Piaro Posted November 7, 2021 Posted November 7, 2021 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> 3 2 2 Quote
Vision Posted November 10, 2021 Posted November 10, 2021 Very nice effects! Good job with this one. Quote
Celestine Posted November 14, 2021 Posted November 14, 2021 amazing effects but can decrease fps Quote
darta Posted November 14, 2021 Posted November 14, 2021 1 hour ago, Celestine said: amazing effects but can decrease fps why would they decrease fps? Emitter count? Quote
Celestine Posted November 14, 2021 Posted November 14, 2021 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 Quote
darta Posted November 14, 2021 Posted November 14, 2021 (edited) 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 November 14, 2021 by darta Quote
Celestine Posted November 14, 2021 Posted November 14, 2021 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 Quote
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