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Posted

Well i was working on item edits without changing the system folder well i found some stuff on my server files .

in data/templates

there are some .dtd files

so i opened armours.dtd with the editor and here is what it says:

 

 

<?xml version="1.0" encoding="UTF-8"?>
<!--
L2J XML armors DTD

This defines a simple and consistent way of creating a namespace
of armors objects, managed by L2J

Each "item" element in this document defines a armor item.

XML documents that conform to this DTD should declare the following doctype:

<!DOCTYPE list SYSTEM "armors.dtd">
-->

<!--
The document root. A document can contain item definitions only.
-->
<!ELEMENT list (item)*>


<!--
The document item. A item can contain "for, add, sub, div or mul" element.
add, sub, div and mul can modify a stat
-->
<!ELEMENT item (for|add|sub|div|mul)*>

<!--
The document for. A item can contain "add,mull,enchant,sub and div" element
-->
<!ELEMENT for (add|mul|enchant|sub|div)*>


<!--
add, div, sub, mul could coutain condition "and" and "or"
-->
<!ELEMENT add (and|or)*>
<!ELEMENT div (and|or)*>
<!ELEMENT sub (and|or)*>
<!ELEMENT mul (and|or)*>

<!--
enchant are empty
-->
<!ELEMENT enchant EMPTY>

<!--
and conditions could specified use of an item or his kind, the target or a not condition
-->
<!ELEMENT and (using|target|not)*>
<!--
the "not" condition could specified the use of an item
-->
<!ELEMENT not (using)*>
<!--
the "or" could specified several "and" condition
-->
<!ELEMENT or (and)*>
<!--
target specified the type of the target (dagger ?)
-->
<!ELEMENT target EMPTY>

<!--
using specified the item, the position on paperdoll and the level of enchant
(should used three attributes instead of one...)
-->
<!ELEMENT using EMPTY>

<!--
id and name are mandatory for an item
-->
<!ATTLIST item id CDATA #REQUIRED>
<!ATTLIST item name CDATA #REQUIRED>

<!--
all operations must specified val order and stat
-->
<!ATTLIST add val CDATA #REQUIRED>
<!ATTLIST add order CDATA #REQUIRED>
<!ATTLIST add stat CDATA #REQUIRED>

<!ATTLIST div val CDATA #REQUIRED>
<!ATTLIST div order CDATA #IMPLIED>
<!ATTLIST div stat CDATA #REQUIRED>

<!ATTLIST sub val CDATA #REQUIRED>
<!ATTLIST sub order CDATA #IMPLIED>
<!ATTLIST sub stat CDATA #REQUIRED>

<!ATTLIST mul val CDATA #REQUIRED>
<!ATTLIST mul order CDATA #IMPLIED>
<!ATTLIST mul stat CDATA #REQUIRED>

<!ATTLIST enchant val CDATA #REQUIRED>
<!ATTLIST enchant order CDATA #IMPLIED>
<!ATTLIST enchant stat CDATA #REQUIRED>

<!--
the use of an item could be specified for a kind of item or a dependency with another item
-->
<!ATTLIST using slotitem CDATA #IMPLIED>
<!ATTLIST using kind CDATA #IMPLIED>

<!--

-->
<!ATTLIST target using CDATA #IMPLIED>

Now out of this file we can read alot of stuff that can help us make better/cooler items ^^

 

for a little more help we go to our data/stats/armour folder and take out any kind of armour i took out Divine Stockings

 

 

<item id="473" name="Divine Stockings">
<for>
<add val="46" order="0x10" stat="pDef"/>
<add val="196" order="0x40" stat="maxMp"/>
<enchant val="0" order="0x0C" stat="pDef"/>
</for>
</item>

Ok Lets start

In the fist Quote i wrote there is a line it says

 

<!--
all operations must specified val order and stat
-->
<!ATTLIST add val CDATA #REQUIRED>
<!ATTLIST add order CDATA #REQUIRED>
<!ATTLIST add stat CDATA #REQUIRED>

<!ATTLIST div val CDATA #REQUIRED>
<!ATTLIST div order CDATA #IMPLIED>
<!ATTLIST div stat CDATA #REQUIRED>

<!ATTLIST sub val CDATA #REQUIRED>
<!ATTLIST sub order CDATA #IMPLIED>
<!ATTLIST sub stat CDATA #REQUIRED>

<!ATTLIST mul val CDATA #REQUIRED>
<!ATTLIST mul order CDATA #IMPLIED>
<!ATTLIST mul stat CDATA #REQUIRED>

<!ATTLIST enchant val CDATA #REQUIRED>
<!ATTLIST enchant order CDATA #IMPLIED>
<!ATTLIST enchant stat CDATA #REQUIRED>

thats the part were looking at

ok ill start with

 

<!ATTLIST add val CDATA #REQUIRED>
<!ATTLIST add order CDATA #REQUIRED>
<!ATTLIST add stat CDATA #REQUIRED>

 

just cut off the stuff that is written in big letters.

so it will look like this

 

add val
add order
add stat

if you now look at the item then you might see something in common

 

<add val="46" order="0x10" stat="pDef"/>

this means it adds a number in this case its 46 to the stat pDef

 

add = means to add stats to the existing ones like mdef pdef matk patk patkspd and alot more

 

div = mean to divide stats

 

Test you have an attack speed of 1000 and you want to divide it by 10%

well you dont write 10 into the val cause then you would have an attackspeed of 100 you have to write it diffrently

like this

100% means 1.00

110% means 1.10

120% means 1.20 and so on

well if you want it to divide by 10% then you write it like this

 

<div val="1.10" order="0x40" stat="pDef"/>

 

sub = sub means to substract stats

you use it just like to add stats

 

mul = to multiply stats just like i showed you up there but insted of dividing you multipy

 

 

WARNING! :

by using mul do NOT go under 1.00 otherwise it will look like this

 

exsample:

attackspeed 1000

 

<mul val="0.99" order="0x40" stat="pDef"/>

 

you will get then

 

1000*0.99 = 990 attackspeed

 

ok thats done for the first part

i made a list with all the stats you can use with add.sub.mul.div

 

 


   maxHP             more HP
   regHp               faster Hp regeneration
   maxMp            more MP
   regMp             faster Mp regeneration
   maxCp            more CP
   regCp             faster Mp regeneration
   pDef               more pDef
   mDef               more mDef
   pAtk               more pAttack
   mAtk              more mAttack
   pAtkSpd        more p Attack Speed
   mAtkSpd       more m Attack Speed
   STR               more str = more dammge
   CON             more con = more hp/regmore
   DEX              more dex = faster attackspeed
   MEN             more men = more mana/reg
   WIT              more wit = more casting speed
   INT               more int = more magic dammge
   runSpd          more run speed
   maxLoad       more load to carry more stuff

 

Should be enoth to play around with :D

great for beginners ^^

 

now to the weapons

the stuff he learned in the first part also works for weapons!

but there are special stuff for them too!

here is a normal weapon with pvp

 

<item id="8790" name="Sirra's Blade - Critical Poison">
<for>
<set val="251" order="0x08" stat="pAtk"/>
<set val="121" order="0x08" stat="mAtk"/>
<set val="8" order="0x08" stat="rCrit"/>
<add val="0" order="0x10" stat="accCombat"/>
<set val="379" order="0x08" stat="pAtkSpd"/>
<enchant val="0" order="0x0C" stat="pAtk"/>
<enchant val="0" order="0x0C" stat="mAtk"/>

<!-- Enhances damage to target during PvP -->

<mul val="1.05" order="0x30" stat="pvpPhysDmg"/>
<mul val="1.05" order="0x30" stat="pvpMagicalDmg"/>
</for>
</item>
<item id="8790" name="Sirra's Blade - Critical Poison">
thats the item id and its name in the database

<for>
in this space all the attributs come in here
add
mul
sub
div
</for>

 

with "and" and "or" we can add special stuff to it

example

 

<val='500' add order='0x40' stat='pAtk'>
<and>
<player level='80'/>

 

in this exsample we dont use add or sub or mul or div just plan "val"

"val" means value in this case its 500 and to stats pattack

this "and" makes it so it binds to it

 

<player level='80'/>

 

if the player is not lvl 80 then it dosent work

if the player is over lvl 80 then it works

you can change and try other stuff

like

 

 

<player hp='80'/> this is in % so you need 80%
<player mp='80'/>
<player behind='true'/> or false

 

in your data/templats folder there is a conditions.dtd file

open that with editor

 

looks like this

 

 

<?xml version="1.0" encoding="UTF-8"?>

<!ENTITY % condition "and|or|not|player|target|using|game">
<!ENTITY % boolean "true|false|True|False">

<!-- Logic -->
<!-- TODO: make sure <and> tags contains multiple elements
<!ELEMENT and ((%condition;),(%condition;)+)> -->
<!ELEMENT and (%condition;)+>
<!ELEMENT or ((%condition;),(%condition;)+)>
<!ELEMENT not (%condition;)>

<!-- Conditions -->
<!ATTLIST player skill (%boolean;) #IMPLIED>
<!ATTLIST player race (Human|Elf|Darkelf|Orc|Dwarf|Kamael) #IMPLIED>
<!ATTLIST player level CDATA #IMPLIED>
<!ATTLIST player resting (%boolean;) #IMPLIED>
<!ATTLIST player moving (%boolean;) #IMPLIED>
<!ATTLIST player running (%boolean;) #IMPLIED>
<!ATTLIST player walking (%boolean;) #IMPLIED>
<!ATTLIST player behind (%boolean;) #IMPLIED>
<!ATTLIST player front (%boolean;) #IMPLIED>
<!ATTLIST player chaotic (%boolean;) #IMPLIED>
<!ATTLIST player olympiad (%boolean;) #IMPLIED>
<!ATTLIST player flying (%boolean;) #IMPLIED>
<!ATTLIST player hp CDATA #IMPLIED>
<!ATTLIST player mp CDATA #IMPLIED>
<!ATTLIST player cp CDATA #IMPLIED>
<!ATTLIST player attack_stance (%boolean;) #IMPLIED>
<!ATTLIST player grade CDATA #IMPLIED>
<!ATTLIST player SiegeZone CDATA #IMPLIED>
<!ATTLIST player battle_force (2|3) #IMPLIED>
<!ATTLIST player spell_force (2|3) #IMPLIED>
<!ATTLIST player weight CDATA #IMPLIED>
<!ATTLIST player invSize CDATA #IMPLIED>
<!ATTLIST player pledgeClass CDATA #IMPLIED>
<!ATTLIST player clanHall CDATA #IMPLIED>
<!ATTLIST player fort CDATA #IMPLIED>
<!ATTLIST player castle CDATA #IMPLIED>
<!ATTLIST player sex CDATA #IMPLIED>
<!ATTLIST player flyMounted (%boolean;) #IMPLIED>
<!ATTLIST player landingZone (%boolean;) #IMPLIED>
<!ATTLIST player active_skill_id CDATA #IMPLIED>
<!ATTLIST player active_skill_id_lvl CDATA #IMPLIED>
<!ATTLIST player agathionId CDATA #IMPLIED>
<!ATTLIST player active_effect_id CDATA #IMPLIED>
<!ATTLIST player class_id_restriction CDATA #IMPLIED>
<!ATTLIST player isClanLeader (%boolean;) #IMPLIED>
<!ATTLIST player subclass (%boolean;) #IMPLIED>
<!ELEMENT player EMPTY>

<!ATTLIST target aggro (%boolean;) #IMPLIED>
<!ATTLIST target siegezone CDATA #IMPLIED>
<!ATTLIST target level CDATA #IMPLIED>
<!ATTLIST target class_id_restriction CDATA #IMPLIED>
<!ATTLIST target active_effect_id CDATA #IMPLIED>
<!ATTLIST target active_skill_id CDATA #IMPLIED>
<!ATTLIST target mindistance CDATA #IMPLIED>
<!ATTLIST target race_id CDATA #IMPLIED>
<!ATTLIST target race CDATA #IMPLIED>
<!ATTLIST target undead (%boolean;) #IMPLIED>
<!ATTLIST target using CDATA #IMPLIED>
<!ATTLIST target npcId CDATA #IMPLIED>
<!ATTLIST target npcType CDATA #IMPLIED>
<!ATTLIST target doorId CDATA #IMPLIED>
<!ELEMENT target EMPTY>

<!ATTLIST using kind CDATA #IMPLIED>
<!ATTLIST using skill CDATA #IMPLIED>
<!ATTLIST using slotitem CDATA #IMPLIED>
<!ATTLIST using weaponChange (%boolean;) #IMPLIED>
<!ELEMENT using EMPTY>

<!ATTLIST game night (%boolean;) #IMPLIED>
<!ATTLIST game chance CDATA #IMPLIED>
<!ELEMENT game EMPTY>
<!ENTITY % condition "and|or|not|player|target|using|game">
<!ENTITY % boolean "true|false|True|False">

 

that means if "condition" is in the file then you can add "and|or|not|player|target|using|game" to it

 

if "boolean" is in it then you can add "true|false|True|False"

 

exsample

 

<!ATTLIST player resting (%boolean;) #IMPLIED>
there is "boolean" inside so we know we can add "true" or "false"

 

now our normal form

 

<val='500' add order='0x40' stat='regHp'> faster hp regeneration

 

+ "and" so it binds to the next line

 

<and>

 

now from the list player resting (%boolean;)

and for boolean we can add true or false

 

<player resting ="true">

 

so now if the player is resting then it gets way faster hp regeneration :D

 


<val='500' add order='0x40' stat='regHp'>
<and>
<player resting ="true">

 

so there you go try out more stuff ill be adding more and more lists and your stuff to

 

btw any questions or false stuff then just write here :D

"i hope there arent any mistakes" :D

 

 

ps: i already found out the way of useing skills when crital and cast i will add that soon

Posted

I have one newb question.  

<set val="251" order="0x08" stat="pAtk"/>
<set val="121" order="0x08" stat="mAtk"/>
<set val="8" order="0x08" stat="rCrit"/>
<add val="0" order="0x10" stat="accCombat"/>
<set val="379" order="0x08" stat="pAtkSpd"/>
<enchant val="0" order="0x0C" stat="pAtk"/>
<enchant val="0" order="0x0C" stat="mAtk"/>

 

What are the order values?  What are they for.  examples: order="0x08" , order="0x10", "0x0C"

 

I want to add 10% pdef to an item...here is example:

<item id='30000' name="Black Vesper Noble  Heavy Breastplate">
	<for>
		<add order="0x10" stat="pDef" val="249" />
		<enchant order="0x0C" stat="pDef" val="0" />

 

How would I add <enchant val="110" order="???" stat="pDef"/>

 

 

Thanks for any help.

 

 

  • 6 months later...
Posted

1 correction :

     

    STR              more str = more dammge

    CON            more con = more hp/regmore

    DEX              more dex = faster attackspeed

    MEN            more men = more mana/reg

    WIT              more wit = more casting speed

 

 

    STR              more str = more dammge + better land rate for psihical skills

    CON            more con = more hp/regmore + more cp

    DEX              more dex = faster attackspeed + resist psihical skills + runspeed

    MEN            more men = more mana/reg + mdef

    WIT              more wit = more casting speed + better land rate for magical skills

:) but nice guild

Posted

I have one newb question. 

<set val="251" order="0x08" stat="pAtk"/>
<set val="121" order="0x08" stat="mAtk"/>
<set val="8" order="0x08" stat="rCrit"/>
<add val="0" order="0x10" stat="accCombat"/>
<set val="379" order="0x08" stat="pAtkSpd"/>
<enchant val="0" order="0x0C" stat="pAtk"/>
<enchant val="0" order="0x0C" stat="mAtk"/>

 

What are the order values?  What are they for.  examples: order="0x08" , order="0x10", "0x0C"

 

I want to add 10% pdef to an item...here is example:

<item id='30000' name="Black Vesper Noble  Heavy Breastplate">
	<for>
		<add order="0x10" stat="pDef" val="249" />
		<enchant order="0x0C" stat="pDef" val="0" />

 

How would I add <enchant val="110" order="???" stat="pDef"/>

 

 

Thanks for any help.

 

 

do it like this

    <item id='30000' name="Black Vesper Noble  Heavy Breastplate">
        <for>
            <add order=" 0x10" stat="pDef"  [color=yellow]val="259"[/color] />
            <enchant order="0x0C" stat="pDef" val="0" />

 

<add order="0x10" stat="pDef" val="249" />

ignore the order...

add = your curent status+ what u want to add.. so you want to add pdef....so you write stat="pDef" and you want to add 259 ..10 more then before..

ore if you don't want to modifie  that you can just go and make a  new line and write

<add order="0x10" stat="pDef" val="10" />

 

  • 1 month later...
Posted

correction :

   STR               more str = more dammge + better land rate for psihical skills

   CON             more con = more hp/regmore + more cp

   DEX              more dex = faster attackspeed + resist psihical skills + runspeed

   MEN             more men = more mana/reg + mdef

   WIT              more wit = more casting speed + better land rate for magical skills

:) but nice guild

 

2 corection..dex don't give resist pshihycal skill.

 

STR

Increases amount of physical damage.

 

DEX

Increases attack speed, physical skill speed, accuracy, evasion, critical hit probability, success rate of dagger skills (such as Deadly Blow), shield defense success rate, and movement speed.

 

CON

Increases maximum HP and CP, HP recovery speed, weight limit, underwater breath gauge, shock resistance, and bleeding resistance.

 

INT

Increases damage of magic attacks and success rate of curse spells.

 

WIT

Increases chance of magic critical hits, casting speed, resistance to Hold, resistance to curses (such as HP degeneration, decreased HP recovery rate, increased skill re-use time, and decreased effect of heals).

 

MEN

Increases magic defense, maximum MP, MP recovery speed, poison resistance, and curse resistance. Decreases probability of magic interruption.

Posted

2 corection..dex don't give resist pshihycal skill.

 

STR

Increases amount of physical damage.

 

DEX

Increases attack speed, physical skill speed, accuracy, evasion, critical hit probability, success rate of dagger skills (such as Deadly Blow), shield defense success rate, and movement speed.

 

CON

Increases maximum HP and CP, HP recovery speed, weight limit, underwater breath gauge, shock resistance, and bleeding resistance.

 

INT

Increases damage of magic attacks and success rate of curse spells.

 

WIT

Increases chance of magic critical hits, casting speed, resistance to Hold, resistance to curses (such as HP degeneration, decreased HP recovery rate, increased skill re-use time, and decreased effect of heals).

 

MEN

Increases magic defense, maximum MP, MP recovery speed, poison resistance, and curse resistance. Decreases probability of magic interruption.

what i wanted to say

 

anyway thanks for share

 

No topic interest. Topic Locked

this looks like a beg for karma ? or is just me :)) ?

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    • Hi maxcheaters, i am trying to bring back an old server ( L2Revenge) but with my own ideas, i only liked how it was and made the gameplay based on that just putting my own ideas.   So practicly is a PTS C6 with an extender that i work lately    Exp / SP is x45 adena is x200 and drops x5  so safe is +3 , max is unlimited and rate is 65% for both mage and fighter weapons I created a system that you can get on the levels the gear you need based on farm but for S grade theres a little farm to get some armor Tokens to unseal them. As you remember L2Revenge had olympiad / Tournament gear. So people abused them and had S grades that way just couldnt enchant them. So i made to be wearable only if u are nobless. That way i cancel this "exploit".  The server gives opportunity to solo and clans , epic gear ( epic weapons) or armors can be bought with raid tokens and you can craft them or get them with various ways Regarding Buffs: 24 buff slots no changes asked. Cov/Pony/Cat , siren - renewal - champion out of buffer , if u make the char as main roll u can use them or use the offline buffer system to sell them and get adenas. their time is 20 mins so that way we see again the " 1kk for rene/siren" or rec = song  Regarding armors: they are dropped ( parts ) from 3 only raids , rest lvl 76+ raids drop recipes , so crafting takes place (so if u are solo u can craft them )  there are 3 armors each armor have its purpose: Revenge Armors - Example for light ( its a glass cannon , high damage , less atk speed and less pdef ) - they mostly modify your base stats, so useable on sieges or off tank chars Titanium Armors - A little bit of balanced of all  Epic Armor - Daggers/Enchanters/Healers mostly but u can always combine your build    Regarding weapons: can be dropped from Monastery of Silence monsters or get them from NPC with Raid Tokens its like a 5% better than S grades and the S/A Activates at +4  Regarding retail gear: you need to unseal only S grades for a great amount of armor tokens all weapons on any grade need Soul crystals that are sold for adenas  stage 13 crystals are expensive or dropped from raids Regarding fun: There is a squash event a Fortress vs Fortress pvp event an RB Event at weekends and from Monday - Wednesday Tournament ( Olympiad is closed monday/tuesday/wednesday)  at tournament you can practice 1vs1 like olympiad but pots/ss allowed , gear allowed is only olympiad or tournament , each win of match gives u 5 glits at 100 glits u can be hero till restart Olympiad works the same way regarding gear allowance but works only thursday to friday and you win monthly hero Auction with Raid Tokens is activated Event medals from events can be exchanged for various items i try to make the oldschool with a little bit of new school systems Not planing to open it anytime soon as i still develop and make corrections to extender , looking forward to meet people that actually played this and are hyped to help on testing / development   P.S is c5 into interlude ( theres no akamanah / nor PI aswell , no lifestones) forgot to mention
    • Announcement – L2 Relic Server Opening Soon! We’re excited to share some great news! Our team has been working hard behind the scenes, and we’re nearly ready to launch our brand-new Lineage server this winter. The journey is just about to begin – so prepare yourselves! Gather your friends, sharpen your skills, and get ready to experience an epic adventure. Stay tuned for more details, updates, and the official beta-opening date. This winter, history will be written once again… are you ready?   Developed by https://dailyhost.eu/
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