Скилыы

Основная информация о скилах
У всех скиллов за основу взят код: информация о скиле одержится в строке:  контент включает в себя: id="skill id" name="название скилла" levels="максимальное количество уровней скилла " затем идут уровни заточки скиллов : enchantGroup#="groupid#" enchantGroup#включает в себя уровни заточки скиллов, если скил имеет например 3 вида заточки то скил будет содержать несколько групп заточки, начиная с enchantGroup1 да enchantGroup3. groupid# максимальный уровень заточки ПРИМЕРЫ:  

Tables
тэги могут крыть в себе другие подфункции Пример для уровня скиллов:   сдесь говорится что скилл имеет 14 уровеней (levels="14"),а строка говорит нам что на каждом лвле скилл потребляет разное количество манны на 1лвле28маны на 2лвле31маны на 3лвле35маны и тд

пример заточки скилла:   тут говорится что у скила 2 тима заточки enchantLevels1="30" и enchantLevels2="30" а также описана заточка по второй ветке  эта строка говорит нам что заточка2 влияет на потрибление манны, а значения потребления надо брать из строчки #ench2mpConsume и соответственно неточный скилл будет потреблять 54манны заточнеый на 1 тоже 54 а вот когда мы заточим скилл на+2 он будет потреблять уже 53 манны.

описание скилов
 добавление данного скилла определенному предмету.[val] = Id предмета к которому привязываем скилл.  неиспользуется...  тип скилла: OP_PASSIVE	это значение делает скилл пасивным. OP_ACTIVE	скилл который срабатывает при нажатии на него(например магическая плюха любая). OP_TOGGLE	скил на который надо 1 раз нажать и он станет активным, при повторном нажати он становится неактивным(например отдых у людей воинов или стартовый скилл орков магов).  являтся ли скил магичским (если [val] = false когда скилл не магический) (если [val] = true если скилл является магией) (по умолчанию = false).  реюз скила ,время между повторным исользованием скилла(откат) (если [val] = true then the reuse time can’t be influenced by buffs or anything) (если [val] = false then the skills reuse time can be influenced by buffs or anything) (по умолчания = false).  время каста скилла (если [val] = true then the hit time can’t be influenced by buffs or anything) (если [val] = false then the skills hit time can be influenced by buffs or anything) (по умолчанию = false).  являтся ли скил потином(банкой) (если [val] = false не является) (если [val] = true яввляется) (по умолчанию = false). количество манны после каста скилла <set name=”mpInitialConsume” val=”[val]” /> количество манны перед кастом скилла <set name=”hpConsume” val=”[val]” /> количество жизни после каста скилла <set name=”cpConsume” val=”[val]” /> количество СР после каста скилла <set name=”targetConsumeCount” val=”[val]” />Забирает количество Необходимых прдмтов перед кастом у цели(количество предмтов) <set name=”targetConsumeId” val=”[val]” Забирает нужный прдмто перед кастом у цели(ид предмта) <set name=”itemConsumeCount” val=”[val]” /> Забирает количество Необходимых прдмтов перед кастом у кастующго этот скилл(количество предмтов) <set name=”itemConsumeId” val=”[val]” /> Забирает нужный прдмто перед кастом у кастующего(ид предмта) <set name=”castRange” val=”[val]” /> ресстояние до цели на котором скилл работает. <set name=”effectRange” val=”[val]” />tресстояние до цели на котором скилл работает. <set name=”abnormalLvl” val=”[val]” /> лвл накладываемого эфекта <set name=”negateLvl” val=”[val]” />уровень скилла который перекрывает этот скилл. <set name=”negateId” val=”[val]” />Id скилла который перекрывает данный скилл <set name=”attribute” val=”[val]” />использование атрибута <set name=”negateStats” val=”[val]” />статы при которых может перекрыться эфект: AGGRESSION,BLEED,POISON,STUN,ROOT,MOVEMENT,CONFUSION,SLEEP you can use any combination of these separated by spaces. <set name=”maxNegated” val=”[val]” />defines the maximum amount of skills or stats that can be canceled out at once. ([val] = number between 0 and 1000) (default = 0) <set name=”stayAfterDeath” val=”[val]” />скилы остающиеся после смерти [val]=false или true <set name=”killByDOT” val=”[val]” />defines if the damage over time effect of this skill can kill the player. (if [val] = true the player can be killed by the effect)(if [val] = false the effects don’t stay)(default = false) <set name=”neutral” val=”[val]” /> rarely used item, avoid! <set name=”hitTime” val=”[val]” />время каста скилла <set name=”coolTime” val=”[val]” />базовое значение сколько надо ждать до повторного использования скилла <set name=”isDebuff” val=”[val]” /> является ли скилл дебаффом <set name=”feed” val=”[val]” />amount of points the skill should add to the food of the pet.(should be used in combination of the proper skill type). <set name=”reuseDelay” val=”[val]” />время повторно каста скилла <set name=”buffDuration” val=”[val]” />время в милисекундах до окончания эфекта> <set name=”equipDelay” val=”[val]” />unknown? – the delay be4 you can use it after you get the skill? <set name=”skillRadius” val=”[val]” /> радиус скилла (используется для массовых) <set name=”target” val=”[val]” />количество целей: <set name=”power” val=”[val]” />сила скила ,бывает разных типов: Physical skill :физический урон наносит. Magic skill: наносит магический урон. <set name="pvpPower" val=”[val]” /> мощность скила в цифровом выражении <set name=”magicLvl” val=”[val]” /> Defines the skill lvl of the skill this influences the skills hit chance,power etc depending on the targets level.[val] = value between 1 and 85(maxlevel) <set name=”lvlDepend” val=”[val]” /> defines how much the skill is influenced by the difference between target level and the skills magic level.(if [val] = 1 or 2 then skill is level dependent ) (if [val] = 0 skill is not level dependent ) (default = 0)(FIX/CHANGE: temporary fix makes it so even when lvldepend = 0 its still is level dependant) <set name=”ignoreResists” val=”[val]” />(if [val] = true the skill ignores the resistant’s of the target when calculating landing rate)(if [val] = false the skill doesn’t ignore the targets resistant’s) (default = false) <set name=”ignoreShld” val=”[val]” />(if [val] = true the skill ignores the targets shield defense rate)(if [val] = false the skill doesn’t ignore the targets shield defense rate) (default = false) <set name=”skillType” val=”[val]” />defines the type of the skill. list of all types: <set name=”element” val=”[val]” />defines the element type of this skill(fire = 0,water = 1,wind = 2,earth = 3,holy = 4, dark = 5) <set name=”elementPower” val=”[val]” />same as power except this adds up to with the elemental preference defined by “element”. <set name=”overHit” val=”[val]” />(if [val] = true the skill can have an overhit)(if [val] = false skill can’t overhit)(default = false)(overhit means that when you kill a mob with the skill you can gain an additional bonus experience) <set name=”isSuicideAttack” val=”[val]” />( if [val] = true the skill will kill the caster)(if [val] = false skill won’t kill the caster)(default = false) <set name=”weaponsAllowed” val=”[val]” />defines what weapons need to be used to be able to use the skill. List of weapons allowed id’s: By adding up any of these numbers you can combinate the allowance of certain weapons. ([val] = number between 2 and 524286) <set name=”armorsAllowed” val=”[val]” />same like the weaponsAllowed but now with the following table: WARNING: this has not been tested though/found no proper proof of the implementation of armorsAllowed. ([val] = number between 2 and 126) <set name=”minPledgeClass” val=”[val]” />minimal pledge class needed to be able to use the skill(default = 1)list of all the pledges: More information about the pledges can be found here: http://www.lineage2.com/Knowledge/clans.html (scroll down) <set name=”offensive” val=”[val]” /> [val] can be true or false effects are UNKNOWN (skills known to use it : 455,1419,1420,1421,1423,1424) <set name=”maxCharges” val=”[val]” /> maximum amount of charges this skill can charge ([val] = number between 0 and 2147482647) (default = 0) <set name=”requiredCharges” val=”[val]” />amount of charges needed to be able to use the skill ([val] = number between 0 and 2147482647) (default = 0) <set name=”triggeredId” val=”[val]” /> skillid to trigger when chance is met. <set name=”triggeredLevel” val=”[val]” />skilllvl to trigger when chance is met. <set name=”chanceType” val=”[val]” />type of action needed to trigger the related chance skill. List of actions: <set name=”num_souls” val=”[val]” /> maximum amount of souls the skill can charge. ([val] = number between 0 and 100) (default = 0) <set name=”soulMaxConsumeCount” val=”[val]” /> the maximum amount of souls this skill consumes. ([val] = number between 0 and 100) (default = 0) <set name=”soulConsumeCount” val=”[val]” /> the amount of souls this skill consumes. ([val] = number between 0 and 100) (default = 0) <set name=”expNeeded” val=”[val]” /> (used by chance skills)(amount of exp needed to trigger the skill)(TODO: is this correct? ) ([val] = number between 0 and 2147482647) (default = 0) <set name=”activationChance” val=”[val]” />defines the chance (in %) of the chance skill. <set name=”transformId” val=”[val]” /> the id of the transformation in what you transform when you use this skill([val] = number between 0 and 30000) (default = 0) <set name=”transformDuration” val=”[val]” /> UNUSED – needed? <set name=”baseCritRate” val=”[val]” />basic critical rate of the skill(in %)([val] = number between 0 and 100) (default = 0) <set name=”lethal1” val=”[val]” /> half kill lethal(mobs -> currenthealth/2 )(players -> cp = 1)(in %)([val] = number between 0 and 100) (default = 0) <set name=”lethal2” val=”[val]” />lethal (hp = 1)(in %)([val] = number between 0 and 100) (default = 0) <set name=”dmgDirectlyToHp” val=”[val]” />(if [val] = true then the skill directly damages hp (avoids cp))(if [val] = false skill doesn’t directly damage hp)(default = false) <set name=”isDance” val=”[val]” />(if [val] = true then the skill is a dance)(if [val] = false skill is not a dance)(default = false) <set name=”nextDanceCost” val=”[val]” />for dance skills only: the amount of extra mp consumed when additional dances are cast. <set name=”SSBoost” val=”[val]” />SSboost, the damage of this skills get multiplied by this factor when the skill is used in combination with soulshots. <set name=”aggroPoints” val=”[val]” />the amount of agro increased or decreased(negative number)(default = 0) <set name=”flyType” val=”[val]” />flying transformations related type <set name=”flyRadius” val=”[val]” />the distance one should be moved when a warp effect is triggered <set name=”flyCourse” val=”[val]” />the angle at which the player should be moved(0 = backwards,180 = forwards). <set name=”canBeReflected” val=”[val]” />(if [val] = true skill can be reflected)(if [val] = falseskill cannot be reflected)(default = true) <set name=”canBeDispeled” val=”[val]” />(if [val] = true skill can be dispelled)(if [val] = falseskill cannot be dispelled)(default = true) <set name="nextActionAttack" val="[val]" />(if [val] = true they the player continues attack RIGHT after the skill has be cast) (default = false) <set name="displayId" val="[val]" /> [val] = skillid of the skill of which the animation should be used instead of the current skills id. This are all the variables you can set for a skill.

Conditions
However except setting variables for skills you can also set certain conditions before the player can use the skill. Much like skills conditions also have some sort of start tag namely : A condition start tag can also have certain variables set: So these variables are in the like following: <cond msg=”you don't meet the conditions” > (example). When defining conditions you can make certain combination by using modifiers: // your conditions here Skill can be only used when all of the conditions are true. // your conditions here Skill can be only used when none of the set conditions are true. <or> // your conditions here </or> Skill can be only used when 1 of the set conditions are true. Also combinations of the above 3 can be used : [cond1] <or> [cond2] </or> In this example the skill can only be used when none of the [cond1] are true and 1 of the [cond2] are true.

After seeing modifiers to combine when setting conditions we now move on the real conditions. There are 5 basic types of conditions: player, target, skill, using, game.

I will start off with the player type conditions: That are all the player conditions, continuing with the target conditions:

That are all the target conditions, continuing with the skill conditions: It seems there is just 1:

<skill stat=”[val]” /> according to the info I could find it returns true when [val] equals the skills type which seems a bit strange? I recommend to avoid this condition.

That are all the skill conditions, continuing with the using conditions:

That are all the using conditions, continuing with the game conditions:

That are all the conditions! Remember when a condition returns true it means that the condition is met.

Effects
After talking about skill variables and conditions we have 1 last thing to talk about: Skill effects!

An skills effects are always defined in a “list” by using the tag: //your effects here

Just like conditions and the skill itself effects also has some info in the start tag I will start discussing those first:

Besides the contents of the start tag an effect can also have certain stats modifiers that adjust the stats of the object while in effect, I will talk about those modifiers here:

Side note: these modifiers can also be used without an effect (for passive skills) example : <add order=”[order]” stat=”[stat]” val=”[val]” />