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Does this skill work in aCis Interlude?


Question

Posted (edited)

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

15 answers to this question

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  • 0
Posted (edited)

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
  • 0
Posted (edited)

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
  • 0
Posted
<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.

  • 0
Posted (edited)
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
  • 0
Posted (edited)

@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
  • 0
Posted (edited)
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
  • 0
Posted (edited)
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
  • 0
Posted (edited)

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
  • 0
Posted
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 🙂

  • 0
Posted

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!

  • 0
Posted
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.

  • 0
Posted (edited)
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
  • 0
Posted
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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    • wtf is your website lol ai slop
    • who have this files? or info about cached packets?
    • Hi maxcheaters, i am trying to bring back an old server ( L2Revenge) but with my own ideas, i only liked how it was and made the gameplay based on that just putting my own ideas.   So practicly is a PTS C6 with an extender that i work lately    Exp / SP is x45 adena is x200 and drops x5  so safe is +3 , max is unlimited and rate is 65% for both mage and fighter weapons I created a system that you can get on the levels the gear you need based on farm but for S grade theres a little farm to get some armor Tokens to unseal them. As you remember L2Revenge had olympiad / Tournament gear. So people abused them and had S grades that way just couldnt enchant them. So i made to be wearable only if u are nobless. That way i cancel this "exploit".  The server gives opportunity to solo and clans , epic gear ( epic weapons) or armors can be bought with raid tokens and you can craft them or get them with various ways Regarding Buffs: 24 buff slots no changes asked. Cov/Pony/Cat , siren - renewal - champion out of buffer , if u make the char as main roll u can use them or use the offline buffer system to sell them and get adenas. their time is 20 mins so that way we see again the " 1kk for rene/siren" or rec = song  Regarding armors: they are dropped ( parts ) from 3 only raids , rest lvl 76+ raids drop recipes , so crafting takes place (so if u are solo u can craft them )  there are 3 armors each armor have its purpose: Revenge Armors - Example for light ( its a glass cannon , high damage , less atk speed and less pdef ) - they mostly modify your base stats, so useable on sieges or off tank chars Titanium Armors - A little bit of balanced of all  Epic Armor - Daggers/Enchanters/Healers mostly but u can always combine your build    Regarding weapons: can be dropped from Monastery of Silence monsters or get them from NPC with Raid Tokens its like a 5% better than S grades and the S/A Activates at +4  Regarding retail gear: you need to unseal only S grades for a great amount of armor tokens all weapons on any grade need Soul crystals that are sold for adenas  stage 13 crystals are expensive or dropped from raids Regarding fun: There is a squash event a Fortress vs Fortress pvp event an RB Event at weekends and from Monday - Wednesday Tournament ( Olympiad is closed monday/tuesday/wednesday)  at tournament you can practice 1vs1 like olympiad but pots/ss allowed , gear allowed is only olympiad or tournament , each win of match gives u 5 glits at 100 glits u can be hero till restart Olympiad works the same way regarding gear allowance but works only thursday to friday and you win monthly hero Auction with Raid Tokens is activated Event medals from events can be exchanged for various items i try to make the oldschool with a little bit of new school systems Not planing to open it anytime soon as i still develop and make corrections to extender , looking forward to meet people that actually played this and are hyped to help on testing / development   P.S is c5 into interlude ( theres no akamanah / nor PI aswell , no lifestones) forgot to mention
    • Announcement – L2 Relic Server Opening Soon! We’re excited to share some great news! Our team has been working hard behind the scenes, and we’re nearly ready to launch our brand-new Lineage server this winter. The journey is just about to begin – so prepare yourselves! Gather your friends, sharpen your skills, and get ready to experience an epic adventure. Stay tuned for more details, updates, and the official beta-opening date. This winter, history will be written once again… are you ready?   Developed by https://dailyhost.eu/
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