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Romotheone

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Everything posted by Romotheone

  1. Ohh true... Because I guess at this point, the proc is trying to proc itself while the passive also does the same. So, very last try @KejbL <skill id="15000" levels="1" name="Divine Elevation"> <set name="activationChance" val="20" /> <set name="chanceType" val="ON_HIT" /> <set name="magicLvl" val="81" /> <set name="operateType" val="OP_PASSIVE" /> <set name="skillType" val="BUFF" /> <set name="target" val="SELF" /> <set name="triggeredId" val="15001" /> <set name="triggeredLevel" val="1" /> </skill> <skill id="15001" levels="1" name="Divine Elevation"> <set name="skillType" val="BUFF" /> <set name="target" val="SELF" /> <set name="operateType" val="OP_ACTIVE" /> <for> <effect name="Buff" time="10" val="0" stackOrder="1" stackType="divine_elevation"> <add order="0x40" stat="pAtkSpd" val="50" /> <add order="0x40" stat="pAtk" val="100" /> <add order="0x40" stat="runSpd" val="4" /> </effect> </for>
  2. @KejbL If the problem was only TargetHandler like Tryskell said, try this server side, it should be fixed this way: <skill id="15000" levels="1" name="Divine Elevation"> <set name="activationChance" val="20" /> <set name="chanceType" val="ON_HIT" /> <set name="magicLvl" val="81" /> <set name="operateType" val="OP_PASSIVE" /> <set name="skillType" val="BUFF" /> <set name="target" val="SELF" /> <set name="triggeredId" val="15001" /> <set name="triggeredLevel" val="1" /> </skill> <skill id="15001" levels="1" name="Divine Elevation"> <set name="skillType" val="BUFF" /> <set name="target" val="SELF" /> <set name="operateType" val="OP_ACTIVE" /> <for> <effect name="ChanceSkillTrigger" time="10" triggeredId="15001" triggeredLevel="1" activationChance="20" chanceType="ON_HIT" stackOrder="1" stackType="holy_elevation" val="0"> <add order="0x40" stat="pAtkSpd" val="50" /> <add order="0x40" stat="pAtk" val="100" /> <add order="0x40" stat="runSpd" val="4" /> </effect> </for> </skill> Client side in TXT format with tab space edits: https://pastebin.com/ZbWurP0e Again guys, thanks a lot for the assistance.
  3. This is from the augment skill list from the aCis pack. aCis seems to be using <set name="target" val="TARGET_SELF" /> as well by default. <skill id="3085" levels="10" name="Item Skill: Stun"> <table name="#chance"> 2 2 2 3 3 3 4 4 5 5 </table> <table name="#triggeredLevel"> 1 2 3 4 5 6 7 8 9 10 </table> <set name="target" val="TARGET_SELF" /> <set name="lvlDepend" val="1" /> <set name="skillType" val="BUFF" /> <set name="operateType" val="OP_PASSIVE" /> <set name="chanceType" val="ON_HIT" /> <set name="reuseDelay" val="30000" /> <set name="activationChance" val="#chance" /> <set name="triggeredId" val="5168" /> <set name="triggeredLevel" val="#triggeredLevel" /> </skill> And this is the one I made. Everything seems to be in order. <skill id="15000" levels="1" name="Divine Elevation"> <set name="activationChance" val="20" /> <set name="chanceType" val="ON_HIT" /> <set name="magicLvl" val="81" /> <set name="operateType" val="OP_PASSIVE" /> <set name="skillType" val="BUFF" /> <set name="target" val="TARGET_SELF" /> <set name="triggeredId" val="15001" /> <set name="triggeredLevel" val="1" /> </skill> @KejbL Thank you for the feedback. What did you mean by client side needing more space? It allowed me to save it with FileEdit without any issues. Do you get any errors? Server Side: Maybe if you try it without multiple levels of the skill like this? <skill id="15001" levels="1" name="Divine Elevation"> <set name="skillType" val="BUFF" /> <set name="target" val="TARGET_SELF" /> <set name="operateType" val="OP_ACTIVE" /> <for> <effect name="ChanceSkillTrigger" time="10" triggeredId="15001" triggeredLevel="1" activationChance="20" chanceType="ON_HIT" stackOrder="1" stackType="holy_elevation" val="0"> <add order="0x40" stat="pAtkSpd" val="50" /> <add order="0x40" stat="pAtk" val="100" /> <add order="0x40" stat="runSpd" val="4" /> </effect> </for> </skill> @Tryskell I think you are right by core not having support for raising active skill levels based on trigger. Interlude never had skills like that, it was first introduced with Pain of Shilen and Eva's Will in later chronicles. <skill id="5564" levels="3" name="Pain of Shilen"> <!-- Confirmed CT2.5 --> <table name="#abnormalLvl"> 2 3 4 </table> <table name="#activationChance"> 10 10 0 </table> <table name="#triggeredLevel"> 2 3 3 </table> <table name="#cAtk"> 1.1 1.1 1.1 </table> <table name="#windPower"> 0 20 20 </table> <table name="#absorbDam"> 0 0 8 </table> <set name="magicLvl" val="81" /> <set name="skillType" val="BUFF" /> <set name="target" val="TARGET_SELF" /> <set name="operateType" val="OP_ACTIVE" /> <for> <effect name="ChanceSkillTrigger" abnormalTime="20" triggeredId="5564" triggeredLevel="#triggeredLevel" activationChance="#activationChance" chanceType="ON_ATTACKED" abnormalLvl="#abnormalLvl" abnormalType="seed_of_knight" val="0"> <mul order="0x30" stat="cAtk" val="#cAtk" /> <add order="0x40" stat="windPower" val="#windPower" /> <add order="0x40" stat="absorbDam" val="#absorbDam" /> </effect> </for> </skill> Then case closed I believe. The error was skill level raising and IL not having core support for that. Thank you very much.
  4. Hi @Hypest, Haven't used aCis yet, what does the "augment skill chance" do and where do I find it? edit: I just understood what you meant, sorry... misread it.
  5. Hey guys, I have been having some fun on my homerun server for a while now, but Freya is not the most popular chronicle and I have put so many hours into this pack that I am really hesitant of switching to Interlude and especially to a new, virgin pack. Can any of you check if this skill works in aCis Interlude? Perhaps provide a screenshot of proof even? I would be really thankful. Here is what it is supposed to do: If you add Divine Elevation skillID 15000 to yourself, each basic weapon attack you do will have a 20% chance to proc the next level of Divine Elevation. Each level will give you atkspd, p.atk and movement speed. Once Divine Elevation reaches lvl 5, it will stay lvl 5 and it will keep refreshing itself. From the way it looked, the XML side of IL aCis it doesn't seem to differ too much from the way default L2J was built, so I am hopeful. Server Side: <skill id="15000" levels="1" name="Divine Elevation"> <set name="activationChance" val="20" /> <set name="chanceType" val="ON_HIT" /> <set name="magicLvl" val="81" /> <set name="operateType" val="OP_PASSIVE" /> <set name="skillType" val="BUFF" /> <set name="target" val="TARGET_SELF" /> <set name="triggeredId" val="15001" /> <set name="triggeredLevel" val="1" /> </skill> <skill id="15001" levels="5" name="Divine Elevation"> <table name="#abnormalLvl"> 2 3 4 5 5 </table> <table name="#activationChance"> 20 20 20 20 20 </table> <table name="#triggeredLevel"> 2 3 4 5 5 </table> <table name="#atkspd"> 50 75 100 125 150 </table> <table name="#patk"> 100 200 300 400 500 </table> <table name="#runspd"> 4 8 12 16 20 </table> <set name="skillType" val="BUFF" /> <set name="target" val="TARGET_SELF" /> <set name="operateType" val="OP_ACTIVE" /> <for> <effect name="ChanceSkillTrigger" Time="10" triggeredId="15001" triggeredLevel="#triggeredLevel" activationChance="#activationChance" chanceType="ON_HIT" stackOrder="#abnormalLvl" stackType="holy_elevation" val="0"> <add order="0x40" stat="pAtkSpd" val="#atkspd" /> <add order="0x40" stat="pAtk" val="#patk" /> <add order="0x40" stat="runSpd" val="#runspd" /> </effect> </for> </skill> Client Side: skillgrp: 15000 1 2 0 -1 0 0.00000000 0 icon.skill1430 0 0 0 0 -1 -1 15001 1 1 27 -1 0 0.00000000 0 B skill.white.1218 icon.skill1430 0 0 0 0 8 10 15001 2 1 27 -1 0 0.00000000 0 B skill.white.1218 icon.skill1430 0 0 0 0 8 10 15001 3 1 27 -1 0 0.00000000 0 B skill.white.1218 icon.skill1430 0 0 0 0 8 10 15001 4 1 27 -1 0 0.00000000 0 B skill.white.1218 icon.skill1430 0 0 0 0 8 10 15001 5 1 27 -1 0 0.00000000 0 B skill.white.1218 icon.skill1430 0 0 0 0 8 10 skillname-e: 15000 1 a,Divine Elevation Trigger\0 a,Has a 20% chance to trigger divine elevation lvl 1. Each level grants +50 attack speed, +100 P.atk and +4 movement speed.\0 a,none\0 a,none\0 15001 1 a,Divine Elevation Lvl1\0 a,Has a 20% chance to trigger divine elevation lvl 2. Grants +75 attack speed, +200 P.atk and +8 movement speed.\0 a,none\0 a,none\0 15001 2 a,Divine Elevation Lvl2\0 a,Has a 20% chance to trigger divine elevation lvl 3. Grants +100 attack speed, +300 P.atk and +12 movement speed.\0 a,none\0 a,none\0 15001 3 a,Divine Elevation Lvl3\0 a,Has a 20% chance to trigger divine elevation lvl 4. Grants +125 attack speed, +400 P.atk and +16 movement speed.\0 a,none\0 a,none\0 15001 4 a,Divine Elevation Lvl4\0 a,Has a 20% chance to trigger divine elevation lvl 5. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0 a,none\0 a,none\0 15001 5 a,Divine Elevation Lvl5\0 a,Divine Elevation has reached its maximum potential, it will now slowly expire. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0 a,none\0 a,none\0 P.S.: Yes, I could download IL aCis and test it myself, but I am lazy as f. and if this works, this could act as a share for whoever needs it. Thanks in advance, if any of you good-hearted, hard-working people decides to do this for me.
  6. He was asking for the Heavy stats as well, you copied the robe stats twice.
  7. This video captures what is good about Lineage 2 really well. The oppressive Ghost Hunter in the enemy team backline going unnoticed, At 6:40 when Yudied tries to do something about it with the hero pole cancel but you disengage, The chaotic movements during mass pvp to avoid being easily targetable, and then pushing their exposed members at the 5:00 minute mark, That skill mastery at 14:30 with the music drop was perfectly made and I had to re-watch it to realise that it was timed that way on purpose. Really well made video, gave it a thumbs up on yt, followed you and saved it in favorites.
  8. Does any of you know about a server like this? Rates don't really matter, but are there servers out there who customized their GAMEPLAY a ton?
  9. Can I then re-sell it for 500$ once I know about it?
  10. What L2Bellion did is nothing short of amazing, at least from the way it was presented. But creating all those fancy item/skill descriptions with the added stats onto items means little when it's not implemented into the gameplay properly. If I had all that and simply setup a zone and said "here, kill monsters and you unlock all these features over time", players would hang themselves and all the hard work would have been for nothing. There are so many interesting things you can do with simple lines provided even by default L2J. Spawn an NPC that has no texture but a floating name. Set collision height to match water levels, then simply make players walk close to it to consume "Empty Bottle" and create "Bottle filled with water". <skill id="40064" levels="1" name="Collect Water"> <set name="create_item_count" val="1" /> <set name="create_item_id" val="65290" /> <set name="itemConsumeId" val="65199" /> <set name="itemConsumeCount" val="1" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="hitTime" val="2000" /> <set name="reuseDelay" val="4000" /> <set name="staticReuse" val="true" /> <set name="staticHitTime" val="true" /> <set name="skillType" val="CREATE_ITEM" /> <set name="target" val="TARGET_ONE" /> <cond msgId="113" addName="1"> <and> <not> <target mindistance="100" /> </not> <target npcId="65179" /> </and> </cond> </skill> You can use the same method to force players to summon mobs/bosses at a certain place. This summoned monster/boss disappears after 5 minutes of not being killed. <skill id="40061" levels="1" name="Summoning Totem"> <set name="itemConsumeCount" val="1" /> <set name="target" val="TARGET_ONE" /> <set name="skillType" val="SPAWN" /> <set name="operateType" val="OP_ACTIVE" /> <set name="hitTime" val="4000" /> <set name="staticHitTime" val="true" /> <set name="reuseDelay" val="2000" /> <set name="npcId" val="65167" /> <set name="despawnDelay" val="300000" /> <set name="isSummonSpawn" val="true" /> <cond msgId="113" addName="1"> <and> <not> <target mindistance="300" /> </not> <target npcId="65165" /> </and> </cond> </skill> Using the exact same method I am also going to create an animal hunting system on my server and expand upon it by adding depth to it. I add a simple bow with a skill that can only be used on <target npcId="xxxxx" />, which is going to be some small elpy. Then I allow the player to hunt these elpys, collect loot from them, perhaps even spoil extra exclusive loot from them and then use this to buy the next, better bow with AOE skill. What if this skill can only be used on a certain NPC that cannot move or be killed (L2NpcWalker type NPCs allows the usage of "target npcID" skills on them. So the player has to lure the wolves to this NPC to kill them. <set name="power" val="99999999" /> while the PVP damage is just 1 so it doesn't get abused. <set name="pvpPower" val="1" /> There are so many things you can combine and do in this game's packs without having to pay a coder brutal money to do stuff for you. Surely it depends from pack to pack what tools already exist, but the possibilities are so wide that I really do not understand how basic default l2j servers can exist without adding content to the 1000 years old game that would make it fresh, or the very least something else than "TITANIUM SET +200% ATTACK SPEED".
  11. From the sound of it, you have absolutely 0 clue what a Lineage 2 server requires. Why don't you just download a free pack from L2j and look around before you actually think about sinking money into this? @illluz
  12. The thing is, you are most likely not going to receive an answer due to a few important reasons. - First of all, what purpose does this topic have? Are you opening a server and not know what to do with it? - Second, depends on how far into customizing your gameplay you wanna go. I can tell you for example that I think Ketra vs Varka as a few hours long event each day could be a really fun feature. People sign up into one of these factions, then they have to kill and defend each others mobs and bosses. Then in a few hours the winner is announced and the next day the event resets to 0. But ideas like this one could be thrown up into the air 100fold. How do you implement this into the server's economy, balance in terms of gear, balance in terms of classes, balance in terms of how good the players are on one side or the other. What about clan members being split into 2 different factions and them intentionally colluding to make one side win? You could also simply make this into an instanced event, where it is clan vs clan. Then also make it into an open event where people can join if they don't have a clan or their clan is deemed too small to have an impact. Anybody who sits down and takes a look at what Lineage 2 has to offer can come up with ideas like this one. It's too easy. The main problem is this: You need an idea and you need someone who can actually code it. Unless you have someone who is on board with you that has the knowledge to make your ideas become reality, you either need to fork out some insane money to hire someone, or you create the shitty copy+paste 10.000x rate servers. Creating a really well made L2 server is a fuckton of work, creating one that also lasts is becoming harder and harder as the community gets smaller. An MMORPG is a complex piece of work, each and every system you want to introduce or change or reduce is going to affect something else elsewhere gameplaywise and "how it is going to feel". But all in all, short answer is: Modernize the systems built into the game. Remove unnecessary steps when it comes to enhancing, life stone enhancing, buying, selling, teleporting, potion usage, skill usage, buffs, learning skills. L2 is old and annoying when it comes to navigating.
  13. ohh I remember that one, it was a really interesting server.
  14. That is an opinion to hold. How are the retail craft mid-rates doing? You know... now that I think about it. The things you said are ironic to hear from a CLIENT DEVELOPER whose whole work consists of customizing things.
  15. That is a really wonderfully designed community board. The multiprofession gives the low rate server a really unique spin. I haven't played L2 for 8 years now, but I am actually tempted to give this one a try.
  16. Why did you congratulate yourself in your other topic if the server is yours? http://prntscr.com/1wk2wry
  17. Since H5 and Freya seems to be somewhat closely tied together, I have to ask this. Is the anim pack also compatible with Freya?
  18. Alright, thanks a lot for answering. I was looking for an easy fix, but java is off-limits due to me not having the source. Also this is just some server I've been working on to live out my creativity. Have a nice day.
  19. Well... this is some old 2011 default L2j Freya stuff. Got it waaaaay back in the day. I don't even have the source, I am only working with the pack because I have put so many hours into it. @HyperBlownSo you're saying this is java related and not client side?
  20. Hey guys, I am looking to increase the initial draw distance of monsters and players. Right now, it looks something like this: http://prntscr.com/1u067gu There is a whole lot of monsters behind the ones currently drawn. Is there a way to increase my draw distance? I have tried the usual suggestions I have found on the MXC forums. L2.ini's [CharacterDisplay] Name=true Dist=5000 only seems to remember the ones I have already walked past over a distance of 5000. I am looking to increase the initial draw distance before I actually get close to the monsters. I have also tried increasing the numbers at [ClippingRange] PawnMax=8.0 PawnMin=7.0 AntiPortal=1.5 Terrain=8.0 StaticMesh=4.0 Projector=2.0 StaticMeshLod=5.0 Pawn=8.0 Actor=8.0 These do not seem to do anything. Tried to do the same in options.ini [ClippingRange] Terrain=8.000000 Actor=6.000000 StaticMesh=4.000000 StaticMeshLod=6.000000 Pawn=6.000000 These also didn't help. This should be something that is editable client side, right? Any ideas?
  21. Thank you guys. The 40033 is a custom ID for a skill, that's right. I'm generating items over time by making players be in a zone. Everything works now, I am using an old but modified l2j pack. Thank you for trying to help me tho! Yes, that was the mistake. Thanks Zake.
  22. Hey guys, currently trying to add a new effect_zone to effect_zone.xml. The zone looks as follows: http://prntscr.com/1t336bj <zone name="darkseed" type="EffectZone" shape="NPoly" minZ="-3300" maxZ="-5000"> <stat name="skillIdLvl" val="40033-1;" /> <stat name="chance" val="100" /> <stat name="reuse" val="500" /> <node X="-45064" Y="78721" /> <node X="-43404" Y="78746" /> <node X="-43539" Y="77435" /> <node X="-45061" Y="77492" /> </zone> There are other manually effect_zones in the xml already which I have added several years ago which work. After I copy-paste another one and simply change the X Y Z, the zone just doesn't get recognized. There are no errors, the other zones are still working, but the newly added one just does not get recognized. When I walk into it, the doesn't show up either. Tried restarting the server several times, tried to make sure it doesn't overlap with other zones (if this is ever an issue.), simply nothing happens. Do you guys have any idea? I remember having some trouble with this several years ago as well, but somehow solved it. I can't think of how I did it now. ___________________________________________________________________ Topic can be closed. I have found the issue. minZ="-3300" maxZ="-5000" was switched up. This is how it's supposed to look like: minZ="-5000" maxZ="-3300" MinZ meaning the lowest point, and -5000 is lower than -3300. This is the second time I am opening a topic and immediately minutes later I find what the issue is. This is like therapy.
  23. Hey guys, this is the error I am getting when I am trying to add a new ID to my itemname-e. - Freya client - happens on starting the game - about 500 already added entries in itemname-e - adding 1 more results in this error - tried deleting not used IDs to reduce the amount of lines to see if that solves it (no it doesn't) - deleting the added entry solves the issue - copying an already existing entry to add as a new and simply changing it's ID also causes the error Does anyone have any clue how to fix this? Or can anyone tell me what exactly the problem is according to the error? Thanks EDIT: Please ignore everything. Topic can be closed. Haven't slept enough and went full retard mode. Game crashed because I didnt add the items to armorgrp, but only to itemname-e.
  24. What chronicle are you looking for?
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