ON_ACTION_TIME

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Galsterei
Posts: 1
Joined: Sat Apr 20, 2013 11:42 am

ON_ACTION_TIME

Post by Galsterei »

L2J Revision 5682:
L2JDP Revision 9251:

Hi guys. I have a problem with certain ChanceSkillTrigger chanceType: ON_ACTION_TIME:

Code: Select all

 Conditions  DescriptionON_HIT  You hit an enemyON_CRIT You hit an enemy - was critON_CAST You cast a skillON_PHYSICAL You cast a skill - it was a physical oneON_MAGIC    You cast a skill - it was a magic oneON_MAGIC_GOOD   You cast a skill - it was a magic one - good magicON_MAGIC_OFFENSIVE  You cast a skill - it was a magic one - offensive magicON_ATTACKED You are attacked by enemyON_ATTACKED_HIT You are attacked by enemy - by hitON_ATTACKED_CRIT    You are attacked by enemy - by hit - was critON_HIT_BY_SKILL A skill was casted on youON_HIT_BY_OFFENSIVE_SKILL   An evil skill was casted on youON_HIT_BY_GOOD_MAGIC    A good skill was casted on youON_EVADED_HIT   Evading melee attackON_START    Effect only - on startON_ACTION_TIME    Effect only - each second <------------ this oneON_EXIT Effect only - on exit 
Unless I misunderstood this table from the l2jdp wiki, ON_ACTION_TIME should call the triggeredId every second for the duration of the skill effect. However, no matter how I distribute the numbers it either does damage the first second of the duration or the last, not the DOT of sorts that I expected from it.
I haven't found any existing skill that uses that chanceType but the fact that it does *something* even if not what I ask of it, suggests that it should work and that I'm doing it wrong.

Any ideas? Perhaps a small example of what to put between <effect> and </effect> to make it work?
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