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[Help] Effect codes for l2j


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Hello,

 

I have been wondering this for quite a while, and I still havent figured it out myself, so I go ask here:

 

 

How do effects work inside l2j?

 

I have read things like "abnormal=invinsible" or something at some skills .xml, but where is it defined?

 

And how does this work with Hero glows? Is it possible to, let's say with use of Stefoulis' legend system, define another glow and add it when a player is legend?

 

 

Thanks in advance and I will update tomorrow as this may seem very unclear,

 

- LauQ

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            if (abn.equals("bleed")) abnormal = L2Character.ABNORMAL_EFFECT_BLEEDING;

            else if (abn.equals("poison")) abnormal = L2Character.ABNORMAL_EFFECT_POISON;

            else if (abn.equals("redcircle")) abnormal = L2Character.ABNORMAL_EFFECT_REDCIRCLE;

            else if (abn.equals("ice")) abnormal = L2Character.ABNORMAL_EFFECT_ICE;

            else if (abn.equals("wind")) abnormal = L2Character.ABNORMAL_EFFECT_WIND;

            else if (abn.equals("fear")) abnormal = L2Character.ABNORMAL_EFFECT_FEAR;

            else if (abn.equals("stun")) abnormal = L2Character.ABNORMAL_EFFECT_STUN;

            else if (abn.equals("sleep")) abnormal = L2Character.ABNORMAL_EFFECT_SLEEP;

            else if (abn.equals("mute")) abnormal = L2Character.ABNORMAL_EFFECT_MUTED;

            else if (abn.equals("root")) abnormal = L2Character.ABNORMAL_EFFECT_ROOT;

            else if (abn.equals("hold1")) abnormal = L2Character.ABNORMAL_EFFECT_HOLD_1;

            else if (abn.equals("hold2")) abnormal = L2Character.ABNORMAL_EFFECT_HOLD_2;

            else if (abn.equals("unknown13")) abnormal = L2Character.ABNORMAL_EFFECT_UNKNOWN_13;

            else if (abn.equals("bighead")) abnormal = L2Character.ABNORMAL_EFFECT_BIG_HEAD;

            else if (abn.equals("flame")) abnormal = L2Character.ABNORMAL_EFFECT_FLAME;

            else if (abn.equals("unknown16")) abnormal = L2Character.ABNORMAL_EFFECT_UNKNOWN_16;

            else if (abn.equals("grow")) abnormal = L2Character.ABNORMAL_EFFECT_GROW;

            else if (abn.equals("floatroot")) abnormal = L2Character.ABNORMAL_EFFECT_FLOATING_ROOT;

            else if (abn.equals("dancestun")) abnormal = L2Character.ABNORMAL_EFFECT_DANCE_STUNNED;

            else if (abn.equals("firerootstun")) abnormal = L2Character.ABNORMAL_EFFECT_FIREROOT_STUN;

            else if (abn.equals("stealth")) abnormal = L2Character.ABNORMAL_EFFECT_STEALTH;

            else if (abn.equals("imprison1")) abnormal = L2Character.ABNORMAL_EFFECT_IMPRISIONING_1;

            else if (abn.equals("imprison2")) abnormal = L2Character.ABNORMAL_EFFECT_IMPRISIONING_2;

            else if (abn.equals("magiccircle")) abnormal = L2Character.ABNORMAL_EFFECT_MAGIC_CIRCLE;

            else if (abn.equals("ice2")) abnormal = L2Character.ABNORMAL_EFFECT_ICE2;

            else if (abn.equals("earthquake")) abnormal = L2Character.ABNORMAL_EFFECT_EARTHQUAKE;

            else if (abn.equals("unknown27")) abnormal = L2Character.ABNORMAL_EFFECT_UNKNOWN_27;

            else if (abn.equals("invulnerable")) abnormal = L2Character.ABNORMAL_EFFECT_INVULNERABLE;

            else if (abn.equals("vitality")) abnormal = L2Character.ABNORMAL_EFFECT_VITALITY;

            else if (abn.equals("unknown30")) abnormal = L2Character.ABNORMAL_EFFECT_UNKNOWN_30;

            else if (abn.equals("deathmark")) abnormal = L2Character.ABNORMAL_EFFECT_DEATH_MARK;

            else if (abn.equals("unknown32")) abnormal = L2Character.ABNORMAL_EFFECT_UNKNOWN_32;

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