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italoeduardo

Como fazer pra usar todas as skills arguments sem subistituir nenhuma

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Em 17/09/2013 at 02:17, ADM-Hubriz disse:

Na verdade é assim amigão, veja abaixo detalhadamente:

 

<!-- Status:Fixed Pack:l2jfrozen author:Nefer -->

<skill id="3135" levels="10" name="Item Skill: Shield">

<table name="#mpConsume">48 53 55 59 64 65 69 73 77 82</table>

<table name="#rate">1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.1 1.11 1.12</table>

<table name="#mpConsume_Init">10 11 11 12 13 14 14 15 16 17</table>

<table name="#magicLvl">46 49 52 55 58 61 64 67 70 76</table>

<set name="magicLvl" val="#magicLvl"/>

<set name="mpInitialConsume" val="#mpConsume_Init"/>

<set name="mpConsume" val="#mpConsume"/>

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

<set name="reuseDelay" val="180000"/>

<set name="hitTime" val="1000"/>

<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="staticReuse" val="true"/>

<set name="staticHitTime" val="true"/>

<for>

<effect count="1" name="Buff" time="120" val="0" stackOrder="1" stackType="agument">

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

</effect>

</for>

</skill>

 

a parte em vermelho vamos nela

 

<effect count="1" name="Buff" time="120" val="0" stackOrder="1" stackType="agument">

 

no final do script em vermelho "agument" vc troca tipo, cada uma voce coloca agument1 outra agument2 ai vai trocando de todas.se exemplo: todas tiver agument igual todas vao ser substituidas

 

 

sem querer desrespeitar amigo, ta totalmente errado seu modo, mas vale a intenção da ajuda. obrigado!

Mano voce pode nao ter ajudados os cara mas min ajudo bastante muito obrigado valeo msm isso deu certo valeo 

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Precisando de Dedicado ou VPS?

Conheça a L2JCenter

Coloque em Todos. q Vc Deseja Acumular

Caminho:

gameserver/ data/ stats/ skills. e o ID Da Skill.

 

<skill id="3132" levels="10" name="Item Skill: Might">

<!--

Needs to be finished.

Target is set to TARGET_NONE, skillType to NOTDONE for server compatability.

Description(s):

Lvl 1-10 - Active: Increases P. Atk. temporarily.

-->

<table name="#mpConsume_Init"> 2 4 7 10 13 15 18 20 24 28 </table>

<table name="#mpConsume"> 8 16 28 36 48 59 67 75 88 99 </table>

<table name="#rate"> 1.08 1.12 1.15 1.17 1.20 1.23 1.25 1.27 1.30 1.32 </table>

<set name="mpInitialConsume" val="#mpConsume_Init"/>

<set name="mpConsume" val="#mpConsume"/>

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

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

<set name="reuseDelay" val="6000"/>

<set name="hitTime" val="4000"/>

<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"/>

<for>

<effect count="1" name="Buff" time="1200" val="0" stackOrder="#rate" stackType="pAtk">

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

</effect>

</for>

</skill>

 

Aqui em <effect count="1" name="Buff" time="1200" val="0" stackOrder="#rate" stackType="pAtk">

substitui por esse <effect count="1" name="Buff" time="12000" val="0">

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Na verdade é assim amigão, veja abaixo detalhadamente:

 

<!-- Status:Fixed Pack:l2jfrozen author:Nefer -->

<skill id="3135" levels="10" name="Item Skill: Shield">

<table name="#mpConsume">48 53 55 59 64 65 69 73 77 82</table>

<table name="#rate">1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.1 1.11 1.12</table>

<table name="#mpConsume_Init">10 11 11 12 13 14 14 15 16 17</table>

<table name="#magicLvl">46 49 52 55 58 61 64 67 70 76</table>

<set name="magicLvl" val="#magicLvl"/>

<set name="mpInitialConsume" val="#mpConsume_Init"/>

<set name="mpConsume" val="#mpConsume"/>

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

<set name="reuseDelay" val="180000"/>

<set name="hitTime" val="1000"/>

<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="staticReuse" val="true"/>

<set name="staticHitTime" val="true"/>

<for>

<effect count="1" name="Buff" time="120" val="0" stackOrder="1" stackType="agument">

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

</effect>

</for>

</skill>

 

a parte em vermelho vamos nela

 

<effect count="1" name="Buff" time="120" val="0" stackOrder="1" stackType="agument">

 

no final do script em vermelho "agument" vc troca tipo, cada uma voce coloca agument1 outra agument2 ai vai trocando de todas.se exemplo: todas tiver agument igual todas vao ser substituidas

 

Coloque em Todos. q Vc Deseja Acumular

Caminho:

gameserver/ data/ stats/ skills. e o ID Da Skill.

 

<skill id="3132" levels="10" name="Item Skill: Might">

<!--

Needs to be finished.

Target is set to TARGET_NONE, skillType to NOTDONE for server compatability.

Description(s):

Lvl 1-10 - Active: Increases P. Atk. temporarily.

-->

<table name="#mpConsume_Init"> 2 4 7 10 13 15 18 20 24 28 </table>

<table name="#mpConsume"> 8 16 28 36 48 59 67 75 88 99 </table>

<table name="#rate"> 1.08 1.12 1.15 1.17 1.20 1.23 1.25 1.27 1.30 1.32 </table>

<set name="mpInitialConsume" val="#mpConsume_Init"/>

<set name="mpConsume" val="#mpConsume"/>

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

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

<set name="reuseDelay" val="6000"/>

<set name="hitTime" val="4000"/>

<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"/>

<for>

<effect count="1" name="Buff" time="1200" val="0" stackOrder="#rate" stackType="pAtk">

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

</effect>

</for>

</skill>

 

Aqui em <effect count="1" name="Buff" time="1200" val="0" stackOrder="#rate" stackType="pAtk">

substitui por esse <effect count="1" name="Buff" time="12000" val="0">

 

sem querer desrespeitar amigo, ta totalmente errado seu modo, mas vale a intenção da ajuda. obrigado!

Edited by ADM-Hubriz
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