alinusi19
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First Login Startup System (choose class, armor, weapon)
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Changing the reuseDelay or hitTime should fix his problem no mather what chronicle. About more info dear Tryskell, you are more than right... however, you cant understand a simple problem with a full page of info, not to say about solution... ps: is easy to answer like you know everything, but not actually giving an answer... wow.. :o
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This file editors are very strict when they encript the file again. Make sure you havent forgot any character out, for ex [TAB] or [ENTER] for last row (at least my editor requires that). If that doesnt work, try to add lines 1 by 1 till you figure out where is the problem or simple copy from your apella set and just replace the textures and ids.
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Maybe give an example of what skill you have problem with and copy/paste the skill here. Anyway, recharge duration is handled by reuseDelay, while hitTime handles the time you need to cast that skill. Both are affected by matkspd or atkspd, but if u just wannt shorter recharge duration (faster reuse on skills) use smaller numbers in reuseDelay few examples: <set name="reuseDelay" val="60000"/><!-- 1 minute --> <set name="reuseDelay" val="2000" /><!-- 2 seconds -->
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This: Beside that little annoying thing, which creates the wrong shortcut or should not create at all at least, works great and easy to setup.
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[Suggestion/Help] - New Interlude skills
alinusi19 replied to alinusi19's question in Request Server Development Help [L2J]
none... since i created the skills myself, using similar skills. Still need to recheck/fix some skill stats to match the real value (for ex: vampiric,reflect, elements), but overall they are ok. normally the skills should be like: <!--Vampire's Touch - Buff Skill - (Lute Melody remake) Increases party members Atk. Spd. with 37% and Casting Spd. +34% for a period of time. Also adds vampiric effect when they deal normal damage to an enemy.--> <skill id="40000" levels="1" name="Vampire's Touch"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="pAtkSpeedUp"> <mul order="0x30" stat="pAtkSpd" val="1.37"/> </effect> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="mAtkSpeedUp" noicon="1"> <mul order="0x30" stat="mAtkSpd" val="1.34"/> </effect> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="vampRage" noicon="1"> <add order="0x40" stat="absorbDam" val="9"/> </effect> </for> </skill> If i use the above formula stackType replace the other buffs (acumen/haste/vampiric rage types), but wont stop them to be buffed again and stack with new buff. Here are the all new skills, which i have purely made because i hate 3-4 buff rows when they can be really nice like in god. And no, they are not ninjaed from anywhere, is not that hard to put togheter a few skills, but make them work properly seems to be... <?xml version='1.0' encoding='utf-8'?> <list> <!--Vampire's Touch - Buff Skill - (Lute Melody remake) Increases party members Atk. Spd. with 37% and Casting Spd. +34% for a period of time. Also adds vampiric effect when they deal normal damage to an enemy.--> <skill id="40000" levels="1" name="Vampire's Touch"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="vtMastery"> <mul order="0x30" stat="pAtkSpd" val="1.37"/> <mul order="0x30" stat="mAtkSpd" val="1.34"/> <add order="0x40" stat="absorbDam" val="9"/> </effect> </for> </skill> <!--Thiefs Guidance - Buff Skill - (Harp Melody remake) Increases party members Accuracy by 8, Evasion by 8 and Speed by 37. --> <skill id="40001" levels="1" name="Thiefs Guidance"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="tgMastery"> <add order="0x40" stat="rEvas" val="4"/> <add order="0x40" stat="accCombat" val="8"/> <add order="0x40" stat="runSpd" val="37"/> </effect> </for> </skill> <!-- Death Whispers - Buff Skill - (Guitar Melody remake) Increases P.Critical Rate +38%, P.Critical Damage +35%, and M. Critical Rate +20, and reduces their MP cost for physical and magical skills by 10%. --> <skill id="40002" levels="1" name="Death Whispers"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="dwMastery"> <mul order="0x30" stat="cAtk" val="1.35"/> <basemul order="0x40" stat="rCrit" val="0.38"/> <add order="0x40" stat="mCritRate" val="20"/> <mul order="0x30" stat="PhysicalMpConsumeRate" val="0.9"/> <mul order="0x30" stat="MagicalMpConsumeRate" val="0.9"/> </effect> </for> </skill> <!--Tree of Life Blessing - Buff Skill - (Pipe Organ Melody remake) Increases Max HP by 43%, Max MP by 43%, Max CP by 43%, and HP Recovery Bonus by 20%.--> <skill id="40003" levels="1" name="Tree of Life Blessing"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="tolMastery"> <mul order="0x30" stat="maxHp" val="1.43"/> <mul order="0x30" stat="maxMp" val="1.43"/> <mul order="0x30" stat="maxCp" val="1.43"/> <mul order="0x30" stat="regHp" val="1.2"/> </effect> </for> </skill> <!--Paagrio's Power - Buff Skill - (Horn Melody remake) Increases P. Atk.+23%, P. Def.+15%, M. Atk.+91%, and M. Def.+30%.--> <skill id="40004" levels="1" name="Paagrio's Power"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="ppMastery"> <mul order="0x30" stat="pAtk" val="1.23"/> <mul order="0x30" stat="pDef" val="1.15"/> <mul order="0x30" stat="mAtk" val="1.91"/> <mul order="0x30" stat="mDef" val="1.3"/> </effect> </for> </skill> <!--Aden's Glory - Buff Skill - (Drum Melody remake) Increases Max MP by 20% and HP Recovery bonus +20%, M. Critical Rate +20 and increases P. Atk. and M. Atk. +10%. Atk. Spd., Casting Spd. +20%, P. Def. and M. Def. +20%, +10% debuff resistance.--> <skill id="40005" levels="1" name="Aden's Glory"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="agMastery"> <mul order="0x30" stat="regHp" val="1.2"/> <mul order="0x30" stat="maxMp" val="1.2"/> <add order="0x40" stat="mCritRate" val="20"/> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="mAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cancelVuln" val="0.9"/> <mul order="0x30" stat="debuffVuln" val="0.9"/> </effect> </for> </skill> <!--Fury unleashead - Buff Skill - (Prevailing Sonata remake) Increases party members' Atk. Spd. by 15%, Casting Spd. by 30%, Max HP by 35%, MP recovery bonus by 20% and decreases MP Consumption for magic skill by 10% and the magic cancel rate.--> <skill id="40006" levels="1" name="Fury Unleashed"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="fuMastery"> <mul order="0x30" stat="regMp" val="1.2"/> <mul order="0x30" stat="maxHp" val="1.3"/> <mul order="0x30" stat="pAtkSpd" val="1.15"/> <mul order="0x30" stat="mAtkSpd" val="1.3"/> <mul order="0x30" stat="PhysicalMpConsumeRate" val="0.9"/> <mul order="0x30" stat="MagicalMpConsumeRate" val="0.9"/> <sub order="0x40" stat="cancel" val="53"/> </effect> </for> </skill> <!--Daring Devil - Buff Skill - (Daring Sonata remake) Increases P. Atk. by 8%, M. Atk. by 16%, Atk. Spd. and Casting Spd. by 8% and decreases P. Def. by 3%, M. Def. by 11% and P. Evasion by 4. Also bestows an 8% Vampiric Rage effect and a chance of reflecting 10% of the damage received.--> <skill id="40007" levels="1" name="Daring Devil"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="ddMastery"> <mul order="0x30" stat="pAtk" val="1.08"/> <mul order="0x30" stat="mAtk" val="1.16"/> <mul order="0x30" stat="pAtkSpd" val="1.08"/> <mul order="0x30" stat="mAtkSpd" val="1.08"/> <mul order="0x30" stat="pDef" val="0.97"/> <mul order="0x30" stat="mDef" val="0.89"/> <sub order="0x40" stat="rEvas" val="4"/> <add order="0x40" stat="absorbDam" val="8"/> <add order="0x40" stat="reflectDam" val="10"/> </effect> </for> </skill> <!--Refreshing Winds - Buff Skill - (Refreshing Sonata remake) Increases HP recovery bonus by 20%, Accuracy+4, Evasion+3 and Speed+20, and decreases MP cost by 20% for skills and skill reuse times by 10%.--> <skill id="40008" levels="1" name="Refreshing Winds"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="rwMastery"> <mul order="0x30" stat="regHp" val="1.2"/> <add order="0x40" stat="accCombat" val="4"/> <add order="0x40" stat="rEvas" val="3"/> <add order="0x40" stat="runSpd" val="20"/> <mul order="0x30" stat="PhysicalMpConsumeRate" val="0.8"/> <mul order="0x30" stat="MagicalMpConsumeRate" val="0.8"/> <mul order="0x30" stat="mReuse" val="0.9"/> <mul order="0x30" stat="pReuse" val="0.9"/> </effect> </for> </skill> <!--Elemental protection - Buff Skill - (Elemental Protection remake) Increases the party members resistances to Fire, Water, Wind, and Earth attacks by 30.--> <skill id="40009" levels="1" name="Elemental Protection"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="epMastery"> <mul order="0x30" stat="waterVuln" val="0.7"/> <mul order="0x30" stat="fireVuln" val="0.7"/> <mul order="0x30" stat="windVuln" val="0.7"/> <mul order="0x30" stat="earthVuln" val="0.7"/> </effect> </for> </skill> <!--Mental protection - Buff Skill - (Mental Protection remake) Increases resistances to Hold, Sleep and Mental by 50, buff-canceling by 30, and debuff attacks by 20.--> <skill id="40010" levels="1" name="Mental Protection"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="mpMastery"> <mul order="0x40" stat="rootVuln" val="0.5"/> <mul order="0x30" stat="sleepVuln" val="0.5"/> <mul order="0x30" stat="confusionVuln" val="0.5"/> <mul order="0x30" stat="derangementVuln" val="0.5"/> <mul order="0x30" stat="cancelVuln" val="0.7"/> <mul order="0x30" stat="debuffVuln" val="0.8"/> </effect> </for> </skill> <!--Divine protection - Buff Skill - (Divine Protection remake) Increases a targets resistances to Stun +40%, Poison and Bleed by 50%, Holy and Dark by 30.--> <skill id="40011" levels="1" name="Divine Protection"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="dpMastery"> <mul order="0x30" stat="stunVuln" val="0.6"/> <mul order="0x40" stat="poisonVuln" val="0.5"/> <mul order="0x30" stat="bleedVuln" val="0.5"/> <mul order="0x30" stat="holyVuln" val="0.7"/> <mul order="0x30" stat="darkVuln" val="0.7"/> </effect> </for> </skill> <!-- Wizard's Empower (Wizard's Harmony remake) Increases P. Atk. by 8%, M. Atk. by 40%, Atk. Spd. and Casting Spd. by 8%, M. Def. by 14%, M. Critical Rate by 100%, MP recovery bonus by 20%, Speed by 8 and decreases P. Def. by 8%, P. Evasion by 4, MP Consumption of magic skill by 15%, MP Consumption of physical skill by 5%, and skill cooldown by 20%.--> <skill id="40012" levels="1" name="Wizard's Empower"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="hMastery"> <mul order="0x30" stat="pAtk" val="1.08"/> <mul order="0x30" stat="mAtk" val="1.4"/> <mul order="0x30" stat="pAtkSpd" val="1.08"/> <mul order="0x30" stat="mAtkSpd" val="1.08"/> <mul order="0x30" stat="mDef" val="1.14"/> <mul order="0x40" stat="mCritRate" val="2"/> <mul order="0x30" stat="regMp" val="1.2"/> <add order="0x40" stat="runSpd" val="8"/> <mul order="0x30" stat="pDef" val="0.92"/> <sub order="0x40" stat="rEvas" val="4"/> <mul order="0x30" stat="PhysicalMpConsumeRate" val="0.95"/> <mul order="0x30" stat="MagicalMpConsumeRate" val="0.85"/> <mul order="0x30" stat="mReuse" val="0.8"/> <mul order="0x30" stat="pReuse" val="0.8"/> </effect> </for> </skill> <!-- Warrior's Might (Warriors's Harmony remake) Increases P. Atk. by 35%, M. Atk. by 16%, Atk. Spd. and Casting Spd. by 8%, P. Critical Damage by 35%, P. Critical Rate by 100, Speed by 8 and decreases M. Def. by 16%, P. Def. by 8%, and P. Evasion by 4.--> <skill id="40013" levels="1" name="Warrior's Might"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="hMastery"> <mul order="0x30" stat="pAtk" val="1.35"/> <mul order="0x30" stat="mAtk" val="1.16"/> <mul order="0x30" stat="pAtkSpd" val="1.08"/> <mul order="0x30" stat="mAtkSpd" val="1.08"/> <mul order="0x30" stat="cAtk" val="1.35"/> <add order="0x40" stat="rCrit" val="100"/> <add order="0x40" stat="runSpd" val="8"/> <mul order="0x30" stat="mDef" val="0.84"/> <mul order="0x30" stat="pDef" val="0.92"/> <sub order="0x40" stat="rEvas" val="4"/> </effect> </for> </skill> <!-- Knight Stance (Knights's Harmony remake) Increases the selected party member's P. Atk. by 12%, P. Def. by 45%, shield defense rate by 30%, shield P. Def. by 50%, P. Critical Damage by 35% and P. Critical Rate by 100%.--> <skill id="40014" levels="1" name="Knight Stance"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="hMastery"> <mul order="0x30" stat="pDef" val="1.45"/> <mul order="0x30" stat="pAtk" val="1.12"/> <mul order="0x30" stat="cAtk" val="1.35"/> <add order="0x40" stat="rCrit" val="100"/> <mul order="0x30" stat="rShld" val="1.3"/> <mul order="0x30" stat="sDef" val="1.5"/> </effect> </for> </skill> </list> -
[Suggestion/Help] - New Interlude skills
alinusi19 replied to alinusi19's question in Request Server Development Help [L2J]
Thanks for answer, but... no, i do not ninjaed/steal the skills from anywhere, except copy/paste/modify from other skills and used god buffs info (lvl 4 for melodies) to make them be the same or close to them. The new skills have multiple effects in one (ex: bless the body + bless the soul + paagrio fist + regeneration) and i had to change the stacktype of those skills to be the same as new buff, else they would stack with the new buff instead to be replaced. I need different stacktype for each effect like in next example, but either l2j interlude does not support multiple stack or is because of new skill ids, doesnt work... 3 <skill id="1500" levels="1" name="Improved Magic"> 4 <set name="mpConsume" val="28" /> 5 <set name="target" val="TARGET_ONE" /> 6 <set name="skillType" val="BUFF" /> 7 <set name="reuseDelay" val="2000" /> 8 <set name="hitTime" val="1500" /> 9 <set name="isMagic" val="true" /> 10 <set name="operateType" val="OP_ACTIVE" /> 11 <set name="castRange" val="400" /> 12 <set name="effectRange" val="900" /> 13 <set name="aggroPoints" val="655" /> 14 <for> 15 <effect name="Buff" time="2400" val="0" stackOrder="99" stackType="ma_up"> 16 <mul order="0x30" stat="mAtk" val="1.75" /> 17 </effect> 18 <effect name="Buff" time="2400" val="0" stackOrder="99" stackType="MagicDefUp" noicon="1"> 19 <mul order="0x30" stat="mDef" val="1.3" /> 20 </effect> 21 </for> 22 </skill> le: while looking for help, im also trying to workaround for a solution. Doing an overall search about stacktype/stackorder i think the solution is in one of the next files: /gameserver/model/L2Character.java /gameserver/model/L2Effect.java /gameserver/skills/DocumentBase.java /gameserver/skills/effects/EffectTemplate.java However my java skills arent that awesome to modify this without screwing everything up, even if is probably just a few lines of code... -
[Suggestion/Help] - New Interlude skills
alinusi19 posted a question in Request Server Development Help [L2J]
I tryed to port GOD buffs to interlude by making new skills in xml, also add in skillname/skillgrp/skillsoundgrp. So far i only used Interlude source (copy/paste from other skills/icons), to not mess-up anything untill i have the skills working as they should. The buffs are working, however only if casted by my custom buffer and if i add the skills to myself, they dont show up in the skill list. My problems are: 1.: What i should do more in order to make the skills show properly in skill list and be castable. 2.: Is there any way to change the "stackType" to allow multiple skills (like improved buffs later chronicles). For the moment i`m using a temporary solution, that i`ve made all stackTypes to match the new buff, but as it is, if someone wannts to use for ex: focus/deathwhisper (without the new buff), they wont work togheter because of same stackType. I don't think server pack matters much about this problems, however i`m using L2j Frozen. Here's an example of the skill in xml: <!--Tree of Life Blessing - Buff Skill - (Pipe Organ Melody remake) Increases Max HP by 43%, Max MP by 43%, Max CP by 43%, and HP Recovery Bonus by 20%.--> <skill id="40003" levels="1" name="Tree of Life Blessing"> <set name="mpConsume" val="100" /> <set name="target" val="TARGET_SELF" /> <set name="skillType" val="BUFF" /> <set name="reuseDelay" val="2000" /> <set name="hitTime" val="1500" /> <set name="isMagic" val="true" /> <set name="operateType" val="OP_ACTIVE" /> <set name="castRange" val="400" /> <set name="effectRange" val="900" /> <for> <effect count="1" name="Buff" time="3600" val="0" stackOrder="99" stackType="tolMastery"> <mul order="0x30" stat="maxHp" val="1.43"/> <mul order="0x30" stat="maxMp" val="1.43"/> <mul order="0x30" stat="maxCp" val="1.43"/> <mul order="0x30" stat="regHp" val="1.2"/> </effect> </for> </skill> ps: i did tryed to use search, without much luck. maybe i`m just not using the right tags, so please skip this advice :) -
welcome here :)
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[Share] L2 File Editor 2a [C4 to Freya]
alinusi19 replied to CriticalError's topic in Client Development Discussion
Thank you critical for another fine release (and ofc to autor).... now just praying for a slot to download :-s (We are sorry, but all downloading slots for your country are busy.) ... some other mirror will help maybe :P -
[help] How do I make something that is A grade to S grade?
alinusi19 replied to scrubs's topic in [Request] Client Dev Help
i`m glad i could help abit after so many leech :P dont hesitate to come with more questions if you need help -
[help] How do I make something that is A grade to S grade?
alinusi19 replied to scrubs's topic in [Request] Client Dev Help
For epilogue (must be nearly same for all cronicles) search for crystal_type column and you should have values betwen 0 and 7. Self explanatory from here, but: 0 = non grade 1 = D grade 2 = C grade 3 = B grade 4 = A grade 5 = S grade 6 = S80 grade 7 = S84 grade Basically u`ll find number 4 in your A grade gear, just change to 5 (for S grade). That is enough to make it visible in game, but however i think u need some changes in your database to avoid errors with enchanting and/or crystalizing. In epilogue armorgrp you just need to count 6th column backwards from the end of armor to find the crystal type. -
tare avatarul ala :>