l2alterkdos Posted December 3, 2015 Posted December 3, 2015 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);
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l2alterkdos
someone can help me please to fix this important bug. thanks
skill id= 5008
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