Resolved It is possible to create an extension for a skill type?

litch

Heir
Customer
It is possible to create an ext.jar to make a new type of skill, for example in classic there is Chain Strike which uses the PULL trait.

If possible, could you give me an example here?
 
It is possible to create an ext.jar to make a new type of skill, for example in classic there is Chain Strike which uses the PULL trait.

If possible, could you give me an example here?
You can check others javas with the same protocol, like fafurion, in fafurion I think have custom skills, you can import from fafu
 
well, you have the skill and it works, did u try a few times? is it chance or 100%?

the only thing that left is an efect so check the skill if there is something missing.
i dont know but im tryinng to help, but do your skill have smth like this?

<for>
<effect count="1" name="Stun" stackOrder="-1" stackType="Stun" time="9" val="0"/>
</for>
 
well, you have the skill and it works, did u try a few times? is it chance or 100%?

the only thing that left is an efect so check the skill if there is something missing.
i dont know but im tryinng to help, but do your skill have smth like this?

<for>
<effect count="1" name="Stun" stackOrder="-1" stackType="Stun" time="9" val="0"/>
</for>
This skill is not like that. The one I showed him "pulls" the player closer to you.
The stun is the Stun Rush, I have it working. For whoever wants it.

XML:
<skill id="15334" levels="1" name="Rush">
        <set name="icon" val="icon.skill0484" />
        <set name="coolTime" val="200" />
        <set name="magicLevel" val="32" />
        <set name="castRange" val="500" />
        <set name="hitTime" val="800" />
        <set name="hitCancelTime" val="500" />
        <set name="mpConsume1" val="20" />
        <set name="target" val="TARGET_ONE" />
        <set name="skillType" val="DEBUFF" />
        <set name="flyType" val="CHARGE" />
        <set name="flyRadius" val="500" />
        <set name="operateType" val="OP_ACTIVE" />
        <set name="nextAction" val="attack" />
    </skill>
    <skill id="15371" levels="1" name="Stun Rush">
        <set name="icon" val="icon.skill11508"/>
        <set name="reuseDelay" val="5000"/>
        <set name="coolTime" val="200"/>
        <set name="castRange" val="300"/>
        <set name="trait" val="SHOCK"/>
        <set name="flyType" val="CHARGE" />
        <set name="flyRadius" val="500" />
        <set name="target" val="TARGET_ONE"/>
        <set name="skillType" val="DEBUFF"/>
        <set name="operateType" val="OP_ACTIVE" />
        <set name="nextAction" val="attack" />
        <for>
            <effect count="1" name="Stun" stackOrder="-1" stackType="Stun" time="9" val="0"/>
        </for>
    </skill>

if u need add chance put this.

XML:
<effect count="1" name="Stun" stackOrder="-1" stackType="Stun" time="9" val="0" chance="50"/>
50% chance.
You can check others javas with the same protocol, like fafurion, in fafurion I think have custom skills, you can import from fafu
XML:
<skill id="10015" levels="11" name="Chain Strike">
    <!-- Chain Strike -->
        <table name="#activateRate">60 65 70 75 80 85 86 87 88 89 90</table>
        <table name="#magicLevel">85 87 90 93 96 99 101 103 105 107 109</table>
        <table name="#Type">DEBUFF</table>
        <table name="#power">0</table>
        <table name="#mp_consume">58 61 63 66 69 72 75 78 81 84 87</table>
        <table name="#castRange">600</table>
        <set name="debuff" value="true"/>
        <set name="effectPoint" value="-5000"/>
        <set name="icon" value="icon.skill10015"/>
        <set name="reuseDelay" value="10000"/>
        <set name="coolTime" value="500"/>
        <set name="castRange" value="#castRange"/>
        <set name="hitTime" value="2500"/>
        <set name="mp_consume" value="#mp_consume"/>
        <set name="abnormal_time" value="1"/>
        <set name="abnormal_level" value="1"/>
        <set name="abnormal_type" value="stun"/>
        <set name="magicLevel" value="#magicLevel"/>
        <set name="activateRate" value="#activateRate"/>    <!--Проверить.-->
        <set name="nextAction" value="attack"/>
        <set name="lv_bonus_rate" value="30"/>
        <set name="basic_property" value="physical_abnormal_resist"/>
        <set name="target_type" value="ENEMY"/>
        <set name="affect_scope" value="SINGLE"/>
        <set name="affect_object" value="FRIEND"/>
        <set name="target" value="TARGET_ONE"/>
        <set name="trait" value="PULL"/>
        <set name="power" value="#power"/>
        <set name="skillType" value="#Type"/>
        <set name="operate_type" value="A2"/>
        <set name="analog_skills" value="402;403"/>
        <cond msgId="113">
            <using kind="Shield"/>
        </cond>
        <enchant_info type="1" name="Chance">
            <table name="#activateRate" type="ADD">1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20</table>
            <enchant_tables skill_level="5" enchant_levels="20"/>
            <enchant_tables skill_level="6" enchant_levels="20"/>
            <enchant_tables skill_level="7" enchant_levels="20"/>
            <enchant_tables skill_level="8" enchant_levels="20"/>
            <enchant_tables skill_level="9" enchant_levels="20"/>
            <enchant_tables skill_level="10" enchant_levels="20"/>
            <enchant_tables skill_level="11" enchant_levels="20"/>
        </enchant_info>
        <enchant_info type="2" name="Distance">
            <table name="#castRange">610 620 630 640 650 660 670 680 690 700 710 720 730 740 750 760 770 780 790 800</table>
            <enchant_tables skill_level="5" enchant_levels="20"/>
            <enchant_tables skill_level="6" enchant_levels="20"/>
            <enchant_tables skill_level="7" enchant_levels="20"/>
            <enchant_tables skill_level="8" enchant_levels="20"/>
            <enchant_tables skill_level="9" enchant_levels="20"/>
            <enchant_tables skill_level="10" enchant_levels="20"/>
            <enchant_tables skill_level="11" enchant_levels="20"/>
        </enchant_info>
        <for>
            <effect name="ThrowHorizontal">
                <def name="fly_speed" value="600"/>
                <def name="fly_delay" value="600"/>
            </effect>
        </for>
    </skill>
this is the L2Scripts code.

<set name="trait" value="PULL"/>
<effect name="ThrowHorizontal">

neither of these 2 exist in lucera, that's why I asked about EXT.JAR
 
Last edited:
It is possible to create an ext.jar to make a new type of skill, for example in classic there is Chain Strike which uses the PULL trait.

If possible, could you give me an example here?
держи, проверяй и подстраивай под себя статы:
XML:
  <skill id="41198" levels="11" name="Chain Strike">
        <table name="#activateRate">35 40 40 45 45 50 50 60 65 70 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">4 4 4 5 5 5 6 6 6 7 7</table>
        <table name="#runSpd">0.8 0.8 0.8 0.8 0.8 0.7 0.7 0.7 0.65 0.65 0.6</table>
        <table name="#stackOrder">1 1 1 1 1 1 1 1 2 2 2</table>
        <set name="icon" val="icon.skill10015" />
        <set name="coolTime" val="1000" />
        <set name="magicLevel" val="#magicLevel" />
        <set name="castRange" val="400" />
        <set name="hitTime" val="2000" />
        <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" />
    <cond msgId="109" addName="1">
        <not><or>
            <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="#stackOrder" stackType="low_spd" time="#time" val="0">
        <mul order="0x30" stat="runSpd" val="#runSpd"/>
      </effect>
    </for>
  </skill>
SkillName:
Code:
skill_begin    skill_id=41198    skill_level=1    skill_sublevel=0    name=[Chain Strike]    desc=[Pulls a selected target to you and attacks.]    desc_param=[]    enchant_name=[]    enchant_name_param=[]    enchant_desc=[]    enchant_desc_param=[]    skill_end
SkillGrp
Code:
skill_begin    skill_id=41198    skill_level=1    skill_sublevel=0    icon_type=0    MagicType=0    operate_type=1    mp_consume=58    cast_range=400    cast_style=13    hit_time=2.0    cool_time=1.0    reuse_delay=180.0    effect_point=-2093    is_magic=0    origin_skill=0    is_double=0    animation={[DRAGQ]}    skill_visual_effect=[10015]    icon=[icon.skill10015]    icon_panel=[None]    debuff=1    resist_cast=0    enchant_skill_level=0    enchant_icon=[None]    hp_consume=0    rumble_self=9    rumble_target=11    skill_end

может у тебя другой L2DatEditor, проверяй по названиям столбца
 
держи, проверяй и подстраивай под себя статы:
XML:
  <skill id="41198" levels="11" name="Chain Strike">
        <table name="#activateRate">35 40 40 45 45 50 50 60 65 70 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">4 4 4 5 5 5 6 6 6 7 7</table>
        <table name="#runSpd">0.8 0.8 0.8 0.8 0.8 0.7 0.7 0.7 0.65 0.65 0.6</table>
        <table name="#stackOrder">1 1 1 1 1 1 1 1 2 2 2</table>
        <set name="icon" val="icon.skill10015" />
        <set name="coolTime" val="1000" />
        <set name="magicLevel" val="#magicLevel" />
        <set name="castRange" val="400" />
        <set name="hitTime" val="2000" />
        <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" />
    <cond msgId="109" addName="1">
        <not><or>
            <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="#stackOrder" stackType="low_spd" time="#time" val="0">
        <mul order="0x30" stat="runSpd" val="#runSpd"/>
      </effect>
    </for>
  </skill>
SkillName:
Code:
skill_begin    skill_id=41198    skill_level=1    skill_sublevel=0    name=[Chain Strike]    desc=[Pulls a selected target to you and attacks.]    desc_param=[]    enchant_name=[]    enchant_name_param=[]    enchant_desc=[]    enchant_desc_param=[]    skill_end
SkillGrp
Code:
skill_begin    skill_id=41198    skill_level=1    skill_sublevel=0    icon_type=0    MagicType=0    operate_type=1    mp_consume=58    cast_range=400    cast_style=13    hit_time=2.0    cool_time=1.0    reuse_delay=180.0    effect_point=-2093    is_magic=0    origin_skill=0    is_double=0    animation={[DRAGQ]}    skill_visual_effect=[10015]    icon=[icon.skill10015]    icon_panel=[None]    debuff=1    resist_cast=0    enchant_skill_level=0    enchant_icon=[None]    hp_consume=0    rumble_self=9    rumble_target=11    skill_end

может у тебя другой L2DatEditor, проверяй по названиям столбца
Thanks man! =D
 
how to add hide? or those gracia skills?
XML:
<skill id="922" levels="1" name="Hide">
    <set name="icon" val="icon.skill0922" />
    <set name="reuseDelay" val="180000" />
    <set name="magicLevel" val="81" />
    <set name="hitCancelTime" val="500" />
    <set name="target" val="TARGET_SELF" />
    <set name="skillType" val="BUFF" />
    <set name="operateType" val="OP_ACTIVE" />
    <for>
       <effect count="1" abnormal="shadow" name="Invisible" stackOrder="-1" stackType="Invisible" time="30" val="0" cancelOnAction="true" >
          <mul order="0x30" stat="runSpd" val="0.7" />
       </effect>
    </for>
</skill>
 
where can i find all those things, so i dont bother for each skill i want to add?
2a42a0b4c6cc5ca6f0be3a48b7ec8f53.png
 
У нас есть все виды новых навыков. Скрытие, Раш-удар, Цепное исцеление, Доля слуг и т. д. и т. п.
Когда у меня будет свободное время, я перепишу инструкции по навыкам.
Под ИТ ветку будут работать?
 
Back
Top