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Interlude skills


TsIpIzTiK®

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hello guys i need some skills effects for core.please if any1 have it give it to me my pack is last rev l2jserver

 

 

Name: Dodge. ID:446Fixed

Name: Counterattack. ID:447Fixed

Name: Arcane Roar. ID:433Fixed

thx


i have problem with invocation when effect finish the buff don't disapear tell me what i must change fixed

 

thx


when i am attacking the buff dosen't remove what i must change?

thx

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What kind of effects you mean?

Explain more about it if you're expecting help.

in l2jserver>some effects is missing i  need the effects from

Dodge skill

counterattack skill

and arcana roar

 

i don't know the names of effects

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Just ninja them from Freya.

 

- From Freya XMLs, search your skills.

- After that, find the related effect and note it

- Search in Freya core all occurences, tadam you succeed.

 

Dodge and conterattack are easy to implement, about arcana roar i don't get the use, I will tell you when his time to refactor will come :D.

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Just ninja them from Freya.

 

- From Freya XMLs, search your skills.

- After that, find the related effect and note it

- Search in Freya core all occurences, tadam you succeed.

 

Dodge and conterattack are easy to implement, about arcana roar i don't get the use, I will tell you when his time to refactor will come :D.

thanks you but i have one other problem

 

i have problem with invocation when effect finish the buff don't disapear tell me what i must change

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stopSkillEffects(effect.getSkill().getId());

 

In L2Character, stopImmobileUntilAttacked() method or whatever you called it.

 

The fix I said works if for exemple you're hited by someone, so it should break the effect but your bug continue effect (hp/mp regen) without "visual" meditation effect.

 

Explain better your problem if I miss something.

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look when i am use the skill invocation look like this 2yk05qp.png when you do one buff to you, example nobless the buff stuck like this33ois6u.png

 

 


the XML

<skill id="1430" levels="5" name="Invocation">
  <table name="#pDef"> 0.8 0.8 0.8 0.8 0.8 </table>
  <table name="#mpConsume"> 27 28 30 33 34 </table>
  <table name="#Tab-regMp"> 90 100 115 125 140 </table>
  <set name="mpConsume" val="#mpConsume"/>
  <set name="target" val="TARGET_SELF"/>
  <set name="hitTime" val="2000"/>
  <set name="reuseDelay" val="900000"/>
  <set name="skillType" val="BUFF"/>
  <set name="staticReuse" val="true"/>
  <set name="operateType" val="OP_ACTIVE"/>
  <set name="castRange" val="-1"/>
  <set name="effectRange" val="-1"/>
  <set name="negateId" val="1430"/>
  <for>
    <effect count="1" name="ManaHealOverTime" time="30" val="0">
  <add order="0x40" stat="regMp" val="#Tab-regMp"/>
</effect>
<effect count="1" name="Paralyze" time="30" val="0">
<mul order="0x30" stat="pDef" val="0.1" />
    </effect>
  </for>
</skill>

 

Fixed!


but i have  new problem

 

when i am attacking the buff dosen't remove what i must change?

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You c/ped Freya Meditation implementation. IL is different.

 

Anyway you missed an "RemovedIfAttacked = True". On Freya it exists, but you have to add it on IL.

 

Another way is to do it differently, because by default you're wrong. On IL, meditation uses the FLOATING_ROOT animation, you're not paralyzed.

 

Check Kamalol or Gracia, perhaps they got the old implementation (using EffectImmobileUntilAttacked effect).

 

You can check my IL project aswell. Why to reinvent the wheel, when someone made it for you...

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