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About Skills Success



Heyz i wanna know how can i change the Skills success


here is one skills the bluff


<skill id="358" levels="1" name="Bluff" enchantGroup1="6">

<table name="#enchantMagicLvl"> 81 81 81 82 82 82 83 83 83 84 84 84 85 85 85 </table>

<table name="#ench1Power"> 42 44 46 48 50 52 54 56 58 60 62 64 66 68 70 </table>

<set name="weaponsAllowed" val="Dagger, Dual Dagger" /> <!-- Dagger/Dual Daggers -->

<set name="magicLvl" val="77" />

<set name="mpConsume" val="35" />

<set name="power" val="40" /> <!-- Base Land Rate -->

<set name="target" val="TARGET_ONE" />

<set name="saveVs" val="CON" />

<set name="skillType" val="AGGREDUCE_CHAR" />

<set name="lvlDepend" val="1" />

<set name="operateType" val="OP_ACTIVE" />

<set name="castRange" val="40" />

<set name="isDebuff" val="true" />

<set name="effectRange" val="400" />

<set name="reuseDelay" val="8000" />

<set name="hitTime" val="1000" />

<enchant1 name="magicLvl" val="#enchantMagicLvl" />

<enchant1 name="power" val="#ench1Power" />


<effect name="Stun" abnormalTime="9" val="0" abnormalLvl="1" abnormalType="stun" effectPower="40" effectType="STUN" />

<effect name="Bluff" noicon="1" val="0" />

<effect name="RemoveTarget" noicon="1" val="0" effectPower="80" effectType="DEBUFF" />




where is the line about the skill chance ? :/

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since it is not locked yet, can i ask if this 40 means 40% ?


Depends of the skillhandler you use, but often answer is yes. It is a base success, which is then influenced by many others (pdef/mdef, level, etc), in both positive or negative way.

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I don't really think that this is correct. Check this out:


<effect name="RemoveTarget" noicon="1" val="0" effectPower="80" effectType="DEBUFF" />


I believe that this is the chance(effectPower). I edited this code in my server and it worked just fine. You might need to put it like 150 though, but it seems it works. (you also need to change the Stun effect)

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                case AGGREDUCE_CHAR:
                	// these skills needs to be rechecked
		if (Formulas.calcSkillSuccess(activeChar, target, skill, shld, ss, sps, bss))


As you can see AGGREDUCE_CHAR  uses calcSkillSuccess method, which itself use skillPower in order to see if yes or no, the skill effects.


Then the different effects are applied, with their own power.

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