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Como Buffar todos os Buffs Profecia etc!


MundvayneHELLBOY

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Boa tarde amigos, como vocês estão? seguinte, gostaria de saber como faço pra Buffar todos os buffs de uma só vez, sem corta nenhum mesmo.

Pois estou fazendo uns testes e precisava disso pra verificar umas coisas, preciso que todos os buffs se junta e aumenta status ou corta etc.

Enfim vou resumir, buffar as 3 profecias, + victory, blessed body+avatar e assim por diante, se tiver como fazer isso, poderia me tirar essa dúvida pf!

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<skill id="1363" levels="1" name="Chant of Victory">
<set name="itemConsumeId" val="3031"/>
<set name="itemConsumeCount" val="40"/>
<set name="mpInitialConsume" val="57"/>
<set name="mpConsume" val="227"/>
<set name="target" val="TARGET_PARTY"/>
<set name="skillRadius" val="1000"/>
<set name="reuseDelay" val="1200000"/>
<set name="hitTime" val="2500"/>
<set name="power" val="20"/>
<set name="isMagic" val="true"/>
<set name="skillType" val="HEAL_PERCENT"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="aggroPoints" val="669"/>
<for>
<effect count="1" name="Buff" time="300" val="0" stackOrder="1" stackType="CoV">
<mul order="0x30" stat="pAtk" val="1.1"/>
<mul order="0x30" stat="pDef" val="1.2"/>
<basemul order="0x30" stat="rCrit" val="0.2"/>
<add order="0x40" stat="accCombat" val="4"/>
<mul order="0x30" stat="pAtkSpd" val="1.2"/>
<mul order="0x30" stat="mAtkSpd" val="1.2"/>
<mul order="0x30" stat="cAtk" val="1.2"/>
<mul order="0x30" stat="mAtk" val="1.2"/>
<mul order="0x30" stat="mDef" val="1.2"/>
<mul order="0x30" stat="runSpd" val="0.8"/>
<mul order="0x30" stat="maxHp" val="1.2"/>
<mul order="0x30" stat="debuffVuln" val="0.8"/>
</effect>
</for>
</skill>

 

<skill id="1355" levels="1" name="Prophecy of Water">
<set name="mpInitialConsume" val="15"/>
<set name="mpConsume" val="57"/>
<set name="itemConsumeId" val="3031"/>
<set name="itemConsumeCount" val="5"/>
<set name="target" val="TARGET_ONE"/>
<set name="hitTime" val="4000"/>
<set name="reuseDelay" val="120000"/>
<set name="skillType" val="BUFF"/>
<set name="isMagic" val="true"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="castRange" val="400"/>
<set name="effectRange" val="900"/>
<set name="aggroPoints" val="669"/>
<for>
<effect count="1" name="Buff" time="300" val="0" stackOrder="1" stackType="CoV">
<mul order="0x30" stat="mAtk" val="1.2"/>
<mul order="0x30" stat="mDef" val="1.2"/>
<mul order="0x30" stat="mAtkSpd" val="1.2"/>
<mul order="0x30" stat="mCritRate" val="2.0"/>
<mul order="0x30" stat="regMp" val="1.2"/>
<mul order="0x30" stat="runSpd" val="0.8"/>
<mul order="0x30" stat="debuffVuln" val="0.9"/>
</effect>
</for>
</skill>
<!-- Status:Fixed Pack:l2jfrozen author:Nefer -->
<skill id="1356" levels="1" name="Prophecy of Fire">
<set name="mpInitialConsume" val="15"/>
<set name="mpConsume" val="57"/>
<set name="itemConsumeId" val="3031"/>
<set name="itemConsumeCount" val="5"/>
<set name="target" val="TARGET_ONE"/>
<set name="hitTime" val="4000"/>
<set name="reuseDelay" val="120000"/>
<set name="skillType" val="BUFF"/>
<set name="isMagic" val="true"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="castRange" val="400"/>
<set name="effectRange" val="900"/>
<set name="aggroPoints" val="669"/>
<for>
<effect count="1" name="Buff" time="300" val="0" stackOrder="1" stackType="CoV">
<mul order="0x30" stat="pAtk" val="1.1"/>
<mul order="0x30" stat="pDef" val="1.2"/>
<add order="0x40" stat="accCombat" val="4"/>
<mul order="0x30" stat="pAtkSpd" val="1.2"/>
<mul order="0x30" stat="runSpd" val="0.9"/>
<mul order="0x30" stat="maxHp" val="1.2"/>
<mul order="0x30" stat="regHp" val="1.2"/>
<mul order="0x30" stat="debuffVuln" val="0.9"/>
</effect>
</for>
</skill>
<!-- Status:Fixed Pack:l2jfrozen author:Nefer -->
<skill id="1357" levels="1" name="Prophecy of Wind">
<set name="mpInitialConsume" val="15"/>
<set name="mpConsume" val="57"/>
<set name="itemConsumeId" val="3031"/>
<set name="itemConsumeCount" val="5"/>
<set name="target" val="TARGET_ONE"/>
<set name="hitTime" val="4000"/>
<set name="reuseDelay" val="120000"/>
<set name="skillType" val="BUFF"/>
<set name="isMagic" val="true"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="castRange" val="400"/>
<set name="effectRange" val="900"/>
<set name="aggroPoints" val="669"/>
<for>
<effect count="1" name="Buff" time="300" val="0" stackOrder="1" stackType="CoV">
<add order="0x40" stat="absorbDam" val="5"/>
<add order="0x40" stat="accCombat" val="4"/>
<add order="0x40" stat="rEvas" val="4"/>
<mul order="0x30" stat="pAtkSpd" val="1.2"/>
<mul order="0x30" stat="cAtk" val="1.2">
<and>
<player behind="True"/>
</and>
</mul>
<mul order="0x30" stat="rCrit" val="1.2">
<and>
<player behind="True"/>
</and>
</mul>
<mul order="0x30" stat="debuffVuln" val="0.9"/>
</effect>
</for>
</skill>



 

 

 

Remover o que marquei de vermelho nos exemplos acima fazendo o mesmo com todas as skills que quer esse comportamento de não substituir uma a outra.

Editado por Tayran.JavaDev

"Tente ser uma pessoa de valor , não de sucesso" - Albert Einstein

 

 

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