Some1 have this skills in your project and can share this? chain strike have a example on forum but have something wrong and i need check with others versions.
chain are from GOD and arcane h5+What chronicles is this skill from?
If you use other skills that are higher than interlude, then you should have downloaded the chronicles build a long time ago, where you get all these skills from.
And then look for them there and remake them for our build.
Some1 have this skills in your project and can share this? chain strike have a example on forum but have something wrong and i need check with others versions.
<skill id="1556" levels="1" name="Arcane Shield">
<set name="magicType" val="MAGIC"/>
<set name="icon" val="icon.skill1556"/>
<set name="hitTime" val="1000"/>
<set name="reuseDelay" val="300000"/>
<set name="mpConsume1" val="23"/>
<set name="mpConsume2" val="89"/>
<set name="target" val="TARGET_SELF"/>
<set name="magicLevel" val="83"/>
<set name="skillType" val="BUFF"/>
<set name="operateType" val="OP_ACTIVE"/>
<for>
<effect count="1" name="AbsorbDamageToMp" stackOrder="1" stackType="mp_shield" time="10" val="0" abnormal="ave_mp_shield">
<add order="0x40" stat="transferToMpDam" val="30"/>
</effect>
</for>
</skill>
java.lang.IllegalArgumentException: No enum constant l2.gameserver.skills.EffectType.AbsorbDamageToMpCode:<skill id="1556" levels="1" name="Arcane Shield"> <set name="magicType" val="MAGIC"/> <set name="icon" val="icon.skill1556"/> <set name="hitTime" val="1000"/> <set name="reuseDelay" val="300000"/> <set name="mpConsume1" val="23"/> <set name="mpConsume2" val="89"/> <set name="target" val="TARGET_SELF"/> <set name="magicLevel" val="83"/> <set name="skillType" val="BUFF"/> <set name="operateType" val="OP_ACTIVE"/> <for> <effect count="1" name="AbsorbDamageToMp" stackOrder="1" stackType="mp_shield" time="10" val="0" abnormal="ave_mp_shield"> <add order="0x40" stat="transferToMpDam" val="30"/> </effect> </for> </skill>
If the classic client has Chain Strike, I can implement it, if we're talking about pulling with chains.
check repo pleasejava.lang.IllegalArgumentException: No enum constant l2.gameserver.skills.EffectType.AbsorbDamageToMp
at java.base/java.lang.Enum.valueOf(Enum.java:273)
at l2.commons.collections.MultiValueSet.getEnum(Unknown Source)
at l2.gameserver.skills.effects.EffectTemplate.<init>(Unknown Source)
at l2.gameserver.skills.DocumentBase.attachEffect(Unknown Source)
at l2.gameserver.skills.DocumentBase.parseTemplate(Unknown Source)
at l2.gameserver.skills.DocumentSkill.parseSkill(Unknown Source)
at l2.gameserver.skills.DocumentSkill.parseDocument(Unknown Source)
at l2.gameserver.skills.DocumentBase.parse(Unknown Source)
at l2.gameserver.skills.SkillsEngine.loadSkills(Unknown Source)
at l2.gameserver.skills.SkillsEngine.loadAllSkills(Unknown Source)
at l2.gameserver.tables.SkillTable.load(Unknown Source)
at l2.gameserver.tables.SkillTable.reload(Unknown Source)
at l2.gameserver.handler.admincommands.impl.AdminReload.useAdminCommand(Unknown Source)
at l2.gameserver.handler.admincommands.AdminCommandHandler.useAdminCommandHandler(Unknown Source)
at l2.gameserver.network.l2.c2s.RequestBypassToServer.runImpl(Unknown Source)
at l2.gameserver.network.l2.c2s.L2GameClientPacket.run(Unknown Source)
at l2.commons.net.nio.impl.MMOExecutableQueue.run(Unknown Source)
at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136)
at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635)
at java.base/java.lang.Thread.run(Thread.java:842)
yes. chains
Is it possible for a skill to have 2 reuse variables? One for PVP and one for PVE? For example, in current essences like classes that have RUSH, for PVE it has 2 seconds of reuse, and for PVP 15 seconds. Is something like that possible?check repo please
Sound as nonsense. I have never seen anything like this on any of the chronicles I have played. And what is considered pvp and what is pve, what is the criterion for setting the reuse…Is it possible for a skill to have 2 reuse variables? One for PVP and one for PVE? For example, in current essences like classes that have RUSH, for PVE it has 2 seconds of reuse, and for PVP 15 seconds. Is something like that possible?
New essences working like this, this help melee classes on PVE with skills rush skills, but if a set a skill rush with low CDR they will destroy everithing.Sound as nonsense. I have never seen anything like this on any of the chronicles I have played. And what is considered pvp and what is pve, what is the criterion for setting the reuse…
Code:<skill id="1556" levels="1" name="Arcane Shield"> <set name="magicType" val="MAGIC"/> <set name="icon" val="icon.skill1556"/> <set name="hitTime" val="1000"/> <set name="reuseDelay" val="300000"/> <set name="mpConsume1" val="23"/> <set name="mpConsume2" val="89"/> <set name="target" val="TARGET_SELF"/> <set name="magicLevel" val="83"/> <set name="skillType" val="BUFF"/> <set name="operateType" val="OP_ACTIVE"/> <for> <effect count="1" name="AbsorbDamageToMp" stackOrder="1" stackType="mp_shield" time="10" val="0" abnormal="ave_mp_shield"> <add order="0x40" stat="transferToMpDam" val="30"/> </effect> </for> </skill>
If the classic client has Chain Strike, I can implement it, if we're talking about pulling with chains.
<skill id="32135" levels="11" name="Chain Strike">
<table name="#activateRate">60 65 70 70 70 75 75 75 80 80 80</table>
<table name="#magicLevel">52 55 58 60 62 64 66 68 70 72 74</table>
<table name="#mpconsume1">58 61 63 66 69 72 75 78 81 84 87</table>
<table name="#time">5 6 7 8 10 12 14 16 18 20 24</table>
<table name="#runSpd">0.8 0.78 0.76 0.74 0.72 0.70 0.68 0.66 0.64 0.62 0.6</table>
<set name="icon" val="icon.skill0484" />
<set name="coolTime" val="200" />
<set name="magicLevel" val="#magicLevel" />
<set name="castRange" val="450" />
<set name="hitTime" val="800" />
<set name="reuseDelay" val="180000"/>
<set name="activateRate" val="#activateRate" />
<set name="hitCancelTime" val="500" />
<set name="mpConsume2" val="#mpconsume1" />
<set name="target" val="TARGET_ONE" />
<set name="skillType" val="DEBUFF" />
<set name="flyType" val="THROW_HORIZONTAL" />
<set name="flyRadius" val="0" />
<set name="reflectable" val="false"/>
<set name="operateType" val="OP_ACTIVE" />
<set name="isPvpSkill" val="false" />
<set name="nextAction" val="attack" />
<set name="saveVs" val="CON"/>
<cond msgId="109" addName="1">
<not>
<or>
<using kind="Bow, Crossbow" />
<target npc_class="AndreasVanHalter"/>
<target npc_class="FlaggingOnHitBoss"/>
<target npc_class="QueenAnt"/>
<target npc_class="QueenAntLarva"/>
<target npc_class="Orfen"/>
<target npc_class="Boss"/>
<target npc_class="Adventurer"/>
<target npc_class="SignsPriest"/>
<target npc_class="NpcBuffer"/>
<target npc_class="OlympiadManager"/>
<target npc_class="Minion"/>
</or>
</not>
</cond>
<cond msgId="109">
<or>
<target mob="true"/>
<target pvp="true"/>
</or>
</cond>
<for>
<effect count="1" name="Buff" stackOrder="1" stackType="speed_down" time="#time" val="0">
<mul order="0x30" stat="runSpd" val="#runSpd"/>
</effect>
</for>
</skill>
yea, this skills not work properly, they have many problems, and aways 100%Just problem is what it lands 100% Always pull target...Code:<skill id="32135" levels="11" name="Chain Strike"> <table name="#activateRate">60 65 70 70 70 75 75 75 80 80 80</table> <table name="#magicLevel">52 55 58 60 62 64 66 68 70 72 74</table> <table name="#mpconsume1">58 61 63 66 69 72 75 78 81 84 87</table> <table name="#time">5 6 7 8 10 12 14 16 18 20 24</table> <table name="#runSpd">0.8 0.78 0.76 0.74 0.72 0.70 0.68 0.66 0.64 0.62 0.6</table> <set name="icon" val="icon.skill0484" /> <set name="coolTime" val="200" /> <set name="magicLevel" val="#magicLevel" /> <set name="castRange" val="450" /> <set name="hitTime" val="800" /> <set name="reuseDelay" val="180000"/> <set name="activateRate" val="#activateRate" /> <set name="hitCancelTime" val="500" /> <set name="mpConsume2" val="#mpconsume1" /> <set name="target" val="TARGET_ONE" /> <set name="skillType" val="DEBUFF" /> <set name="flyType" val="THROW_HORIZONTAL" /> <set name="flyRadius" val="0" /> <set name="reflectable" val="false"/> <set name="operateType" val="OP_ACTIVE" /> <set name="isPvpSkill" val="false" /> <set name="nextAction" val="attack" /> <set name="saveVs" val="CON"/> <cond msgId="109" addName="1"> <not> <or> <using kind="Bow, Crossbow" /> <target npc_class="AndreasVanHalter"/> <target npc_class="FlaggingOnHitBoss"/> <target npc_class="QueenAnt"/> <target npc_class="QueenAntLarva"/> <target npc_class="Orfen"/> <target npc_class="Boss"/> <target npc_class="Adventurer"/> <target npc_class="SignsPriest"/> <target npc_class="NpcBuffer"/> <target npc_class="OlympiadManager"/> <target npc_class="Minion"/> </or> </not> </cond> <cond msgId="109"> <or> <target mob="true"/> <target pvp="true"/> </or> </cond> <for> <effect count="1" name="Buff" stackOrder="1" stackType="speed_down" time="#time" val="0"> <mul order="0x30" stat="runSpd" val="#runSpd"/> </effect> </for> </skill>
ive opened a ticket on redmineactivateRate is responsible for abnormal or debuff states only.
it does not work for flyTypes this needs additional skill mechanics. ask @Deazer
also "PULL" trait needs to be implemented for such type of skills.
and something else by the way Deazer, THERE IS "TARGET_MULTIFACE" you should also add "TARGET_BACK"