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ElSabaner0

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  1. Hello guys, I'm here with yet another quesion for you. You've been really helpful n I hope you can help me with this one as well! I am making custom server where items are 5k+ etc. Game is not supposed to be played at these rates, i know. But I am trying to make it work. In order to make titan balanced I need to set enchants to give same amount in Two handed weapons just as they do in 1 handed. Example: HD +0 = 342 p.atk AS +0 = 240 P.atk or so... HD +1.5k = 18 324 P.atk AS +1.5k = 15 231 P.atk Sure, it is only 3k P.atk, but it is 3k P.atk in an item, so in the whole character stats it has about 15k more P.atk, which is a huge deal. (83k with Dagger, 99 with HD) I tried to make the weapon right handed. It helped with the issue of P.atk (AS n HD had almost same enchant stats), but then there are many many more hings i would have to deal with (setting up titan skills on sword, changing Zealot stats so it is balanced again). Typically enchants in double handed weapons provide much more P.atk than in one handed. Is there any way to make them equal? Can't find it in any file (enchantGroups etc...) Thank you. Thank you very much!
  2. Hello people, now I am here with super idea that would help me a lot balancing stuff. I am new to this so I don't know if there are any limitations so I am sorry if it is stupid. What I need is: I buy an item. Lets say Cloak. That cloak will give character a passive skill depending on his class. So: I will have a Cloak that will have bonus dmg on Titan, but the same cloak that will provide P.deff buff on Paladin. Is it doable through conditions and ifs? If not, then can I put into an ITEM something like <mul stat="pAtk" val="0.95"> <and> <using kind="SWORD,BLUNT" /> <using slot="lrhand" /> </and> </add> but on class instead of weapon type? Thank you so much.
  3. Not exactly what I wanted, but at least now I know where to look and where to experiment to make it work as intended. Thank you
  4. Hello people, I've made a thread on a bad subforum and I am sorry for that :/ Hopefully this time it's the right one. I added custom values to GM buffs so they work as custom buffs for normal players. They work as I intended (stat changes, cost of skill etc.) The only problem is, They appear in a different skill group (Weaken) instead of (Buffs) or so. I want them to appear in Item buffs in every characater Skills. Is that doable? If it helps, here is the code. <skill id="7041" levels="1" name="Master's Blessing - Focus"> <!-- GM Skill --> <set name="abnormalLvl" val="9" /> <set name="abnormalTime" val="14400" /> <set name="abnormalType" val="critical_prob_up" /> <set name="aggroPoints" val="495" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <set name="hitTime" val="500" /> <set name="isMagic" val="1" /> <!-- Magic Skill --> <set name="mpConsume" val="2" /> <set name="operateType" val="A2" /> <set name="skillType" val="BUFF" /> <set name="targetType" val="ONE" /> <set name="itemConsumeCount" val="100" /> <set name="itemConsumeId" val="7627" /> <for> <effect name="Buff" abnormalTime="14400" val="0" abnormalLvl="9" abnormalType="critical_prob_up"> <basemul stat="critRate" val="0.3" /> <mul stat="critRate" val="1.15" /> <add stat="mCritRate" val="10" /> </effect> </for> </skill>
  5. Hello people, I managed add GM buffs on normal characters (they are with custom stats) so I was thrilled! But... All the buffs are among the Weaken skills which makes it look really ugly. I was tryin'g to figure out among other skills in xml file what is the difference between them and I could not figure out what to do. Any ideas? Thank you.
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