NaelsonMT Posted November 2, 2015 Posted November 2, 2015 (edited) skill_begin skill_name=[tatto_mdef] skill_id=10520 level=1 operate_type=P effect={{p_magical_defence;{all};10;per}} skill_end skill_begin skill_name=[tatto_evas] skill_id=10521 level=1 operate_type=P effect={{p_avoid;{all};10;diff}} skill_end skill_begin skill_name=[tatto_hp] skill_id=10522 level=1 operate_type=P effect={{p_max_hp;755;diff}} skill_end skill_begin skill_name=[tatto_pdef] skill_id=10520 level=1 operate_type=P effect={{p_physical_defence;{all};10;per}} skill_end skill_begin skill_name=[tatto_speed] skill_id=10520 level=1 operate_type=P effect={{p_speed;{all};10;per}} skill_end skill_begin skill_name=[tatto_casting] skill_id=10522 level=1 operate_type=P effect={{p_magic_speed;20;diff}} skill_end skill_begin skill_name=[tatto_m_atack] skill_id=10522 level=1 operate_type=P effect={{p_magical_attack;20;diff}} skill_end skill_begin skill_name=[tatto_p_atack] skill_id=10522 level=1 operate_type=P effect={{p_physical_attack;20;diff}} skill_end skill_begin skill_name=[tatto_attack_speed] skill_id=10522 level=1 operate_type=P effect={{p_attack_speed;20;diff}} skill_end skill_begin skill_name=[tatto_critical_rate] skill_id=10522 level=1 operate_type=P effect={{p_magic_critical_rate;10;diff}} skill_end skill_begin skill_name=[tatto_acuracy] skill_id=10522 level=1 operate_type=P effect={{p_hit;10;diff}} skill_end {all};10;diff}} all};10;per}} all,diff and per ? What a result ? I'm riding tattoo as it should be ? Edited November 2, 2015 by NaelsonMT Quote
0 *real*savormix Posted November 3, 2015 Posted November 3, 2015 Effect of type 'p_magical_defence' has three parameters: 1. Types of armor required (all = heavy, light, robe) 2. Modifier value 3. Modifier type (per = skillMDefendPer, diff = skillMDefendDiff). In this case, 'per' will multiply the base MDefend value by 1 + (modifier value / 100), while 'diff' would add the modifier value after all calculations have been performed. You must always know the parameters an effect type expects, otherwise L2Server will simply fail to load skilldata once it encounters the first invalid entry, which in your case should be tatto_hp (at least on a clean GF server). Quote
Question
NaelsonMT
skill_begin skill_name=[tatto_mdef] skill_id=10520 level=1 operate_type=P effect={{p_magical_defence;{all};10;per}} skill_end
{all};10;diff}}
all};10;per}}
all,diff and per ?
What a result ?
1 answer to this question
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