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Buffs próprios, como skill toggles - Interlúdio


VegaBoy

Question

Como faço para que os buffs proprio das classes tenham a mesma dinâmica e aparencia de uma skill toggle?
Exemplo: o Rage. Gostaria de ativar e desativar como um skill toggle, mas tendo a mesma aparencia. Igual essa potion.

for.png

Edited by VegaBoy
erro de escrita

Vega

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Busca la skill id de la habilidad que deseas editar, puedes comparar su estructura con una toggle , y copias su estructura , ojo que debes fijarte si tiene niveles para que mantenga su función.

https://l2hub.info/skills/94-rage:1

Buscas una skill toggle para comparar

https://l2hub.info/skills/422-polearm-accuracy:1.

Y solo debes mantener los atributos de bonificación, listo.

 

Ahora para la próxima aporta un poco más de información , así por preguntar por así no encontrarás suma solución por no saber para que lo necesitas.

Que crónica, que datapack usas?

Revisión etc.

 

Rage

 

<skill id="94" levels="2" name="Rage">

  <!-- Temporarily increases P. Atk. when using Sword, Blunt or Spear weapons. Also increases Accuracy and P. Atk. when using Two-Handed Swords and Blunt Weapons. Evasion and P. Def. are decreased while the effect lasts. Effect 1. -->

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

  <table name="#accCombat">2 4</table>

  <table name="#effectPoints">235 523</table>

  <table name="#magicLevel">24 55</table>

  <table name="#mpConsume">11 25</table>

  <table name="#swordbluntpole">1.45 1.55</table>

  <table name="#twohands">1.07 1.06</table>

  <table name="#all">1.15 1.20</table>

  <set name="abnormalLevel" val="#abnormalLevels" />

  <set name="abnormalTime" val="90" />

  <set name="abnormalType" val="PA_UP_SPECIAL" />

  <set name="effectPoint" val="#effectPoints" />

  <set name="hitTime" val="1500" />

  <set name="icon" val="icon.skill0094" />

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

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

  <set name="operateType" val="A2" />

  <set name="reuseDelay" val="300000" />

  <set name="targetType" val="SELF" />

  <for>

   <effect name="Buff">

    <mul stat="pAtk" val="#all">

     <and>

      <using kind="BOW,DAGGER,FIST,DUALFIST" />

     </and>

    </mul>

    <mul stat="pAtk" val="#swordbluntpole">

     <using kind="SWORD,BLUNT,POLE" />

    </mul>

    <mul stat="pAtk" val="#twohands">

     <and>

      <using kind="SWORD,BLUNT" />

      <using slot="lrhand" />

     </and>

    </mul>

    <add stat="accCombat" val="#accCombat">

     <and>

      <using kind="SWORD,BLUNT" />

      <using slot="lrhand" />

     </and>

    </add>

    <mul stat="pDef" val="0.8" />

    <sub stat="rEvas" val="3" />

   </effect>

  </for>

 </skill>

---------------------------------

<skill id="422" levels="3" name="Polearm Accuracy">

  <!-- Increases your Accuracy when using a spear. While in use, MP is continuously consumed. -->

  <table name="#accCombat">2 3 4</table>

  <table name="#magicLevel">35 55 65</table>

  <table name="#mpConsume">11 13 14</table>

  <set name="abnormalVisualEffect" val="NONE" />

  <set name="icon" val="icon.skill0422" />

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

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

  <set name="operateType" val="T" />

  <set name="targetType" val="SELF" />

  <for>

   <effect name="MpConsumePerLevel" ticks="5">

    <param power="0.4" />

    <add stat="accCombat" val="#accCombat">

     <using kind="POLE" />

    </add>

   </effect>

  </for>

 </skill>

 

Edited by bazookaRPM

Gabo Bazooka

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35 minutos atrás, bazookaRPM disse:

Busca la skill id de la habilidad que deseas editar, puedes comparar su estructura con una toggle , y copias su estructura , ojo que debes fijarte si tiene niveles para que mantenga su función.

https://l2hub.info/skills/94-rage:1

Buscas una skill toggle para comparar

https://l2hub.info/skills/422-polearm-accuracy:1.

Y solo debes mantener los atributos de bonificación, listo.

 

Ahora para la próxima aporta un poco más de información , así por preguntar por así no encontrarás suma solución por no saber para que lo necesitas.

Que crónica, que datapack usas?

Revisión etc.

 

Rage

 

<skill id="94" levels="2" name="Rage">

  <!-- Temporarily increases P. Atk. when using Sword, Blunt or Spear weapons. Also increases Accuracy and P. Atk. when using Two-Handed Swords and Blunt Weapons. Evasion and P. Def. are decreased while the effect lasts. Effect 1. -->

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

  <table name="#accCombat">2 4</table>

  <table name="#effectPoints">235 523</table>

  <table name="#magicLevel">24 55</table>

  <table name="#mpConsume">11 25</table>

  <table name="#swordbluntpole">1.45 1.55</table>

  <table name="#twohands">1.07 1.06</table>

  <table name="#all">1.15 1.20</table>

  <set name="abnormalLevel" val="#abnormalLevels" />

  <set name="abnormalTime" val="90" />

  <set name="abnormalType" val="PA_UP_SPECIAL" />

  <set name="effectPoint" val="#effectPoints" />

  <set name="hitTime" val="1500" />

  <set name="icon" val="icon.skill0094" />

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

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

  <set name="operateType" val="A2" />

  <set name="reuseDelay" val="300000" />

  <set name="targetType" val="SELF" />

  <for>

   <effect name="Buff">

    <mul stat="pAtk" val="#all">

     <and>

      <using kind="BOW,DAGGER,FIST,DUALFIST" />

     </and>

    </mul>

    <mul stat="pAtk" val="#swordbluntpole">

     <using kind="SWORD,BLUNT,POLE" />

    </mul>

    <mul stat="pAtk" val="#twohands">

     <and>

      <using kind="SWORD,BLUNT" />

      <using slot="lrhand" />

     </and>

    </mul>

    <add stat="accCombat" val="#accCombat">

     <and>

      <using kind="SWORD,BLUNT" />

      <using slot="lrhand" />

     </and>

    </add>

    <mul stat="pDef" val="0.8" />

    <sub stat="rEvas" val="3" />

   </effect>

  </for>

 </skill>

---------------------------------

<skill id="422" levels="3" name="Polearm Accuracy">

  <!-- Increases your Accuracy when using a spear. While in use, MP is continuously consumed. -->

  <table name="#accCombat">2 3 4</table>

  <table name="#magicLevel">35 55 65</table>

  <table name="#mpConsume">11 13 14</table>

  <set name="abnormalVisualEffect" val="NONE" />

  <set name="icon" val="icon.skill0422" />

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

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

  <set name="operateType" val="T" />

  <set name="targetType" val="SELF" />

  <for>

   <effect name="MpConsumePerLevel" ticks="5">

    <param power="0.4" />

    <add stat="accCombat" val="#accCombat">

     <using kind="POLE" />

    </add>

   </effect>

  </for>

 </skill>

 

Estou usando Interlude, Revisao Acis 372.
Já fiz os skills no xml. Agora o que realmente eu quero é que ele fique com a aparencia de uma skill toggle, quando você aperta nela, o icone fica como o soulshot, igual a potion que eu coloquei na print lá em cima. Deu pra entender?

Vega

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14 minutos atrás, bazookaRPM disse:

Verifica el skillgrp para el efecto Google skill

Vou verificar.

 

14 minutos atrás, Dartz disse:

é só você mudar o operation type da skill no xml da skill mesmo, pelo que eu me lembre, não precisa mudar nada no client, se precisar, pode mudar no skillgrp tambem pra ficar gual.

Vou verificar

Vega

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hace 2 horas, VegaBoy dijo:

@bazookaRPM@Dartz
Lo logré. Necesitas cambiar el Skill.grp.
Copié una habilidad que ya estaba alternada y cambié los valores de ira y funcionó. ¡Muchas gracias!

Exelente amigo 🙂 por lo menos haber guiado hacia tu solución es bastante bueno para todos 

  • Like 1

Gabo Bazooka

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