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Help Skill Frintezza Mornful Chorale Prelude Bug [Frozen Rev 118]
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Honestly, I think L2ETINA is worth keeping an eye on again. With the new team coming in, it feels like there’s finally some fresh energy around the project. They’ve got skilled people working on it now, and from what I’ve seen, they’re actually focused on bringing the project back to life and expanding it instead of just making empty promises. I also like the transparency so far. They’re communicating with the community and being open about what they’re working on and where they want to take L2ETINA. Obviously, there’s still a lot to prove and nobody can predict how things will turn out. But compared to before, I’m definitely more optimistic about the project now. I’m going to keep watching the progress and see what the new team can deliver. So far, I like the direction they’re taking.
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By AlisaCodeDragon · Posted
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l2alterkdos
someone can help me please to fix this important bug. thanks
skill id= 5008
- <skill id="5008" levels="5" name="Frintezza's Songs"> - <!-- Description(s): Lvl 1 - Frintezza's Concert Hall Melody Music that makes you feel oh so good inside. Lvl 2 - Frintezza's Rampaging Opus en masse Consecutive Dash + Portrait Replay Performance Lvl 3 - Frintezza Power Encore Attack/Speed Performance Lvl 4 - Mournful Chorale Prelude Instantly decreases the effect of HP regeneration magic. Lvl 5 - Hypnotic Mazurka Instantly immobilizes the target by making it dance involuntarily. --> <table name="#skill_landing_percent">0 60 0 0 0</table> <table name="#skillRadius">0 100 0 100 100</table> <table name="#Power">0 0 5 10 30</table> <table name="#Heal">2.3 0 0 10 30</table> <table name="#time">20 20 0 10 30</table> <table name="#rampage">0 1000 0 0 0</table> <table name="#Plague">0 0 0 450 0</table> <table name="#Psycho">0 0 0 0 4.9</table> <table name="#shTime">32000 32000 32000 31000 35000</table> <table name="#isMagic">true false false true true</table> <set name="hitTime" val="#shTime" /> <set name="skillTime" val="#shTime" /> <set name="target" val="TARGET_ONE" /> <set name="skillType" val="DEBUFF" /> <set name="operateType" val="OP_ACTIVE" /> <set name="skillRadius" val="#skillRadius" /> <set name="castRange" val="1200" /> <set name="skill_landing_percent" val="#skill_landing_percent" /> <set name="negateSkillTypes" val="Buff" /> <set name="negatePower" val="#rampage" /> <set name="isMagic" val="#isMagic" /> - <for> <effect count="5" name="DamOverTime" time="#time" val="#Plague" /> - <effect count="1" name="Confusion" time="#time" val="0" noicon="1"> <div order="0x30" stat="pAtkSpd" val="#Psycho" /> <div order="0x30" stat="mAtkSpd" val="#Psycho" /> <div order="0x30" stat="runSpd" val="#Psycho" /> <div order="0x30" stat="accCombat" val="#Psycho" /> <div order="0x30" stat="rEvas" val="#Psycho" /> <div order="0x30" stat="pDef" val="#Psycho" /> </effect> - <effect count="1" name="Buff" time="#time" val="0" noicon="1"> <div order="0x30" stat="pAtkSpd" val="#Power" /> <div order="0x30" stat="runSpd" val="#Power" /> <div order="0x30" stat="regHp" val="#Heal" /> </effect> </for> </skill>// Name of the songs are custom, named with client side description. switch (_OnSong) { case 1: SongName = "Frintezza's Healing Rhapsody"; break; case 2: SongName = "Frintezza's Rampaging Opus"; break; case 3: SongName = "Frintezza's Power Concerto"; break; case 4: SongName = "Frintezza's Plagued Concerto"; break; case 5: SongName = "Frintezza's Psycho Symphony"; break; default: SongName = "Frintezza's Song"; break; } // Like L2OFF the skill name is printed on screen _Zone.broadcastPacket(new ExShowScreenMessage(SongName, 6000)); if (_OnSong == 1 && _ThirdMorph == 1 && strongScarlet.getCurrentHp() < strongScarlet.getMaxHp() * 0.6 && Rnd.get(100) < 80) { _Zone.broadcastPacket(new MagicSkillUser(frintezza, frintezza, 5007, 1, 32000, 0)); startQuestTimer("songs_effect", 5000, frintezza, null); startQuestTimer("songs_play", 32000 + Rnd.get(10000), frintezza, null); } else if (_OnSong == 2 || _OnSong == 3) { _Zone.broadcastPacket(new MagicSkillUser(frintezza, frintezza, 5007, _OnSong, 32000, 0)); startQuestTimer("songs_effect", 5000, frintezza, null); startQuestTimer("songs_play", 32000 + Rnd.get(10000), frintezza, null); } else if (_OnSong == 4 && _SecondMorph == 1) { _Zone.broadcastPacket(new MagicSkillUser(frintezza, frintezza, 5007, 4, 31000, 0)); startQuestTimer("songs_effect", 5000, frintezza, null); startQuestTimer("songs_play", 31000 + Rnd.get(10000), frintezza, null); } else if (_OnSong == 5 && _ThirdMorph == 1 && _Abnormal == 0) { _Abnormal = 1; _Zone.broadcastPacket(new MagicSkillUser(frintezza, frintezza, 5007, 5, 35000, 0)); startQuestTimer("songs_effect", 5000, frintezza, null); startQuestTimer("songs_play", 35000 + Rnd.get(10000), frintezza, null); } else startQuestTimer("songs_play", 5000 + Rnd.get(5000), frintezza, null); } } else if (event.equalsIgnoreCase("songs_effect")) { final L2Skill skill = SkillTable.getInstance().getInfo(5008, _OnSong); if (skill == null) return null; String SongName = ""; // Name of the songs are custom, named with client side description. switch (_OnSong) { case 1: SongName = "Frintezza's Concert Hall Melody"; break; case 2: SongName = "Frintezza's Rampaging Opus en masse"; break; case 3: SongName = "Frintezza Power Encore"; break; case 4: SongName = "Mournful Chorale Prelude"; break; case 5: SongName = "Hypnotic Mazurka "; break; default: SongName = "Frintezza's Song"; break; } // Like L2OFF the skill name is printed on screen _Zone.broadcastPacket(new ExShowScreenMessage(SongName, 6000)); if (_OnSong == 1 || _OnSong == 2 || _OnSong == 3) { /* * TODO: Frintezza songs to be fixed like retail if (frintezza != null && !frintezza.isDead() && activeScarlet != null && !activeScarlet.isDead()) skill.getEffects(frintezza, activeScarlet, false, false, false); */ } else if (_OnSong == 4) { for (final L2Character cha : _Zone.getCharactersInside().values()) { if (cha instanceof L2PcInstance && Rnd.get(100) < 80) { skill.getEffects(frintezza, cha, false, false, false); cha.sendPacket(new SystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(5008, 4)); } } } else if (_OnSong == 5) { for (final L2Character cha : _Zone.getCharactersInside().values()) { if (cha instanceof L2PcInstance && Rnd.get(100) < 70) { cha.abortAttack(); cha.abortCast(); cha.disableAllSkills(); cha.stopMove(null); cha.setIsImobilised(true); cha.setIsParalyzed(true); cha.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE); skill.getEffects(frintezza, cha, false, false, false); cha.startAbnormalEffect(L2Character.ABNORMAL_EFFECT_DANCE_STUNNED); cha.sendPacket(new SystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(5008, 5)); } } startQuestTimer("stop_effect", 25000, frintezza, null); } } else if (event.equalsIgnoreCase("stop_effect")) { for (final L2Character cha : _Zone.getCharactersInside().values()) { if (cha instanceof L2PcInstance) { cha.stopAbnormalEffect(L2Character.ABNORMAL_EFFECT_DANCE_STUNNED); cha.stopAbnormalEffect(L2Character.ABNORMAL_EFFECT_FLOATING_ROOT); cha.enableAllSkills(); cha.setIsImobilised(false); cha.setIsParalyzed(false); } } _Abnormal = 0; } else if (event.equalsIgnoreCase("attack_stop")) { cancelQuestTimer("skill01", npc, null); cancelQuestTimer("skill02", npc, null); cancelQuestTimer("skill03", npc, null); cancelQuestTimer("songs_play", npc, null); cancelQuestTimer("songs_effect", npc, null);0 answers to this question
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