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Request Does this skill work in aCis Interlude?


Romotheone
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Hey guys,

 

I have been having some fun on my homerun server for a while now, but Freya is not the most popular chronicle and I have put so many hours into this pack that I am really hesitant of switching to Interlude and especially to a new, virgin pack.


Can any of you check if this skill works in aCis Interlude? Perhaps provide a screenshot of proof even? I would be really thankful.

 

Here is what it is supposed to do:

If you add Divine Elevation skillID 15000 to yourself, each basic weapon attack you do will have a 20% chance to proc the next level of Divine Elevation.

Each level will give you atkspd, p.atk and movement speed.

Once Divine Elevation reaches lvl 5, it will stay lvl 5 and it will keep refreshing itself.

 

From the way it looked, the XML side of IL aCis it doesn't seem to differ too much from the way default L2J was built, so I am hopeful.

 

Server Side:

 

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>
    
    <skill id="15001" levels="5" name="Divine Elevation">
        <table name="#abnormalLvl"> 2 3 4 5 5 </table>
        <table name="#activationChance"> 20 20 20 20 20 </table>
        <table name="#triggeredLevel"> 2 3 4 5 5 </table>
        <table name="#atkspd"> 50 75 100 125 150 </table>
        <table name="#patk"> 100 200 300 400 500 </table>
        <table name="#runspd"> 4 8 12 16 20 </table>
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" Time="10" triggeredId="15001" triggeredLevel="#triggeredLevel" activationChance="#activationChance" chanceType="ON_HIT" stackOrder="#abnormalLvl" stackType="holy_elevation" val="0">
                <add order="0x40" stat="pAtkSpd" val="#atkspd" />
                <add order="0x40" stat="pAtk" val="#patk" />
                <add order="0x40" stat="runSpd" val="#runspd" />
            </effect>
        </for>
    </skill>

 

 

 

 

Client Side:

 

skillgrp:

 

15000    1    2    0    -1    0    0.00000000    0            icon.skill1430    0    0    0    0    -1    -1
15001    1    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10
15001    2    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10
15001    3    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10
15001    4    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10
15001    5    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10

 

 

skillname-e:

 

15000    1    a,Divine Elevation Trigger\0    a,Has a 20% chance to trigger divine elevation lvl 1. Each level grants +50 attack speed, +100 P.atk and +4 movement speed.\0    a,none\0    a,none\0
15001    1    a,Divine Elevation Lvl1\0    a,Has a 20% chance to trigger divine elevation lvl 2. Grants +75 attack speed, +200 P.atk and +8 movement speed.\0    a,none\0    a,none\0
15001    2    a,Divine Elevation Lvl2\0    a,Has a 20% chance to trigger divine elevation lvl 3. Grants +100 attack speed, +300 P.atk and +12 movement speed.\0    a,none\0    a,none\0
15001    3    a,Divine Elevation Lvl3\0    a,Has a 20% chance to trigger divine elevation lvl 4. Grants +125 attack speed, +400 P.atk and +16 movement speed.\0    a,none\0    a,none\0
15001    4    a,Divine Elevation Lvl4\0    a,Has a 20% chance to trigger divine elevation lvl 5. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0    a,none\0    a,none\0
15001    5    a,Divine Elevation Lvl5\0    a,Divine Elevation has reached its maximum potential, it will now slowly expire. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0    a,none\0    a,none\0

 

 

P.S.: Yes, I could download IL aCis and test it myself, but I am lazy as f. and if this works, this could act as a share for whoever needs it.

Thanks in advance, if any of you good-hearted, hard-working people decides to do this for me. 😛

Edited by Romotheone
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Hi @Hypest,

 

Haven't used aCis yet, what does the "augment skill chance" do and where do I find it?

 

edit: I just understood what you meant, sorry... misread it.

Edited by Romotheone
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Skillgrp/skillname must edit - make space 🙂

and server side skills not work give error 🙂
 

Quote

java.lang.RuntimeException: java.lang.reflect.InvocationTargetException
        at net.sf.l2j.gameserver.enums.skills.SkillType.makeSkill(SkillType.java:156)
        at net.sf.l2j.gameserver.data.DocumentSkill.makeSkills(DocumentSkill.java:335)
        at net.sf.l2j.gameserver.data.DocumentSkill.parseSkill(DocumentSkill.java:206)
        at net.sf.l2j.gameserver.data.DocumentSkill.parseDocument(DocumentSkill.java:96)
        at net.sf.l2j.gameserver.data.DocumentBase.parse(DocumentBase.java:88)
        at net.sf.l2j.gameserver.data.DocumentSkill.parse(DocumentSkill.java:18)
        at net.sf.l2j.gameserver.data.SkillTable.load(SkillTable.java:60)
        at net.sf.l2j.gameserver.data.SkillTable.<init>(SkillTable.java:50)
        at net.sf.l2j.gameserver.data.SkillTable$SingletonHolder.<clinit>(SkillTable.java:266)
        at net.sf.l2j.gameserver.data.SkillTable.getInstance(SkillTable.java:45)
        at net.sf.l2j.gameserver.GameServer.<init>(GameServer.java:161)
        at net.sf.l2j.gameserver.GameServer.main(GameServer.java:120)
Caused by: java.lang.reflect.InvocationTargetException
        at jdk.internal.reflect.GeneratedConstructorAccessor5.newInstance(Unknown Source)
        at java.base/jdk.internal.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
        at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:499)
        at java.base/java.lang.reflect.Constructor.newInstance(Constructor.java:480)
        at net.sf.l2j.gameserver.enums.skills.SkillType.makeSkill(SkillType.java:152)
        ... 11 more
Caused by: java.lang.IllegalArgumentException: No enum constant net.sf.l2j.gameserver.enums.skills.SkillOpType.OP_PASSIVE
        at java.base/java.lang.Enum.valueOf(Enum.java:273)
        at net.sf.l2j.commons.data.StatSet.getEnum(StatSet.java:502)
        at net.sf.l2j.gameserver.skills.L2Skill.<init>(L2Skill.java:192)
        at net.sf.l2j.gameserver.skills.l2skills.L2SkillDefault.<init>(L2SkillDefault.java:14)
        ... 16 more

 

Edited by KejbL
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<set name="target" val="TARGET_SELF" />

>

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

 

Other than that, no reason it doesn't work. There is probably a core edit to do for the raise of the skill itself, I don't see how it would process different level than 1.

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24 minutes ago, Tryskell said:
<set name="target" val="TARGET_SELF" />

>

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

 

Other than that, no reason it doesn't work. There is probably a core edit to do for the raise of the skill itself, I don't see how it would process different level than 1.

This is from the augment skill list from the aCis pack. aCis seems to be using 
<set name="target" val="TARGET_SELF" />
as well by default.

        <skill id="3085" levels="10" name="Item Skill: Stun">
		<table name="#chance"> 2 2 2 3 3 3 4 4 5 5 </table>
		<table name="#triggeredLevel"> 1 2 3 4 5 6 7 8 9 10 </table>
		<set name="target" val="TARGET_SELF" />
		<set name="lvlDepend" val="1" />
		<set name="skillType" val="BUFF" />
		<set name="operateType" val="OP_PASSIVE" />
		<set name="chanceType" val="ON_HIT" />
		<set name="reuseDelay" val="30000" />
		<set name="activationChance" val="#chance" />
		<set name="triggeredId" val="5168" />
		<set name="triggeredLevel" val="#triggeredLevel" />
	</skill>

And this is the one I made. Everything seems to be in order.

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

 

@KejbL

 

Thank you for the feedback. What did you mean by client side needing more space? It allowed me to save it with FileEdit without any issues. Do you get any errors?

 

Server Side:

Maybe if you try it without multiple levels of the skill like this?

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" time="10" triggeredId="15001" triggeredLevel="1" activationChance="20" chanceType="ON_HIT" stackOrder="1" stackType="holy_elevation" val="0">
                <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
            </effect>
        </for>
    </skill>

 

 

@Tryskell

 

I think you are right by core not having support for raising active skill levels based on trigger.

Interlude never had skills like that, it was first introduced with Pain of Shilen and Eva's Will in later chronicles.

 

    <skill id="5564" levels="3" name="Pain of Shilen">
        <!-- Confirmed CT2.5 -->
        <table name="#abnormalLvl"> 2 3 4 </table>
        <table name="#activationChance"> 10 10 0 </table>
        <table name="#triggeredLevel"> 2 3 3 </table>
        <table name="#cAtk"> 1.1 1.1 1.1 </table>
        <table name="#windPower"> 0 20 20 </table>
        <table name="#absorbDam"> 0 0 8 </table>
        <set name="magicLvl" val="81" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" abnormalTime="20" triggeredId="5564" triggeredLevel="#triggeredLevel" activationChance="#activationChance" chanceType="ON_ATTACKED" abnormalLvl="#abnormalLvl" abnormalType="seed_of_knight" val="0">
                <mul order="0x30" stat="cAtk" val="#cAtk" />
                <add order="0x40" stat="windPower" val="#windPower" />
                <add order="0x40" stat="absorbDam" val="#absorbDam" />
            </effect>
        </for>
    </skill>

 

 

Then case closed I believe. The error was skill level raising and IL not having core support for that. Thank you very much.

Edited by Romotheone
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@Romotheone better when save it in .txt files... and skillname too, bcs i make new name for skill tooskills.thumb.PNG.1268acf3e97674dafca81353f344cbda.PNG

1. its me

2. u copy from forum

 

server side still give error

Edited by KejbL
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13 minutes ago, KejbL said:

@Romotheone better when save it in .txt files... and skillname too, bcs i make new name for skill tooskills.thumb.PNG.1268acf3e97674dafca81353f344cbda.PNG

1. its me

2. u copy from forum

 

server side still give error

@KejbL

If the problem was only TargetHandler like Tryskell said, try this server side, it should be fixed this way:

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" time="10" triggeredId="15001" triggeredLevel="1" activationChance="20" chanceType="ON_HIT" stackOrder="1" stackType="holy_elevation" val="0">
                <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
            </effect>
        </for>
    </skill>

 

Client side in TXT format with tab space edits:

 

https://pastebin.com/ZbWurP0e

 

Again guys, thanks a lot for the assistance.

Edited by Romotheone
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18 minutes ago, Romotheone said:

@KejbL

If the problem was only TargetHandler like Tryskell said, try this server side, it should be fixed this way:

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" time="10" triggeredId="15001" triggeredLevel="1" activationChance="20" chanceType="ON_HIT" stackOrder="1" stackType="holy_elevation" val="0">
                <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
            </effect>
        </for>
    </skill>

 

Client side in TXT format with tab space edits:

 

https://pastebin.com/ZbWurP0e

 

Again guys, thanks a lot for the assistance.

still give error 🙂

when i change OP_Active and OP passive only for Active/passive now its work without error 🙂

Edited by KejbL
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Ohh true... Because I guess at this point, the proc is trying to proc itself while the passive also does the same. So, very last try @KejbL

 

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="Buff" time="10" val="0" stackOrder="1" stackType="divine_elevation">
                <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
            </effect>
        </for>

 

Edited by Romotheone
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1 minute ago, Romotheone said:

Ohh true... Because I guess at this point, the proc is trying to proc itself while the passive also does the same. So, very last try @KejbL

 

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>

	<effect name="Buff" time="10" val="0" stackOrder="1" stackType="divine_elevation">
	        <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
	</effect>
     </for>

 

when delete OP_ from operateType its work 🙂

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I see. Thank you @KejbL and also thank you @Tryskell

 

I took a look at https://gitlab.com/Tryskell/acis_public

The files are really well organized, seems great and easy to use, but due to my needs to be able to customize more freely, I need to stay on a pack with a later chronicle.

 

I really appreciate the help you guys gave me!

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1 minute ago, Romotheone said:

I see. Thank you @KejbL and also thank you @Tryskell

 

I took a look at https://gitlab.com/Tryskell/acis_public

The files are really well organized, seems great and easy to use, but due to my needs to be able to customize more freely, I need to stay on a pack with a later chronicle.

 

I really appreciate the help you guys gave me!

np and skill ingame working add me stats in game on 10sec 🙂
but only with lvl 1

4 hours ago, Romotheone said:

skillname-e:

 

15000    1    a,Divine Elevation Trigger\0    a,Has a 20% chance to trigger divine elevation lvl 1. Each level grants +50 attack speed, +100 P.atk and +4 movement speed.\0    a,none\0    a,none\0
15001       a,Divine Elevation Lvl1\0    a,Has a 20% chance to trigger divine elevation lvl 2. Grants +75 attack speed, +200 P.atk and +8 movement speed.\0    a,none\0    a,none\0
15001    2    a,Divine Elevation Lvl2\0    a,Has a 20% chance to trigger divine elevation lvl 3. Grants +100 attack speed, +300 P.atk and +12 movement speed.\0    a,none\0    a,none\0
15001    3    a,Divine Elevation Lvl3\0    a,Has a 20% chance to trigger divine elevation lvl 4. Grants +125 attack speed, +400 P.atk and +16 movement speed.\0    a,none\0    a,none\0
15001    4    a,Divine Elevation Lvl4\0    a,Has a 20% chance to trigger divine elevation lvl 5. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0    a,none\0    a,none\0
15001       a,Divine Elevation Lvl5\0    a,Divine Elevation has reached its maximum potential, it will now slowly expire. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0    a,none\0    a,none\0

 

btw here dont must use LVL1 - LVL5 , lvl skill have set here 1 - 5.

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1 hour ago, KejbL said:

np and skill ingame working add me stats in game on 10sec 🙂
but only with lvl 1

btw here dont must use LVL1 - LVL5 , lvl skill have set here 1 - 5.

 

Yes, I know. It was only a quick skill description to make it more obvious for an unsuspecting player ingame.

 

And yes, unfortunately interlude chronicle doesn't support proccing higher level buffs on top of each other so I only made it to be lvl 1. Thank you for the help @KejbL

 

You can see how it works in later chronicles where there is core support for such a thing.

https://clips.twitch.tv/TameSmoothChickpeaEagleEye-ybLLqbgKVG08yb9l

Edited by Romotheone
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On 10/28/2021 at 2:01 PM, Romotheone said:

And yes, unfortunately interlude chronicle doesn't support proccing higher level buffs on top of each other so I only made it to be lvl 1.

 

It's probably only few lines to add.

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