Just 1 question.
Why buffs time are don't changed when i add 3600.look
F:\Hellbound\gameserver\config
#============================================================#
# Skills & Effects #
#============================================================#
# When this is enabled it will read the config "SkillDurationList"
# This will basically overlook the "time= x" in the skill xml's so that you do
# not need to modify the L2J Datapck XML's to increase skill duration.
# Skill duration list:
# Format : skillid,newtime;skillid2,newtime2;....
# Example:
# This enable 1h(3600) duration for songs, the "\"indicates new line,
# and is only set for formating purposes.
# SkillDurationList = 264,3600;265,3600;266,3600;267,3600;268,3600;\
# 269,3600;270,3600;304,3600;305,1200;306,3600;308,3600;349,3600;\
# 363,3600;364,3600
# Retail: false
EnableModifySkillDuration = True
SkillDurationList = 3600
# Enable to modify skill reuse data
EnableModifySkillReuse = true
# Skill reuse list
# Format : skillid,newDelayTime;skillid,newDelayTime2....
SkillReuseList =
# This option is to enable or disable automatic skill learning.
# To enable this option set it to true, and to disable set it to false.
# Retail: false
AutoLearnSkills = True
# This option is to enable or disable automatic herb use (which means auto-pickup herbs).
# To enable this option set it to true, and to disable set it to false.
# Retail: false
AutoLootHerbs = False
# Maximum number of buffs (default = 20 + 4 with divine inspiration skill)
# Retail: 20
maxbuffamount = 99
# This option allows a player to automatically learn Divine Inspiration.
# this is not included in AutoLearnSkills above.
# Retail: false
AutoLearnDivineInspiration = true
# This is to allow a character to be canceled during bow use, skill use, or both.
# The correct settings to set below are: "bow" or "cast" or "all"
# Retail: cast
AltGameCancelByHit = cast
# 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.
# Retail: true
CancelLesserEffect = True
# This option if enabled will allow magic to fail, and if disabled
# magic damage will always succeed with a 100% chance.
# Retail: true
MagicFailures = True
# Player Protection from aggressive mobs after getting up from fake death.
# This is in seconds, set this to 0 to disablet his option.
# Retail: 0
PlayerFakeDeathUpProtection = 0
# This option is to enable or disable the storage of buffs/debuffs
# among other effects.
# To enable, set to true, and to disable, set to false.
# Retail: true
StoreSkillCooltime=True
# These are alternative rules for shields -
# If enabled and they block;
# the damage is powerAtk-shieldDef,
# otherwise the if false and they block;
# the damage is powerAttak / (shieldDef + powerDef)
# Retail: false
AltShieldBlocks = False
# This is the rate value for perfect shield block rate.
# Retail: 5
AltPerfectShieldBlockRate = 5
# Allow use of Event Managers for changing occupation without
# any quests needing completion.
# Retail: false
AllowClassMasters = True
# Life crystal needed to learn clan skills
# Retail: true
LifeCrystalNeeded = True
# Spell Book needed to learn skills
# Retail: true
SpBookNeeded = True
# Book needed to enchant skills
# Retail: true
EnchantSkillSpBookNeeded = True
# Alternative skill learn rules:
# - all classes can learn all skills
# - skills of another class costs x2 SP
# - skills of another race costs x2 SP
# - skills of fighters/mages costs x3 SP
# Retail: false
AltGameSkillLearn = False
# Allow player to sub-class addition without checking for unique quest items.
# Retail: false
AltSubClassWithoutQuests = true
why?