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Fafurion Boss - interlude


SGERfjs

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  • SGERfjs changed the title to Fafurion Boss - interlude

2 horas atrás, SGERfjs disse:

fix death anim: https://www.mediafire.com/file/7dy07ipmn2lu1ap/LineageNPCFAFU.7z/file
recommended: corpseTime = 11
radius 200
height 320

Obrigado um boss desse em interlude com quest fica muito bom!

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aCis npc


	<npc id="37001" name="Fafurion" title="Water Dragon">
	<!-- Valakas STATS -->
		<set name="level" val="85"/>
		<set name="radius" val="200"/>
		<set name="height" val="320"/>
		<set name="rHand" val="0"/>
		<set name="lHand" val="0"/>
		<set name="type" val="GrandBoss"/>
		<set name="exp" val="284286178"/>
		<set name="sp" val="27215401"/>
		<set name="hp" val="7500000"/>
		<set name="mp" val="1800000"/>
		<set name="hpRegen" val="1000"/>
		<set name="mpRegen" val="1000"/>
		<set name="pAtk" val="8932"/>
		<set name="pDef" val="3310"/>
		<set name="mAtk" val="3700"/>
		<set name="mDef" val="898.7"/>
		<set name="crit" val="1"/>
		<set name="atkSpd" val="253"/>
		<set name="str" val="60"/>
		<set name="int" val="76"/>
		<set name="dex" val="73"/>
		<set name="wit" val="70"/>
		<set name="con" val="57"/>
		<set name="men" val="80"/>
		<set name="corpseTime" val="11"/>
		<set name="walkSpd" val="120"/>
		<set name="runSpd" val="300"/>
		<set name="dropHerbGroup" val="0"/>
		<ai type="DEFAULT" ssCount="0" ssRate="0" spsCount="0" spsRate="0" aggro="0" canMove="true" seedable="false"/>
		<skills>
			<skill id="501" level="1"/> <!-- breath -->
			<skill id="502" level="1"/> <!-- breath fear -->
			<skill id="503" level="1"/> <!-- tail -->
		</skills>
	</npc>

aCis skills


	<!-- Valakas reference stats -->
	<skill id="501" levels="1" name="Fafurion Dragon Breath">
		<set name="element" val="2" />
		<set name="power" val="499" />
		<set name="magicLvl" val="75" />
		<set name="target" val="TARGET_FRONT_AREA" />
		<set name="skillType" val="MDAM" />
		<set name="skillRadius" val="1200" />
		<set name="hitTime" val="3000" />
		<set name="coolTime" val="2000" />
		<set name="lvlDepend" val="2" />
		<set name="operateType" val="OP_ACTIVE" />
		<set name="isDebuff" val="true" />
		<set name="castRange" val="600" />
		<set name="effectRange" val="1100" /><!-- 
		<for>
			<effect count="2" name="DamOverTime" time="5" val="1080" abnormal="flame" effectPower="80" effectType="DOT" stackOrder="1" stackType="dragon_breath" />
		</for> -->
	</skill>
	<!-- Valakas reference stats -->
	<skill id="502" levels="1" name="Fafurion Dragon Breath Fear">
		<set name="element" val="2" />
		<set name="power" val="499" />
		<set name="magicLvl" val="75" />
		<set name="target" val="TARGET_FRONT_AREA" />
		<set name="skillType" val="MDAM" />
		<set name="skillRadius" val="1200" />
		<set name="hitTime" val="3000" />
		<set name="coolTime" val="2000" />
		<set name="lvlDepend" val="2" />
		<set name="operateType" val="OP_ACTIVE" />
		<set name="isDebuff" val="true" />
		<set name="castRange" val="600" />
		<set name="effectRange" val="1100" /><!-- 
		<for>
			<effect count="2" name="DamOverTime" time="5" val="1080" abnormal="flame" effectPower="80" effectType="DOT" stackOrder="1" stackType="dragon_breath" />
		</for> -->
	</skill>
	<!-- Valakas reference stats -->
	<skill id="503" levels="1" name="Fafurion Tail Stomp">
		<set name="element" val="2" />
		<set name="baseCritRate" val="10" />
		<set name="power" val="37224" />
		<set name="magicLvl" val="75" />
		<set name="target" val="TARGET_BEHIND_AURA" />
		<set name="skillType" val="PDAM" />
		<set name="skillRadius" val="1000" />
		<set name="hitTime" val="3000" />
		<set name="coolTime" val="1000" />
		<set name="operateType" val="OP_ACTIVE" />
	</skill>

 

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  • 2 months later...

to com um script controlando o boss e na parte da cena do boss que fiz dele ele não ta usando nenhuma skill pq precisa do social action poderia me dizer como ver eles ou editar ? preciso por os 2 rugidos dele no social action pra por no java aqui na cena.

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  • 2 months later...
On 12/29/2020 at 10:06 PM, SGERfjs said:

acis npc




	   
	
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		  
		        
		
			   
			   
			   
		
	

ACIS skills




	
	   
		   
		   
		   
		   
		   
		   
		   
		   
		   
		   
		   
		   
		   
	
	
	   
		   
		   
		   
		   
		   
		   
		   
		   
		   
		   
		   
		   
		   
	
	
	   
		   
		   
		   
		   
		   
		   
		   
		   
		   
		   
	

 

for what rev. acis its ? bcs have problem with 

Target, operateType and element...

RB give skill but not give DMG or debuff... give dmg only with hits

Editado por KejbL

 

Interlude x25 Server Dynamic Rates

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giveItems(player, TALISMAN_OF_SNAKE, 1); } break; case MARSH_STAKATO_WORKER: case MARSH_STAKATO_SOLDIER: case MARSH_STAKATO_DRONE: if (st.getCond() == 10 && dropItems(player, STAKATO_CHITIN, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, MITHRIL_CLIP, REINFORCED_BOWSTRING)) st.setCond(11); break; case MARSH_SPIDER: if (st.getCond() == 10 && dropItems(player, REINFORCED_BOWSTRING, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, MITHRIL_CLIP, STAKATO_CHITIN)) st.setCond(11); break; case ROAD_SCAVENGER: if (st.getCond() == 10 && dropItems(player, MITHRIL_CLIP, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, REINFORCED_BOWSTRING, STAKATO_CHITIN)) st.setCond(11); break; case MANASHEN_GARGOYLE: if (st.getCond() == 10 && dropItems(player, MANASHEN_HORN, 1, 1, 100000) && player.getInventory().hasItems(REINFORCED_BOWSTRING, MITHRIL_CLIP, STAKATO_CHITIN)) st.setCond(11); break; case LETO_LIZARDMAN: case LETO_LIZARDMAN_ARCHER: case LETO_LIZARDMAN_SOLDIER: case LETO_LIZARDMAN_WARRIOR: case LETO_LIZARDMAN_SHAMAN: case LETO_LIZARDMAN_OVERLORD: if (st.getCond() == 13) { if (((player.getInventory().getItemCount(BLOOD_OF_LIZARDMAN) - 120) * 5) > Rnd.get(100)) { playSound(player, SOUND_BEFORE_BATTLE); takeItems(player, BLOOD_OF_LIZARDMAN, -1); addSpawn(SERPENT_DEMON_KADESH, player, false, 300000, true); } else dropItemsAlways(player, BLOOD_OF_LIZARDMAN, 1, 0); } break; case SERPENT_DEMON_KADESH: if (st.getCond() == 13) { if (player.getInventory().getItemIdFrom(Paperdoll.RHAND) == CRESCENT_MOON_BOW) { st.setCond(14); playSound(player, SOUND_MIDDLE); giveItems(player, TALISMAN_OF_KADESH, 1); } else addSpawn(SERPENT_DEMON_KADESH, player, false, 300000, true); } break; } } }  
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