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KejbL

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Posts posted by KejbL

  1. Dont understand why other server owners hate other projects 🙂

    When same project make all from 0 and waste more time to fix things...

    and this haters buy completed files (useless) without 0 fixes, 0 own idea, bcs start it only for donate 😄
    + later start project every week where change only servername 😉 

  2. 5 hours ago, pablicic said:

     yes this video is l2 dream and classic but I will not use in this server. I want to modify it for another server which is L2dex. the problem that this server does not allow to modify its files and any modification has to be from its own updater.

     

    when u need custom effect for l2dex (its IL/h5 client) u need for it any client dev best @NevesOma  and he must export/inport this effect to l2dex patch 😉 but its not service for free...

    • Like 1
  3. 1 minute ago, Romotheone said:

    I see. Thank you @KejbL and also thank you @Tryskell

     

    I took a look at https://gitlab.com/Tryskell/acis_public

    The files are really well organized, seems great and easy to use, but due to my needs to be able to customize more freely, I need to stay on a pack with a later chronicle.

     

    I really appreciate the help you guys gave me!

    np and skill ingame working add me stats in game on 10sec 🙂
    but only with lvl 1

    4 hours ago, Romotheone said:

    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       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       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

     

    btw here dont must use LVL1 - LVL5 , lvl skill have set here 1 - 5.

  4. 1 minute ago, Romotheone said:

    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>
    

     

    when delete OP_ from operateType its work 🙂

  5. 18 minutes ago, Romotheone said:

    @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.

    still give error 🙂

    when i change OP_Active and OP passive only for Active/passive now its work without error 🙂

  6. Skillgrp/skillname must edit - make space 🙂

    and server side skills not work give error 🙂
     

    Quote

    java.lang.RuntimeException: java.lang.reflect.InvocationTargetException
            at net.sf.l2j.gameserver.enums.skills.SkillType.makeSkill(SkillType.java:156)
            at net.sf.l2j.gameserver.data.DocumentSkill.makeSkills(DocumentSkill.java:335)
            at net.sf.l2j.gameserver.data.DocumentSkill.parseSkill(DocumentSkill.java:206)
            at net.sf.l2j.gameserver.data.DocumentSkill.parseDocument(DocumentSkill.java:96)
            at net.sf.l2j.gameserver.data.DocumentBase.parse(DocumentBase.java:88)
            at net.sf.l2j.gameserver.data.DocumentSkill.parse(DocumentSkill.java:18)
            at net.sf.l2j.gameserver.data.SkillTable.load(SkillTable.java:60)
            at net.sf.l2j.gameserver.data.SkillTable.<init>(SkillTable.java:50)
            at net.sf.l2j.gameserver.data.SkillTable$SingletonHolder.<clinit>(SkillTable.java:266)
            at net.sf.l2j.gameserver.data.SkillTable.getInstance(SkillTable.java:45)
            at net.sf.l2j.gameserver.GameServer.<init>(GameServer.java:161)
            at net.sf.l2j.gameserver.GameServer.main(GameServer.java:120)
    Caused by: java.lang.reflect.InvocationTargetException
            at jdk.internal.reflect.GeneratedConstructorAccessor5.newInstance(Unknown Source)
            at java.base/jdk.internal.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
            at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:499)
            at java.base/java.lang.reflect.Constructor.newInstance(Constructor.java:480)
            at net.sf.l2j.gameserver.enums.skills.SkillType.makeSkill(SkillType.java:152)
            ... 11 more
    Caused by: java.lang.IllegalArgumentException: No enum constant net.sf.l2j.gameserver.enums.skills.SkillOpType.OP_PASSIVE
            at java.base/java.lang.Enum.valueOf(Enum.java:273)
            at net.sf.l2j.commons.data.StatSet.getEnum(StatSet.java:502)
            at net.sf.l2j.gameserver.skills.L2Skill.<init>(L2Skill.java:192)
            at net.sf.l2j.gameserver.skills.l2skills.L2SkillDefault.<init>(L2SkillDefault.java:14)
            ... 16 more

     

  7. 2 hours ago, Tryskell said:

     

    If you can't understand what is SpawnManager and what it actually offers as possibilities, be sure then adding any random Frintezza found on the internet will fit your needs.

    i write epics 🙂 yes tezza miss but think not working only this epics 😉
    and for playable side its lucera

    and for writen side (but need next time to other fixes ) acis 

    what is good for acis maybe need write list with problem too not only updates 🙂

  8. players dont look at what is as writen (not see core side) 😄but this can write only any dev...

    for palyers is important if game playable its all 🙂 (sux any quests what never make)

    and i think 1st what must working for all on 100% is EPICS this is important for JAVA/PTS servers same 😉 

    spawnmanager for java its rly good and its new era 🙂 but what its wrong on old set ?? 

    when still not working other old things (maybe need it for fix other set dont know but for me its waste time to use for other things and now give time to fix spawn ) 😉 but maybe better start make 10 new things on 30% how finish 1 on 100% 😉

  9. 21 hours ago, Tryskell said:

    If we speak about Interlude, my pack is still actively updated - we introduced few weeks ago new SpawnManager, few days ago we released complete drop/spoil rates edit based on L2OFF rates and manor domains (seeds territory zones).

     

    Hasha actually focus about implementing properly the AI system (would take few months), I personnally introduce numerous new event types (PARTY_KILLED, PARTY_ATTACKED, SEE_ITEM, NO_DESIRE, etc), and eventually the Desire system (under thoughts).

     

    aCis got its own PTS named Blackbird since few weeks to test latest revision, anyone can logon and test it. There are tutorials on aCis forums about installation, and people shared a lot of customs adapted to aCis.

     

    For all infos, join the Discord / forums and read the content.

     

    542 people donated between july 2012 and june 2021, 16 ppl donated since new system introduction.

     

    spacer.png

     

    If you speak about other chronicles, well, you got L2J for H5.

    now not working rly important things how boss zone, epics for normal ppls, miss Tezza script, fear bugg and more more other...and add better now new things (spoil/drop) who fix old things, little dont understand 😉

    acis files now is unusable max only for any Custom HR server 😉

    but maybe when 1st fix this imporatant things have acis any value... 

  10. On 1/24/2017 at 9:40 PM, GLO said:

    this guide will go over how to create costumes for interlude and provide the resources necessary to do so

    costumes are usually stored under LineageCustomor in Branchx files

    you can use formal wear as a template (6408)

    this is a very simple guide and theres no reason people should be selling these things

     

    keep in mind that you DO NOT NEED exs_draconicarmor! its only used to copy the coordinates which can also be found in the attached filed (exs_dummygloves)

    stop pming me about this

     

     

    RESOURCES -

    umodel

    actorX import (optional)

    Unreal

    DummyGloves/coordinates (for glove/fist fix and you can use this for coordinates on your armor)

    can upload u L2viewUTX too ? 🙂 thx

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