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Custom Skill Issue


DONALD TRUMP 2016
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I wanted to add buffs like the Improved ones in Gracia (they are 'combined' and takes up less slots). I tried making a new skill ID (6000) and I am aware that Interlude can't have non-retail ID's or something. It's a hassle to over write original retail ID's and having to sort through them and stuff, so this is easier. It let me add skill, except the 'using' part is bugged.

 

Buff 2 (first one used) is some Pig skill. Buff 1 (second used) is the custom ID. Look at how after using my custom ID all my other buffs get deleted. I am using the exact same XML's and skillgrps. Is there any way on how to fix this or...

 

Custom Skill ID's Don't Work

 

XML's

<skill id="6000" levels="1" name="Improved Condition">
	<set name="mpInitialConsume" val="14"/>
	<set name="mpConsume" val="56"/>
	<set name="target" val="TARGET_ONE"/>
	<set name="reuseDelay" val="10000"/>
	<set name="hitTime" val="4000"/>
	<set name="skillType" val="BUFF"/>
	<set name="isMagic" val="true"/>
	<set name="operateType" val="OP_ACTIVE"/>
	<set name="castRange" val="400"/>
	<set name="effectRange" val="900"/>
	<set name="aggroPoints" val="662"/>
	<for>
		<effect name="Buff" time="1200" val="0" stackOrder="3" stackType="md_up_attr">
			<add order="0x40" stat="waterRes" val="20" />
			<add order="0x40" stat="fireRes" val="20" />
			<add order="0x40" stat="windRes" val="20" />
			<add order="0x40" stat="earthRes" val="20" />
		</effect>
	</for>
</skill>

<skill id="5220" levels="1" name="Improved Condition">
	<set name="mpInitialConsume" val="14"/>
	<set name="mpConsume" val="56"/>
	<set name="target" val="TARGET_ONE"/>
	<set name="reuseDelay" val="10000"/>
	<set name="hitTime" val="4000"/>
	<set name="skillType" val="BUFF"/>
	<set name="isMagic" val="true"/>
	<set name="operateType" val="OP_ACTIVE"/>
	<set name="castRange" val="400"/>
	<set name="effectRange" val="900"/>
	<set name="aggroPoints" val="662"/>
	<for>
		<effect name="Buff" time="1200" val="0" stackOrder="3" stackType="md_up_attr">
			<add order="0x40" stat="waterRes" val="20" />
			<add order="0x40" stat="fireRes" val="20" />
			<add order="0x40" stat="windRes" val="20" />
			<add order="0x40" stat="earthRes" val="20" />
		</effect>
	</for>
</skill>

 

Using acis D:

 

Edit: works with buffer cast o__o (not player)

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