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[HELP]Super Haste L2j Epilogue


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Posted

Hi all,

 

in my server is the Skill Super Haste a normal Buff like the Normal like Haste and not a Toogle Skill like Vicious Stance etc. I mean with that, that then i use Super Haste i get it as a Buff but i want it Vicious Stance etc. to click on it to get the Stats ans click again to Remove them. Can anyone send me the Skill Super Haste at Toggle skill?

 

Thank you

4 answers to this question

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Posted

- <skill id="7029" levels="4" name="Super Haste">

- <!--  GM Skill

  -->

  <table name="#pAtkSpd">10 10 10 10</table>

  <table name="#runSpd">5 5 5 5</table>

  <table name="#mAtkSpd">10 10 10 10</table>

  <table name="#pAtk">1 1 10000 1</table>

  <table name="#reuse">0.01 0.01 0.01 1</table>

  <table name="#amount">1 1 1 2</table>

  <set name="aggroPoints" val="1" />

  <set name="operateType" val="OP_ACTIVE" />

  <set name="skillType" val="BUFF" />

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

- <for>

- <effect name="Buff" time="14400" val="0" stackOrder="99" stackType="attack_time_down">

  <mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />

  <mul order="0x30" stat="runSpd" val="#runSpd" />

  <mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />

  <mul order="0x30" stat="pAtk" val="#pAtk" />

  <mul order="0x30" stat="pReuse" val="#reuse" />

  <mul order="0x30" stat="mReuse" val="#reuse" />

  <mul order="0x30" stat="regMp" val="#amount" />

  <mul order="0x30" stat="regMp" val="#amount" />

  <mul order="0x30" stat="maxMp" val="#amount" />

  <mul order="0x30" stat="maxLoad" val="#amount" />

  </effect>

  </for>

 

thats my current super Haste but i dont want it as a Active Buff ><

  • 0
Posted

- <skill id="7029" levels="4" name="Super Haste">

- <!--  GM Skill

  -->

  <table name="#pAtkSpd">10 10 10 10</table>

  <table name="#runSpd">5 5 5 5</table>

  <table name="#mAtkSpd">10 10 10 10</table>

  <table name="#pAtk">1 1 10000 1</table>

  <table name="#reuse">0.01 0.01 0.01 1</table>

  <table name="#amount">1 1 1 2</table>

  <set name="aggroPoints" val="1" />

  <set name="operateType" val="OP_ACTIVE" />

  <set name="skillType" val="BUFF" />

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

- <for>

- <effect name="Buff" time="14400" val="0" stackOrder="99" stackType="attack_time_down">

  <mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />

  <mul order="0x30" stat="runSpd" val="#runSpd" />

  <mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />

  <mul order="0x30" stat="pAtk" val="#pAtk" />

  <mul order="0x30" stat="pReuse" val="#reuse" />

  <mul order="0x30" stat="mReuse" val="#reuse" />

  <mul order="0x30" stat="regMp" val="#amount" />

  <mul order="0x30" stat="regMp" val="#amount" />

  <mul order="0x30" stat="maxMp" val="#amount" />

  <mul order="0x30" stat="maxLoad" val="#amount" />

  </effect>

  </for>

 

thats my current super Haste but i dont want it as a Active Buff ><

 

</skill>

        <skill id="7029" levels="4" name="Super Haste">

                <table name="#Tab-runSpd"> 1.5 2 3 15 </table>

                <table name="#Tab-mReuse"> 1 2 4 30 </table>

                <table name="#Tab-mAtkSpd"> 1.5 1.8 3 15 </table>

                <table name="#Tab-pAtkSpd"> 1.2 1.5 2 15 </table>

                <set name="power" val="0.0"/>

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

                <set name="skillType" val="CONT"/>

                <set name="operateType" val="OP_TOGGLE"/>

                <set name="castRange" val="-1"/>

                <set name="effectRange" val="-1"/>

              <for>

              <effect name="Buff" time="144000" count="1" val="0">

              <mul order="0x30" stat="runSpd" val="#Tab-runSpd"/>

              <div order="0x30" stat="mReuse" val="#Tab-mReuse"/>

              <mul order="0x30" stat="mAtkSpd" val="#Tab-mAtkSpd"/>

              <mul order="0x30" stat="pAtkSpd" val="#Tab-pAtkSpd"/>

                </effect>

        </for>

        </skill>

  • 0
Posted

First of all wrong section, next time read forum/section rules before posting.

 

Also your problem is fixed as we can see.

 

Anyway - topic locked.

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