Return buffs after Cancellation

Path: data/stat/skills
Format: XML
This system rolls back Buffs after your opponent hangs Cancellation on you.
Example:
XML:
  <skill id="1056" levels="12" name="Cancellation">
    <table name="#effectPoint">455 493 530 547 564 580 595 609 622 633 644 653</table>
    <table name="#mpConsume2">35 38 41 43 44 46 48 49 51 52 53 55</table>
    <table name="#mpConsume1">9 10 11 11 11 12 12 13 13 13 14 14</table>
    <table name="#magicLevel">48 52 56 58 60 62 64 66 68 70 72 74</table>
    <set name="magicType" val="MAGIC"/>
    <set name="icon" val="icon.skill1056"/>
    <set name="reuseDelay" val="120000"/>
    <set name="magicLevel" val="#magicLevel"/>
    <set name="castRange" val="600"/>
    <set name="hitTime" val="6000"/>
    <set name="hitCancelTime" val="500"/>
    <set name="mpConsume1" val="#mpConsume1"/>
    <set name="mpConsume2" val="#mpConsume2"/>
    <set name="effectPoint" val="#effectPoint"/>
    <set name="target" val="TARGET_ONE"/>
    <set name="skillType" val="DEBUFF"/>
    <set name="operateType" val="OP_ACTIVE"/>
    <set name="reflectable" val="false"/>
    <for>
      <effect count="1" name="DispelEffects" time="0" val="0">
        <def name="dispelType" val="cancellation"/>
        <def name="cancelRate" val="25"/>
        <def name="negateCount" val="5"/>
        <def name="reApplyDelay" val="0"/> <!-- Can return buff after N seconds Cancellation -->
        <def name="reApplyAllowOnOly" val="false"/> <!-- return or not to return to the Olymp -->
      </effect>
    </for>
  </skill>

Work params:
<def name="reApplyDelay" val="0"/> for example if you set <def name="reApplyDelay" val="10"/> after 10 seconds, buffs will be returned to the player from whom they cancel.
 
Last edited:
Path: data/stat/skills
Format: XML
This system rolls back Buffs after your opponent hangs Cancellation on you.
Example:
XML:
  <skill id="1056" levels="12" name="Cancellation">
    <table name="#effectPoint">455 493 530 547 564 580 595 609 622 633 644 653</table>
    <table name="#mpConsume2">35 38 41 43 44 46 48 49 51 52 53 55</table>
    <table name="#mpConsume1">9 10 11 11 11 12 12 13 13 13 14 14</table>
    <table name="#magicLevel">48 52 56 58 60 62 64 66 68 70 72 74</table>
    <set name="magicType" val="MAGIC"/>
    <set name="icon" val="icon.skill1056"/>
    <set name="reuseDelay" val="120000"/>
    <set name="magicLevel" val="#magicLevel"/>
    <set name="castRange" val="600"/>
    <set name="hitTime" val="6000"/>
    <set name="hitCancelTime" val="500"/>
    <set name="mpConsume1" val="#mpConsume1"/>
    <set name="mpConsume2" val="#mpConsume2"/>
    <set name="effectPoint" val="#effectPoint"/>
    <set name="target" val="TARGET_ONE"/>
    <set name="skillType" val="DEBUFF"/>
    <set name="operateType" val="OP_ACTIVE"/>
    <set name="reflectable" val="false"/>
    <for>
      <effect count="1" name="DispelEffects" time="0" val="0">
        <def name="dispelType" val="cancellation"/>
        <def name="cancelRate" val="25"/>
        <def name="negateCount" val="5"/>
        <def name="reApplyDelay" val="0"/> <!-- Can return buff after N seconds Cancellation -->
      </effect>
    </for>
  </skill>

Work params:
<def name="reApplyDelay" val="0"/> for example if you set <def name="reApplyDelay" val="10"/> after 10 seconds, buffs will be returned to the player from whom they cancel.
hello if I want the cancel not to remove me the noble?
 
Path: data/stat/skills
Format: XML
This system rolls back Buffs after your opponent hangs Cancellation on you.
Example:
XML:
  <skill id="1056" levels="12" name="Cancellation">
    <table name="#effectPoint">455 493 530 547 564 580 595 609 622 633 644 653</table>
    <table name="#mpConsume2">35 38 41 43 44 46 48 49 51 52 53 55</table>
    <table name="#mpConsume1">9 10 11 11 11 12 12 13 13 13 14 14</table>
    <table name="#magicLevel">48 52 56 58 60 62 64 66 68 70 72 74</table>
    <set name="magicType" val="MAGIC"/>
    <set name="icon" val="icon.skill1056"/>
    <set name="reuseDelay" val="120000"/>
    <set name="magicLevel" val="#magicLevel"/>
    <set name="castRange" val="600"/>
    <set name="hitTime" val="6000"/>
    <set name="hitCancelTime" val="500"/>
    <set name="mpConsume1" val="#mpConsume1"/>
    <set name="mpConsume2" val="#mpConsume2"/>
    <set name="effectPoint" val="#effectPoint"/>
    <set name="target" val="TARGET_ONE"/>
    <set name="skillType" val="DEBUFF"/>
    <set name="operateType" val="OP_ACTIVE"/>
    <set name="reflectable" val="false"/>
    <for>
      <effect count="1" name="DispelEffects" time="0" val="0">
        <def name="dispelType" val="cancellation"/>
        <def name="cancelRate" val="25"/>
        <def name="negateCount" val="5"/>
        <def name="reApplyDelay" val="0"/> <!-- Can return buff after N seconds Cancellation -->
      </effect>
    </for>
  </skill>

Work params:
<def name="reApplyDelay" val="0"/> for example if you set <def name="reApplyDelay" val="10"/> after 10 seconds, buffs will be returned to the player from whom they cancel.

Is it possible that the buffs only come back outside of the olympiad?
 
@Deazer How to implement this in the Symbol of Noise skill? I tried to implement it in both skill 455 “Symbol of Noise” and skill 5124 “Anti-Music”, and in both cases I got the same error.

<skill id="5124" levels="1" name="Anti-Music">
<!--

Last modify: 22.12.2007

Description: cancels the singing or dancing abilities of those nearby
-->
<set name="magicType" val="SPECIAL"/>
<set name="icon" val="icon.skill0000"/>
<set name="magicLevel" val="80"/>
<set name="target" val="TARGET_ONE"/>
<set name="skillType" val="DEBUFF"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="isSaveable" val="false"/>
<for>
<effect name="NegateMusic" count="40" time="3" val="0"/>
<def name="reApplyDelay" val="30"/> <!-- Can return buff after N seconds Cancellation. garbage mechanic from l2j -->
<def name="reApplyOnDead" val="True" /> <!-- Return buff on dead player or not -->
</for>
</skill>

1767116730760.webp
 
@Deazer How to implement this in the Symbol of Noise skill? I tried to implement it in both skill 455 “Symbol of Noise” and skill 5124 “Anti-Music”, and in both cases I got the same error.

<skill id="5124" levels="1" name="Anti-Music">
<!--

Last modify: 22.12.2007

Description: cancels the singing or dancing abilities of those nearby
-->
<set name="magicType" val="SPECIAL"/>
<set name="icon" val="icon.skill0000"/>
<set name="magicLevel" val="80"/>
<set name="target" val="TARGET_ONE"/>
<set name="skillType" val="DEBUFF"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="isSaveable" val="false"/>
<for>
<effect name="NegateMusic" count="40" time="3" val="0"/>
<def name="reApplyDelay" val="30"/> <!-- Can return buff after N seconds Cancellation. garbage mechanic from l2j -->
<def name="reApplyOnDead" val="True" /> <!-- Return buff on dead player or not -->
</for>
</skill>

View attachment 7500
Excuse Me Wow GIF by Mashable


<effect name="NegateMusic" count="40" time="3" val="0"/>
then def ??? Why didn't you close the tag below?
This is correct:
XML:
  <skill id="5124" levels="1" name="Anti-Music">
    <set name="magicType" val="SPECIAL"/>
    <set name="icon" val="icon.skill0000"/>
    <set name="magicLevel" val="80"/>
    <set name="target" val="TARGET_ONE"/>
    <set name="skillType" val="DEBUFF"/>
    <set name="operateType" val="OP_ACTIVE"/>
    <set name="isSaveable" val="false"/>
    <for>
      <effect name="NegateMusic" count="40" time="3" val="0">
        <def name="reApplyDelay" val="30"/> <!-- Can return buff after N seconds Cancellation. garbage mechanic from l2j -->
        <def name="reApplyOnDead" val="True" /> <!-- Return buff on dead player or not -->
        </effect>
    </for>
  </skill>
 
Excuse Me Wow GIF by Mashable


<effect name="NegateMusic" count="40" time="3" val="0"/>
then def ??? Why didn't you close the tag below?
This is correct:
XML:
  <skill id="5124" levels="1" name="Anti-Music">
    <set name="magicType" val="SPECIAL"/>
    <set name="icon" val="icon.skill0000"/>
    <set name="magicLevel" val="80"/>
    <set name="target" val="TARGET_ONE"/>
    <set name="skillType" val="DEBUFF"/>
    <set name="operateType" val="OP_ACTIVE"/>
    <set name="isSaveable" val="false"/>
    <for>
      <effect name="NegateMusic" count="40" time="3" val="0">
        <def name="reApplyDelay" val="30"/> <!-- Can return buff after N seconds Cancellation. garbage mechanic from l2j -->
        <def name="reApplyOnDead" val="True" /> <!-- Return buff on dead player or not -->
        </effect>
    </for>
  </skill>
Oh God, how did I not notice this grotesque error? Thank you.
 
Hello everyone,

I came across the post explaining the buff return system after Cancellation and followed the tutorial as described. The system is working correctly in general situations.

However, I noticed a different behavior during the TvT event. In this specific case, the buffs are not being returned after Cancellation.

I would like to kindly ask if there is any special configuration or restriction for Cancellation effects inside events like TvT that could be overriding the "reApplyDelay" behavior.

If anyone has experienced this or could point me in the right direction, I would really appreciate it.

Thank you in advance!
 
Hello everyone,

I came across the post explaining the buff return system after Cancellation and followed the tutorial as described. The system is working correctly in general situations.

However, I noticed a different behavior during the TvT event. In this specific case, the buffs are not being returned after Cancellation.

I would like to kindly ask if there is any special configuration or restriction for Cancellation effects inside events like TvT that could be overriding the "reApplyDelay" behavior.

If anyone has experienced this or could point me in the right direction, I would really appreciate it.

Thank you in advance!
Simply report the bug via tickets and Deazer will analyze it and possibly fix it.
 
Simply report the bug via tickets and Deazer will analyze it and possibly fix it.
Thank you for your reply.

At this point, I can’t confidently say this is a bug. Since the system is working as expected outside of the TvT event, I’m trying to understand first if there is any specific configuration or intended behavior regarding Cancellation effects within events.

That’s why I preferred to ask here before opening a ticket — just to make sure I’m not overlooking some event-related setting or limitation.

If there is no such configuration and this behavior is indeed unintended, then I will proceed with a proper bug report.

Appreciate your time.
 
Thank you for your reply.

At this point, I can’t confidently say this is a bug. Since the system is working as expected outside of the TvT event, I’m trying to understand first if there is any specific configuration or intended behavior regarding Cancellation effects within events.

That’s why I preferred to ask here before opening a ticket — just to make sure I’m not overlooking some event-related setting or limitation.

If there is no such configuration and this behavior is indeed unintended, then I will proceed with a proper bug report.

Appreciate your time.
I will check it on Monday
 
добавить бы сразу возврат бафов после кенсела для петов\суммонов...
 
Thank you for your reply.

At this point, I can’t confidently say this is a bug. Since the system is working as expected outside of the TvT event, I’m trying to understand first if there is any specific configuration or intended behavior regarding Cancellation effects within events.

That’s why I preferred to ask here before opening a ticket — just to make sure I’m not overlooking some event-related setting or limitation.

If there is no such configuration and this behavior is indeed unintended, then I will proceed with a proper bug report.

Appreciate your time.
Committed
 
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