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Skills Symbol não da status no interlude L2JFrozen V.6


rafaelwins

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boa tarde a todos!

bom... sou um inniciante mas com muita dedicação. tentei muitas coisas antes de vir aqui tentar resolver esse problema... enfim.

As skills de lvl 80 que todas as classes tem, que sao as symbols... essas skills são conhecidas em outras cronicas como "bolhas" e se assemelham bastante com uma!

Essas skills dão status temporarios para qem esta dentro do range dela e cada classe da um status positivo ou negativo mas favoravel para si mesmo. joguei o l2wins de ares e essas skills pegavam normalmente. Tenho essas rev L2JFrozen V.6 do "small"(acho que é assim o nome) e estou fazendo uns edits... quando cheguei nessas skills tive essa triste surpresa. Ja tentei mudar status do xml da skill como: skilltype, peguei outras rev para comparar xml mas sem sucesso e a skill apareve um target e ele da o status nos npcs do game nemos em chars normais! sera que é algum block para skill em area?! vou deixar a xml e a print de como a skill se comporta no game... espero que alguem possa me ajudar.

OBS: mandei duas prints e na de 002, peguei o target que aparece quando dou a skill e tem os dados "npc" que n consegui acha-lo. id-13018.

 

xml aqui!!

<!-- Status:Fixed Pack:l2jfrozen author:Nefer -->
<skill id="454" levels="1" name="Symbol of Defense">
  <set name="target" val="TARGET_SELF"/>
  <set name="skillType" val="SIGNET"/>
  <set name="operateType" val="OP_ACTIVE"/>
  <set name="hitTime" val="5000"/>
  <set name="staticHitTime" val="true"/>
  <set name="reuseDelay" val="36000"/>
  <set name="skillRadius" val="180"/>
  <set name="staticReuse" val="true"/>
  <set name="magicLvl" val="80"/>
  <set name="effectNpcId" val="13018"/>
  <set name="effectId" val="5123"/>
  <set name="isMagic" val="false"/>
  <set name="power" val="500"/>
  <set name="itemConsumeId" val="8875"/>
  <set name="itemConsumeCount" val="1"/>
  <set name="mpInitialConsume" val="36"/>
  <set name="mpConsume" val="44"/>
  <cond msg="Symbol of Defense cannot be used due to unsuitable terms.">
    <player battle_force="0"/> 
  </cond>
  <for>
    <effect count="24" name="Signet" time="5" val="1"/>
  </for>
</skill>
<!-- Status:Fixed Pack:l2jfrozen author:Nefer -->
<skill id="455" levels="1" name="Symbol of Noise">
  <set name="target" val="TARGET_GROUND"/>
  <set name="skillType" val="SIGNET"/>
  <set name="operateType" val="OP_ACTIVE"/>
  <set name="hitTime" val="5000"/>
  <set name="staticHitTime" val="true"/>
  <set name="reuseDelay" val="36000"/>
  <set name="castRange" val="900"/>
  <set name="skillRadius" val="180"/>
  <set name="staticReuse" val="true"/>
  <set name="magicLvl" val="80"/>
  <set name="effectNpcId" val="13025"/>
  <set name="offensive" val="True"/>
  <set name="effectId" val="5124"/>
  <set name="element" val="0"/> <!-- Fire -->
  <set name="isMagic" val="false"/>
  <set name="power" val="200"/>
  <set name="itemConsumeId" val="8875"/>
  <set name="itemConsumeCount" val="1"/>
  <set name="mpInitialConsume" val="36"/>
  <set name="mpConsume" val="44"/>
  <cond msg="Symbol of Noise cannot be used due to unsuitable terms.">
    <player battle_force="0"/> 
  </cond> 
  <for>
    <effect count="6" name="SignetNoise" time="5" val="1"/>
  </for>
</skill>
<!-- Status:Fixed Pack:l2jfrozen author:Nefer -->
<skill id="456" levels="1" name="Symbol of Resistance">
  <set name="target" val="TARGET_SELF"/>
  <set name="skillType" val="SIGNET"/>
  <set name="operateType" val="OP_ACTIVE"/>
  <set name="hitTime" val="5000"/>
  <set name="staticHitTime" val="true"/>
  <set name="reuseDelay" val="36000"/>
  <set name="skillRadius" val="180"/>
  <set name="staticReuse" val="true"/>
  <set name="magicLvl" val="80"/>
  <set name="effectNpcId" val="13020"/>
  <set name="effectId" val="5125"/>
  <set name="isMagic" val="false"/>
  <set name="power" val="200"/>
  <set name="itemConsumeId" val="8875"/>
  <set name="itemConsumeCount" val="1"/>
  <set name="mpInitialConsume" val="36"/>
  <set name="mpConsume" val="44"/>
  <cond msg="Symbol of Resistance cannot be used due to unsuitable terms.">
    <player battle_force="0"/> 
  </cond> 
  <for>
    <effect count="24" name="Signet" time="5" val="1"/>
  </for>
</skill>
<!-- Status:Fixed Pack:l2jfrozen author:Nefer -->
<skill id="457" levels="1" name="Symbol of Honor">
  <set name="target" val="TARGET_SELF"/>
  <set name="skillType" val="SIGNET"/>
  <set name="operateType" val="OP_ACTIVE"/>
  <set name="hitTime" val="5000"/>
  <set name="staticHitTime" val="true"/>
  <set name="reuseDelay" val="36000"/>
  <set name="skillRadius" val="180"/>
  <set name="staticReuse" val="true"/>
  <set name="magicLvl" val="80"/>
  <set name="effectNpcId" val="13021"/>
  <set name="effectId" val="5126"/>
  <set name="isMagic" val="false"/>
  <set name="power" val="200"/>
  <set name="itemConsumeId" val="8875"/>
  <set name="itemConsumeCount" val="1"/>
  <set name="mpInitialConsume" val="36"/>
  <set name="mpConsume" val="44"/>
  <cond msg="Symbol of Honor cannot be used due to unsuitable terms.">
    <player battle_force="0"/> 
  </cond>
  <for>
    <effect count="24" name="Signet" time="5" val="0"/>
  </for>
</skill>
<!--
  Description(s):
      Generates a signet that increases P. Atk. and force for those nearby. Applies to all targets within the affected area. The effect disappears if you leave the area. Level 2 or higher Battle Force required. Consumes 1 Battle Symbol.
-->
<skill id="458" levels="1" name="Symbol of Energy">
  <set name="target" val="TARGET_SELF"/>
  <set name="skillType" val="SIGNET"/>
  <set name="operateType" val="OP_ACTIVE"/>
  <set name="hitTime" val="5000"/>
  <set name="staticHitTime" val="true"/>
  <set name="reuseDelay" val="36000"/>
  <set name="skillRadius" val="180"/>
  <set name="staticReuse" val="true"/>
  <set name="magicLvl" val="80"/>
  <set name="effectNpcId" val="13022"/>
  <set name="effectId" val="5127"/>
  <set name="isMagic" val="false"/>
  <set name="power" val="200"/>
  <set name="itemConsumeId" val="8875"/>
  <set name="itemConsumeCount" val="1"/>
  <set name="mpInitialConsume" val="36"/>
  <set name="mpConsume" val="44"/>
  <cond msg="Symbol of Energy cannot be used due to unsuitable terms.">
    <player battle_force="0"/> 
  </cond>
  <for>
    <effect count="24" name="Signet" time="5" val="0"/>
  </for>
</skill>
<!-- Status:Fixed Pack:l2jfrozen author:Nefer -->
<skill id="459" levels="1" name="Symbol of the Sniper">
  <set name="target" val="TARGET_SELF"/>
  <set name="skillType" val="SIGNET"/>
  <set name="operateType" val="OP_ACTIVE"/>
  <set name="hitTime" val="5000"/>
  <set name="staticHitTime" val="true"/>
  <set name="reuseDelay" val="36000"/>
  <set name="skillRadius" val="180"/>
  <set name="staticReuse" val="true"/>
  <set name="magicLvl" val="80"/>
  <set name="effectNpcId" val="13023"/>
  <set name="effectId" val="5128"/>
  <set name="isMagic" val="false"/>
  <set name="power" val="200"/>
  <set name="itemConsumeId" val="8875"/>
  <set name="itemConsumeCount" val="1"/>
  <set name="mpInitialConsume" val="36"/>
  <set name="mpConsume" val="44"/>
  <cond msg="Symbol of the Sniper cannot be used due to unsuitable terms."> 
    <player battle_force="0"/> 
  </cond>
  <for>
    <effect count="24" name="Signet" time="5" val="0"/>
  </for>
</skill>
<!-- Status:Fixed Pack:l2jfrozen author:Nefer -->
<skill id="460" levels="1" name="Symbol of the Assassin">
  <set name="target" val="TARGET_SELF"/>
  <set name="skillType" val="SIGNET"/>
  <set name="operateType" val="OP_ACTIVE"/>
  <set name="hitTime" val="5000"/>
  <set name="staticHitTime" val="true"/>
  <set name="reuseDelay" val="36000"/>
  <set name="skillRadius" val="180"/>
  <set name="staticReuse" val="true"/>
  <set name="magicLvl" val="80"/>
  <set name="effectNpcId" val="13024"/>
  <set name="effectId" val="5129"/>
  <set name="isMagic" val="false"/>
  <set name="power" val="200"/>
  <set name="itemConsumeId" val="8875"/>
  <set name="itemConsumeCount" val="1"/>
  <set name="mpInitialConsume" val="36"/>
  <set name="mpConsume" val="44"/>
  <cond msg="Symbol of the Assassin cannot be used due to unsuitable terms."> 
    <player battle_force="0"/> 
  </cond>
  <for>
    <effect count="24" name="Signet" time="5" val="0"/>
  </for>
</skill>

 

Desde ja, obrigado!

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<!-- Status:Fixed Pack:l2jfrozen author:Nefer -->
<skill id="454" levels="1" name="Symbol of Defense">
  <set name="target" val="TARGET_SELF"/>
  <set name="skillType" val="SIGNET"/>
  <set name="operateType" val="OP_ACTIVE"/>
  <set name="hitTime" val="5000"/>
  <set name="staticHitTime" val="true"/>
  <set name="reuseDelay" val="36000"/>
  <set name="skillRadius" val="180"/>
  <set name="staticReuse" val="true"/>
  <set name="magicLvl" val="80"/>
  <set name="effectNpcId" val="13018"/>
  <set name="effectId" val="5123"/>
  <set name="isMagic" val="false"/>
  <set name="power" val="500"/>
  <set name="itemConsumeId" val="8875"/>
  <set name="itemConsumeCount" val="1"/>
  <set name="mpInitialConsume" val="36"/>
  <set name="mpConsume" val="44"/>
  <cond msg="Symbol of Defense cannot be used due to unsuitable terms.">
    <player battle_force="0"/> 
  </cond>
  <for>
    <effect count="24" name="Signet" time="5" val="1"/>
  </for>
</skill>

 

 

5123 esse é o id da skill q ficam os status q o signet vai dar ao personagem.

 

Editado por Dartz
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6 horas atrás, Dartz disse:

<!-- Status:Fixed Pack:l2jfrozen author:Nefer -->
<skill id="454" levels="1" name="Symbol of Defense">
  <set name="target" val="TARGET_SELF"/>
  <set name="skillType" val="SIGNET"/>
  <set name="operateType" val="OP_ACTIVE"/>
  <set name="hitTime" val="5000"/>
  <set name="staticHitTime" val="true"/>
  <set name="reuseDelay" val="36000"/>
  <set name="skillRadius" val="180"/>
  <set name="staticReuse" val="true"/>
  <set name="magicLvl" val="80"/>
  <set name="effectNpcId" val="13018"/>
  <set name="effectId" val="5123"/>
  <set name="isMagic" val="false"/>
  <set name="power" val="500"/>
  <set name="itemConsumeId" val="8875"/>
  <set name="itemConsumeCount" val="1"/>
  <set name="mpInitialConsume" val="36"/>
  <set name="mpConsume" val="44"/>
  <cond msg="Symbol of Defense cannot be used due to unsuitable terms.">
    <player battle_force="0"/> 
  </cond>
  <for>
    <effect count="24" name="Signet" time="5" val="1"/>
  </for>
</skill>

 

 

5123 esse é o id da skill q ficam os status q o signet vai dar ao personagem.

 

ola! obrigado por responder!

Em relação a sua resposta... la no topo da xml tem as linhas da skill Symbol of Defense e esta com esse id... ainda n entendi o que vc quis dizer.

tipo: tem que ser esse mesmo id em todos os symbols? pq se for, ja estava e eu vi em outra rev que sao diferentes e mudei como pode ver na xml que mandei de todas as skills "symbols". antes de qualquer modificação minha ja não pegava e estavam todas com esse id 5123.

e tb citei que os outros npcs do game ganha o buff dado pela skill... o guarda esta com um brilho na cabeça dele... o buff do symbol do defence, mas meu char n ganha e nehum outro! sera que nessa rev esse id n é o que da os status? vou verificar isso e se n for, volto a responder... pode continuar a me auxiliar nesse assunto?

 

desde ja, agadeço!

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if (st == null) return htmltext; switch (st.getState()) { case CREATED: if (player.getClassId() != ClassId.ROGUE && player.getClassId() != ClassId.ELVEN_SCOUT && player.getClassId() != ClassId.ASSASSIN) htmltext = "30702-02.htm"; else if (player.getStatus().getLevel() < 39) htmltext = "30702-01.htm"; else htmltext = "30702-03.htm"; break; case STARTED: int cond = st.getCond(); switch (npc.getNpcId()) { case BERNARD: htmltext = "30702-05.htm"; break; case HAMIL: if (cond == 1) htmltext = "30626-01.htm"; else if (cond == 2 || cond == 3) htmltext = "30626-04.htm"; else if (cond == 4) htmltext = "30626-05.htm"; else if (cond > 4 && cond < 8) htmltext = "30626-08.htm"; else if (cond == 8) { htmltext = "30626-09.htm"; st.setCond(9); playSound(player, SOUND_MIDDLE); takeItems(player, HUNTER_RUNE_2, 10); giveItems(player, HAMIL_LETTER_3, 1); } else if (cond > 8 && cond < 12) htmltext = "30626-10.htm"; else if (cond == 12) { htmltext = "30626-11.htm"; st.setCond(13); playSound(player, SOUND_MIDDLE); } else if (cond == 13) htmltext = "30626-12.htm"; else if (cond == 14) { htmltext = "30626-13.htm"; takeItems(player, BLOOD_OF_LIZARDMAN, -1); takeItems(player, CRESCENT_MOON_BOW, 1); takeItems(player, TALISMAN_OF_KADESH, 1); giveItems(player, MARK_OF_SAGITTARIUS, 1); rewardExpAndSp(player, 54726, 20250); player.broadcastPacket(new SocialAction(player, 3)); playSound(player, SOUND_FINISH); st.exitQuest(false); } break; case SIR_ARON_TANFORD: if (cond == 2) htmltext = "30653-01.htm"; else if (cond > 2) htmltext = "30653-03.htm"; break; case VOKIAN: if (cond == 5) htmltext = "30514-01.htm"; else if (cond == 6) htmltext = "30514-03.htm"; else if (cond == 7) { htmltext = "30514-04.htm"; st.setCond(8); playSound(player, SOUND_MIDDLE); takeItems(player, TALISMAN_OF_SNAKE, 1); } else if (cond > 7) htmltext = "30514-05.htm"; break; case GAUEN: if (cond == 9) { htmltext = "30717-01.htm"; st.setCond(10); playSound(player, SOUND_MIDDLE); takeItems(player, HAMIL_LETTER_3, 1); } else if (cond == 10) htmltext = "30717-03.htm"; else if (cond == 11) { htmltext = "30717-02.htm"; st.setCond(12); playSound(player, SOUND_MIDDLE); takeItems(player, MANASHEN_HORN, 1); takeItems(player, MITHRIL_CLIP, 1); takeItems(player, REINFORCED_BOWSTRING, 1); takeItems(player, STAKATO_CHITIN, 1); giveItems(player, CRESCENT_MOON_BOW, 1); giveItems(player, WOODEN_ARROW, 10); } else if (cond > 11) htmltext = "30717-04.htm"; break; } break; case COMPLETED: htmltext = getAlreadyCompletedMsg(); break; } return htmltext; } @Override public void onMyDying(Npc npc, Creature killer) { final Player player = killer.getActingPlayer(); final QuestState st = checkPlayerState(player, npc, QuestStatus.STARTED); if (st == null) return; switch (npc.getNpcId()) { case ANT: case ANT_CAPTAIN: case ANT_OVERSEER: case ANT_RECRUIT: case ANT_PATROL: case ANT_GUARD: case NOBLE_ANT: case NOBLE_ANT_LEADER: if (st.getCond() == 3 && dropItems(player, HUNTER_RUNE_1, 1, 10, 500000)) st.setCond(4); break; case BREKA_ORC_SHAMAN: case BREKA_ORC_OVERLORD: if (st.getCond() == 6 && dropItems(player, HUNTER_RUNE_2, 1, 10, 500000)) { st.setCond(7); 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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