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More Skills for Interlude

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https://www.mediafire.com/file/lq5hyt0bo2qo2eh/SixNewsSkills.zip/file

 

The stats it has are random, the only thing they should respect is the skillType; is from aCis.
 

table>
        <table name="#swordbluntpole"> 3 </table>
        <table name="#twohandbonus"> 1.34 </table>
        <table name="#accCombat"> 6 </table>
        <table name="#mpConsume"> 25 </table>
        <table name="#stackOrder"> 4 </table>
        <table name="#aggro"> 523 </table>
        <set name="mpConsume" val="#mpConsume"/>
        <set name="target" val="SELF"/>
        <set name="reuseDelay" val="0"/>
        <set name="hitTime" val="1000"/>
        <set name="skillType" val="BUFF"/>
        <set name="operateType" val="ACTIVE"/>
        <set name="aggroPoints" val="#aggro"/>
        <!-- <cond msgId="113" addName="1">
            <player hp="30" />
        </cond> -->
        <for>
            <effect name="Buff" time="90" val="0" stackOrder="#stackOrder" stackType="pinch">
                <mul stat="pAtk" val="#bowfist">
                    <using kind="BOW,DUALFIST" />
                </mul>
                <mul stat="pAtk" val="#swordbluntpole">
                    <using kind="SWORD,BIGSWORD,BLUNT,BIGBLUNT,POLE" />
                </mul>
                <mul stat="pAtk" val="#twohandbonus">
                    <using kind="BIGSWORD,BIGBLUNT" />
                </mul>
                <add stat="accCombat" val="#accCombat">
                    <using kind="BIGSWORD,BIGBLUNT" />
                </add>
            </effect>
        </for>
    </skill>
    <skill id="503" levels="1" name="Shield SHOCK" >
        <table name="#mpConsume"> 0 </table>
        <table name="#magicLvl"> 99 </table>
        <set name="weaponsAllowed" val="SHIELD" />
        <set name="magicLvl" val="#magicLvl" />
        <set name="power" val="50" />
        <set name="lvlDepend" val="1" />
        <set name="mpConsume" val="#mpConsume" />
        <set name="target" val="AREA" />
        <set name="skillRadius" val="200" />
        <set name="reuseDelay" val="0" />
        <set name="hitTime" val="1000" />
        <set name="coolTime" val="0" />
        <set name="skillType" val="STUN" />
        <set name="operateType" val="ACTIVE" />
        <set name="isDebuff" val="true" />
        <for>
            <effect name="Stun" time="9" val="0" stackOrder="1" stackType="stun" />
        </for>
    </skill>
    <skill id="504" levels="1" name="Divinity Heal" >
        <table name="#mpInitialConsume"> 0 </table>
        <table name="#mpConsume"> 0 </table>
        <table name="#power"> 0 </table>
        <set name="mpInitialConsume" val="#mpInitialConsume"/>
        <set name="mpConsume" val="#mpConsume"/>
        <set name="power" val="#power"/>
        <set name="target" val="PARTY"/>
        <set name="skillRadius" val="1000"/>
        <set name="reuseDelay" val="0"/>
        <set name="hitTime" val="1000"/>
        <set name="skillType" val="HEAL"/>
        <set name="isMagic" val="true"/>
        <set name="operateType" val="ACTIVE"/>
        <set name="aggroPoints" val="#power"/>
    </skill>
    <skill id="505" levels="1" name="Awaken" >
        <table name="#mpConsume"> 0 </table>
        <table name="#power"> 1279 </table>
        <table name="#rCrit"> -0.5 </table>
        <set name="lvlDepend" val="2" />
        <set name="mpConsume" val="#mpConsume"/>
        <set name="power" val="#power"/>
        <set name="target" val="SELF"/>
        <set name="reuseDelay" val="0"/>
        <set name="coolTime" val="0"/>
        <set name="hitTime" val="1000"/>
        <set name="skillType" val="PDAM"/>
        <set name="overHit" val="true"/>
        <set name="SSBoost" val="2.0"/>
        <set name="isDebuff" val="true" />
        <set name="operateType" val="ACTIVE"/>
        <set name="castRange" val="900"/>
        <set name="effectRange" val="900"/>
        <for>
            <effect name="Buff" time="300" val="0" stackType="multi_buff">
                <mul stat="pAtk" val="1.1"/>
                <mul stat="pDef" val="1.2"/>
                <basemul stat="rCrit" val="0.2"/>
                <add stat="accCombat" val="4"/>
                <mul stat="pAtkSpd" val="1.2"/>
                <mul stat="mAtkSpd" val="1.2"/>
                <mul stat="cAtk" val="1.2"/>
                <mul stat="mAtk" val="1.2"/>
                <mul stat="mDef" val="1.2"/>
                <mul stat="runSpd" val="0.8"/>
                <mul stat="maxHp" val="1.2"/>
                <addMul stat="debuffVuln" val="20" />
            </effect>
        </for>
    </skill>
    <skill id="506" levels="1" name="Chain Shock" >
        <table name="#mpConsume"> 0 </table>
        <table name="#power"> 1279 </table>
        <table name="#rCrit"> -0.5 </table>
        <set name="lvlDepend" val="2" />
        <set name="mpConsume" val="#mpConsume"/>
        <set name="nextActionAttack" val="true" />
        <set name="power" val="#power"/>
        <set name="element" val="HOLY"/>
        <set name="target" val="ONE"/>
        <set name="reuseDelay" val="0"/>
        <set name="coolTime" val="0"/>
        <set name="hitTime" val="1000"/>
        <set name="skillType" val="PDAM"/>
        <set name="overHit" val="true"/>
        <set name="SSBoost" val="2.0"/>
        <set name="isDebuff" val="true" />
        <set name="operateType" val="ACTIVE"/>
        <set name="castRange" val="900"/>
        <set name="effectRange" val="900"/>
        <for>
            <effect name="Stun" time="9" val="0" stackOrder="1" stackType="stun" />
        </for>
    </skill>
</list>

 

Very nice effects!

Good job with this one.

Nice share,

amazing effects but can decrease fps 🙂

1 hour ago, Celestine said:

amazing effects but can decrease fps 🙂

why would they decrease fps?
Emitter count? 

5 minutes ago, darta said:

why would they decrease fps?
Emitter count? 

 

try it on mass fights everyone using same effects your computer gonna blow 

22 minutes ago, Celestine said:

 

try it on mass fights everyone using same effects your computer gonna blow 

why?
isn't the game loading 1 effect then keeping it in memory (for ex lineageffect.u + systextures+textures+staticmeshes)?  

or only these effects made by this person you reffer to?

Edited by darta

1 hour ago, darta said:

why?
isn't the game loading 1 effect then keeping it in memory (for ex lineageffect.u + systextures+textures+staticmeshes)?  

or only these effects made by this person you reffer to?

 

you are on antharas/baium or any other epic boss all people use same animation after 30minutes you will start to feel the fps drops

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