java

 

Characters Property File Definitions

 

public static int AUGMENTATION_NG_SKILL_CHANCE;

public static int AUGMENTATION_NG_GLOW_CHANCE;

public static int AUGMENTATION_MID_SKILL_CHANCE;

public static int AUGMENTATION_MID_GLOW_CHANCE;

public static int AUGMENTATION_HIGH_SKILL_CHANCE;

public static int AUGMENTATION_HIGH_GLOW_CHANCE;

public static int AUGMENTATION_TOP_SKILL_CHANCE;

public static int AUGMENTATION_TOP_GLOW_CHANCE;

public static int AUGMENTATION_BASESTAT_CHANCE;

 

 

 

AUGMENTATION_NG_SKILL_CHANCE = Integer.parseInt(Character.getProperty("AugmentationNGSkillChance", "15"));

AUGMENTATION_NG_GLOW_CHANCE = Integer.parseInt(Character.getProperty("AugmentationNGGlowChance", "0"));

AUGMENTATION_MID_SKILL_CHANCE = Integer.parseInt(Character.getProperty("AugmentationMidSkillChance", "30"));

AUGMENTATION_MID_GLOW_CHANCE = Integer.parseInt(Character.getProperty("AugmentationMidGlowChance", "40"));

AUGMENTATION_HIGH_SKILL_CHANCE = Integer.parseInt(Character.getProperty("AugmentationHighSkillChance", "45"));

AUGMENTATION_HIGH_GLOW_CHANCE = Integer.parseInt(Character.getProperty("AugmentationHighGlowChance", "70"));

AUGMENTATION_TOP_SKILL_CHANCE = Integer.parseInt(Character.getProperty("AugmentationTopSkillChance", "60"));

AUGMENTATION_TOP_GLOW_CHANCE = Integer.parseInt(Character.getProperty("AugmentationTopGlowChance", "100"));

AUGMENTATION_BASESTAT_CHANCE = Integer.parseInt(Character.getProperty("AugmentationBaseStatChance", "1"));

 

else if (pName.equalsIgnoreCase("AugmentationNGSkillChance")) AUGMENTATION_NG_SKILL_CHANCE = Integer.parseInt(pValue);

else if (pName.equalsIgnoreCase("AugmentationNGGlowChance")) AUGMENTATION_NG_GLOW_CHANCE = Integer.parseInt(pValue);

else if (pName.equalsIgnoreCase("AugmentationMidSkillChance")) AUGMENTATION_MID_SKILL_CHANCE = Integer.parseInt(pValue);

else if (pName.equalsIgnoreCase("AugmentationMidGlowChance")) AUGMENTATION_MID_GLOW_CHANCE = Integer.parseInt(pValue);

else if (pName.equalsIgnoreCase("AugmentationHighSkillChance")) AUGMENTATION_HIGH_SKILL_CHANCE = Integer.parseInt(pValue);

else if (pName.equalsIgnoreCase("AugmentationHighGlowChance")) AUGMENTATION_HIGH_GLOW_CHANCE = Integer.parseInt(pValue);

else if (pName.equalsIgnoreCase("AugmentationTopSkillChance")) AUGMENTATION_TOP_SKILL_CHANCE = Integer.parseInt(pValue);

else if (pName.equalsIgnoreCase("AugmentationTopGlowChance")) AUGMENTATION_TOP_GLOW_CHANCE = Integer.parseInt(pValue);

else if (pName.equalsIgnoreCase("AugmentationBaseStatChance")) AUGMENTATION_BASESTAT_CHANCE = Integer.parseInt(pValue);

 

AugmentationData.java

 

This is only part...you have to add these config (and lines with you dont have in your java file...)

 

// Note: lifeStoneGrade: (0 means low grade, 3 top grade)

// First: determine whether we will add a skill/baseStatModifier or not

// because this determine which color could be the result

int skill_Chance = 0;

int stat34 = 0;

boolean generateSkill = false;

int resultColor = 0;

boolean generateGlow = false;

//lifestonelevel is used for stat Id and skill level, but here the max level is 10

if (lifeStoneLevel > 10)

lifeStoneLevel = 10;

switch (lifeStoneGrade)

{

case 0:

skill_Chance = Config.AUGMENTATION_NG_SKILL_CHANCE;

if (Rnd.get(1, 100) <= Config.AUGMENTATION_NG_GLOW_CHANCE)

generateGlow = true;

break;

case 1:

skill_Chance = Config.AUGMENTATION_MID_SKILL_CHANCE;

if (Rnd.get(1, 100) <= Config.AUGMENTATION_MID_GLOW_CHANCE)

generateGlow = true;

break;

case 2:

skill_Chance = Config.AUGMENTATION_HIGH_SKILL_CHANCE;

if (Rnd.get(1, 100) <= Config.AUGMENTATION_HIGH_GLOW_CHANCE)

generateGlow = true;

break;

case 3:

skill_Chance = Config.AUGMENTATION_TOP_SKILL_CHANCE;

if (Rnd.get(1, 100) <= Config.AUGMENTATION_TOP_GLOW_CHANCE)

generateGlow = true;

}

 

if (Rnd.get(1, 100) <= skill_Chance)

generateSkill = true;

else if (Rnd.get(1, 100) <= Config.AUGMENTATION_BASESTAT_CHANCE)

stat34 = Rnd.get(BASESTAT_STR, BASESTAT_MEN);

 

Now i hope you will see how you cant adapt it to your files...just download latest L2J files..and cheack Character.properties find these configs in Config.java and methods in AugmentationData.java.

 

If You know basic java..you will know how to do it...

I will only suggests at this moment i havent time to create special patch for dot pack....

 

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