hi, anyone knows how to solve the problem with enchants skills...
when you enchant skill type buff, this returns to its original time...
if anyone know...
thx to all!
Enchant Skills time
Forum rules
READ NOW: L2j Forums Rules of Conduct
READ NOW: L2j Forums Rules of Conduct
-
- Posts: 81
- Joined: Wed Sep 23, 2009 6:53 pm
Re: Enchant Skills time
Basic XML / Text reading skills.
Let's take some random skill.
<skill id="1139" levels="2" name="Servitor Magic Shield" enchantCostMultiplier="5" enchantLevels1="30" enchantLevels2="30">
<table name="#mDef"> 1.23 1.3 </table>
<table name="#mpTotalConsume"> 39 48 </table>
<table name="#aggroPoints"> 418 495 </table>
<table name="#enchantMagicLvl"> 76 76 76 77 77 77 78 78 78 79 79 79 80 80 80 81 81 81 82 82 82 83 83 83 84 84 84 85 85 85 </table>
<table name="#ench1Time"> 1240 1280 1320 1360 1400 1440 1480 1520 1560 1600 1640 1680 1720 1760 1800 1840 1880 1920 1960 2000 2040 2080 2120 2160 2200 2240 2280 2320 2360 2400 </table>
<table name="#ench2Cost"> 46 45 45 44 43 43 41 40 40 39 39 38 36 36 35 34 34 33 31 31 30 30 29 28 27 26 25 25 24 24 </table>
<set name="mpTotalConsume" val="#mpTotalConsume"/>
<set name="target" val="TARGET_PET"/>
<set name="reuseDelay" val="2000"/>
<set name="hitTime" val="4000"/>
<set name="skillType" val="BUFF"/>
<set name="isMagic" val="true"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="castRange" val="400"/>
<set name="effectRange" val="900"/>
<set name="aggroPoints" val="#aggroPoints"/>
<enchant1 name="magicLvl" val="#enchantMagicLvl"/>
<enchant2 name="mpTotalConsume" val="#ench2Cost"/>
<enchant2 name="magicLvl" val="#enchantMagicLvl"/>
<for>
<effect name="Buff" time="1200" val="0" stackOrder="#mDef" stackType="MagicDefUp">
<mul order="0x30" stat="mDef" val="#mDef"/>
</effect>
</for>
<enchant1for>
<effect name="Buff" time="#ench1Time" val="0" stackOrder="1.3" stackType="MagicDefUp">
<mul order="0x30" stat="mDef" val="1.3"/>
</effect>
</enchant1for>
</skill>
As we can see, <for> tag gives us original skill stats. Original buff time is 1200 (time="1200"). This stat is modified at your version.
<enchant1for> gives stats update for already enchanted skill. It gives stat depending on enchant level (time="#ench1Time"). We need to check #ench1Time table to adjust time.
It is here.
<table name="#ench1Time"> 1240 1280 1320 1360 1400 1440 1480 1520 1560 1600 1640 1680 1720 1760 1800 1840 1880 1920 1960 2000 2040 2080 2120 2160 2200 2240 2280 2320 2360 2400 </table>
There you should manually change all times (in seconds ofc). When you will change this, enchanted buffs will be longer. This consumes much time, but... Good luck
Let's take some random skill.
<skill id="1139" levels="2" name="Servitor Magic Shield" enchantCostMultiplier="5" enchantLevels1="30" enchantLevels2="30">
<table name="#mDef"> 1.23 1.3 </table>
<table name="#mpTotalConsume"> 39 48 </table>
<table name="#aggroPoints"> 418 495 </table>
<table name="#enchantMagicLvl"> 76 76 76 77 77 77 78 78 78 79 79 79 80 80 80 81 81 81 82 82 82 83 83 83 84 84 84 85 85 85 </table>
<table name="#ench1Time"> 1240 1280 1320 1360 1400 1440 1480 1520 1560 1600 1640 1680 1720 1760 1800 1840 1880 1920 1960 2000 2040 2080 2120 2160 2200 2240 2280 2320 2360 2400 </table>
<table name="#ench2Cost"> 46 45 45 44 43 43 41 40 40 39 39 38 36 36 35 34 34 33 31 31 30 30 29 28 27 26 25 25 24 24 </table>
<set name="mpTotalConsume" val="#mpTotalConsume"/>
<set name="target" val="TARGET_PET"/>
<set name="reuseDelay" val="2000"/>
<set name="hitTime" val="4000"/>
<set name="skillType" val="BUFF"/>
<set name="isMagic" val="true"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="castRange" val="400"/>
<set name="effectRange" val="900"/>
<set name="aggroPoints" val="#aggroPoints"/>
<enchant1 name="magicLvl" val="#enchantMagicLvl"/>
<enchant2 name="mpTotalConsume" val="#ench2Cost"/>
<enchant2 name="magicLvl" val="#enchantMagicLvl"/>
<for>
<effect name="Buff" time="1200" val="0" stackOrder="#mDef" stackType="MagicDefUp">
<mul order="0x30" stat="mDef" val="#mDef"/>
</effect>
</for>
<enchant1for>
<effect name="Buff" time="#ench1Time" val="0" stackOrder="1.3" stackType="MagicDefUp">
<mul order="0x30" stat="mDef" val="1.3"/>
</effect>
</enchant1for>
</skill>
As we can see, <for> tag gives us original skill stats. Original buff time is 1200 (time="1200"). This stat is modified at your version.
<enchant1for> gives stats update for already enchanted skill. It gives stat depending on enchant level (time="#ench1Time"). We need to check #ench1Time table to adjust time.
It is here.
<table name="#ench1Time"> 1240 1280 1320 1360 1400 1440 1480 1520 1560 1600 1640 1680 1720 1760 1800 1840 1880 1920 1960 2000 2040 2080 2120 2160 2200 2240 2280 2320 2360 2400 </table>
There you should manually change all times (in seconds ofc). When you will change this, enchanted buffs will be longer. This consumes much time, but... Good luck

-
- Posts: 22
- Joined: Mon May 31, 2010 1:31 pm
Re: Enchant Skills time
i put 7200 ( 2 hours ) in all Ench1Time .. and nothing...Airin wrote:Basic XML / Text reading skills.
Let's take some random skill.
<skill id="1139" levels="2" name="Servitor Magic Shield" enchantCostMultiplier="5" enchantLevels1="30" enchantLevels2="30">
<table name="#mDef"> 1.23 1.3 </table>
<table name="#mpTotalConsume"> 39 48 </table>
<table name="#aggroPoints"> 418 495 </table>
<table name="#enchantMagicLvl"> 76 76 76 77 77 77 78 78 78 79 79 79 80 80 80 81 81 81 82 82 82 83 83 83 84 84 84 85 85 85 </table>
<table name="#ench1Time"> 1240 1280 1320 1360 1400 1440 1480 1520 1560 1600 1640 1680 1720 1760 1800 1840 1880 1920 1960 2000 2040 2080 2120 2160 2200 2240 2280 2320 2360 2400 </table>
<table name="#ench2Cost"> 46 45 45 44 43 43 41 40 40 39 39 38 36 36 35 34 34 33 31 31 30 30 29 28 27 26 25 25 24 24 </table>
<set name="mpTotalConsume" val="#mpTotalConsume"/>
<set name="target" val="TARGET_PET"/>
<set name="reuseDelay" val="2000"/>
<set name="hitTime" val="4000"/>
<set name="skillType" val="BUFF"/>
<set name="isMagic" val="true"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="castRange" val="400"/>
<set name="effectRange" val="900"/>
<set name="aggroPoints" val="#aggroPoints"/>
<enchant1 name="magicLvl" val="#enchantMagicLvl"/>
<enchant2 name="mpTotalConsume" val="#ench2Cost"/>
<enchant2 name="magicLvl" val="#enchantMagicLvl"/>
<for>
<effect name="Buff" time="1200" val="0" stackOrder="#mDef" stackType="MagicDefUp">
<mul order="0x30" stat="mDef" val="#mDef"/>
</effect>
</for>
<enchant1for>
<effect name="Buff" time="#ench1Time" val="0" stackOrder="1.3" stackType="MagicDefUp">
<mul order="0x30" stat="mDef" val="1.3"/>
</effect>
</enchant1for>
</skill>
As we can see, <for> tag gives us original skill stats. Original buff time is 1200 (time="1200"). This stat is modified at your version.
<enchant1for> gives stats update for already enchanted skill. It gives stat depending on enchant level (time="#ench1Time"). We need to check #ench1Time table to adjust time.
It is here.
<table name="#ench1Time"> 1240 1280 1320 1360 1400 1440 1480 1520 1560 1600 1640 1680 1720 1760 1800 1840 1880 1920 1960 2000 2040 2080 2120 2160 2200 2240 2280 2320 2360 2400 </table>
There you should manually change all times (in seconds ofc). When you will change this, enchanted buffs will be longer. This consumes much time, but... Good luck
- badboy29
- Posts: 417
- Joined: Fri Apr 24, 2009 5:34 am
- Location: Brazil
Re: Enchant Skills time
Then post here this skill with this problem. Work's fine for me, maybe you have some typo on your skill...
Aka UnHoly
-
- Posts: 22
- Joined: Mon May 31, 2010 1:31 pm
Re: Enchant Skills time
badboy29 wrote:Then post here this skill with this problem. Work's fine for me, maybe you have some typo on your skill...
Code: Select all
<skill id="1189" levels="3" name="Resist Wind" enchantGroup1="1" enchantGroup2="1" enchantGroup3="1"> <table name="#enchantMagicLvl"> 76 76 76 77 77 77 78 78 78 79 79 79 80 80 80 81 81 81 82 82 82 82 83 83 83 84 84 85 85 85 </table>[color=#FF0000] <table name="#ench1time"> 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 7200 </table>[/color] <table name="#ench2mpConsume"> 30 29 29 28 28 27 27 26 26 25 25 24 24 23 23 22 22 21 21 20 20 19 19 18 18 17 17 16 16 15 </table> <table name="#ench2mpInitialConsume"> 7 7 7 7 7 7 7 6 6 6 6 6 6 6 6 5 5 5 5 5 5 5 4 4 4 4 4 4 4 4 </table> <table name="#enchvuln"> 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 </table> <table name="#ench3vuln"> 24 28 33 37 41 46 50 54 59 63 67 72 76 80 85 89 93 98 102 106 111 115 119 124 128 132 137 141 145 150 </table> <table name="#aggroPoints"> 331 379 418 </table> <table name="#mpInitialConsume"> 6 7 8 </table> <table name="#mpConsume"> 24 28 31 </table> <table name="#vuln"> 10 15 20 </table> <set name="aggroPoints" val="#aggroPoints"/> <set name="castRange" val="400"/> <set name="effectRange" val="900"/> <set name="hitTime" val="4000"/> <set name="isMagic" val="true"/> <set name="mpInitialConsume" val="#mpInitialConsume"/> <set name="mpConsume" val="#mpConsume"/> <set name="operateType" val="OP_ACTIVE"/> <set name="reuseDelay" val="2000"/> <set name="skillType" val="BUFF"/> <set name="target" val="TARGET_ONE"/> <enchant1 name="magicLvl" val="#enchantMagicLvl"/> <enchant2 name="magicLvl" val="#enchantMagicLvl"/> <enchant2 name="mpConsume" val="#ench2mpConsume"/> <enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume"/> <enchant3 name="magicLvl" val="#enchantMagicLvl"/> <for> <effect name="Buff" val="0" stackOrder="1" stackType="WindAtr" time="7200"> <add order="0x40" stat="windRes" val="#vuln"/> </effect> </for> <enchant1for> <effect name="Buff" time="#ench1time" val="0" stackOrder="1" stackType="WindAtr"> <add order="0x40" stat="windRes" val="#enchvuln"/> </effect> </enchant1for> <enchant2for> <effect name="Buff" time="1200" val="0" stackOrder="1" stackType="WindAtr"> <add order="0x40" stat="windRes" val="#enchvuln"/> </effect> </enchant2for> <enchant3for> <effect name="Buff" time="1200" val="0" stackOrder="1" stackType="WindAtr"> <add order="0x40" stat="windRes" val="#ench3vuln"/> </effect> </enchant3for> </skill>
- sokal
- Posts: 17
- Joined: Wed May 27, 2009 1:07 pm
Re: Enchant Skills time
Code: Select all
<table name="#aggroPoints"> 331 379 418 </table> <table name="#mpInitialConsume"> 6 7 8 </table> <table name="#mpConsume"> 24 28 31 </table> <table name="#vuln"> 10 15 20 </table> <set name="aggroPoints" val="#aggroPoints"/> <set name="castRange" val="400"/> <set name="effectRange" val="900"/> <set name="hitTime" val="4000"/> <set name="isMagic" val="true"/> <set name="mpInitialConsume" val="#mpInitialConsume"/> <set name="mpConsume" val="#mpConsume"/> <set name="operateType" val="OP_ACTIVE"/> <set name="reuseDelay" val="2000"/> <set name="skillType" val="BUFF"/> <set name="target" val="TARGET_ONE"/> <enchant1 name="magicLvl" val="#enchantMagicLvl"/> <enchant2 name="magicLvl" val="#enchantMagicLvl"/> <enchant2 name="mpConsume" val="#ench2mpConsume"/> <enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume"/> <enchant3 name="magicLvl" val="#enchantMagicLvl"/> <for> <effect name="Buff" val="0" stackOrder="1" stackType="WindAtr" time="7200"> <add order="0x40" stat="windRes" val="#vuln"/> </effect> </for> <enchant1for> <effect name="Buff" time="#ench1time" val="0" stackOrder="1" stackType="WindAtr"> <add order="0x40" stat="windRes" val="#enchvuln"/> </effect> </enchant1for> <enchant2for> <effect name="Buff" time="[color=#FF0000]1200[/color]" val="0" stackOrder="1" stackType="WindAtr"> <add order="0x40" stat="windRes" val="#enchvuln"/> </effect> </enchant2for> <enchant3for> <effect name="Buff" time="[color=#FF0000]1200[/color]" val="0" stackOrder="1" stackType="WindAtr"> <add order="0x40" stat="windRes" val="#ench3vuln"/> </effect> </enchant3for> </skill>


-
- Posts: 22
- Joined: Mon May 31, 2010 1:31 pm
Re: Enchant Skills time
ah ok, thx to all..sokal wrote:This is what you have to changeCode: Select all
<table name="#aggroPoints"> 331 379 418 </table> <table name="#mpInitialConsume"> 6 7 8 </table> <table name="#mpConsume"> 24 28 31 </table> <table name="#vuln"> 10 15 20 </table> <set name="aggroPoints" val="#aggroPoints"/> <set name="castRange" val="400"/> <set name="effectRange" val="900"/> <set name="hitTime" val="4000"/> <set name="isMagic" val="true"/> <set name="mpInitialConsume" val="#mpInitialConsume"/> <set name="mpConsume" val="#mpConsume"/> <set name="operateType" val="OP_ACTIVE"/> <set name="reuseDelay" val="2000"/> <set name="skillType" val="BUFF"/> <set name="target" val="TARGET_ONE"/> <enchant1 name="magicLvl" val="#enchantMagicLvl"/> <enchant2 name="magicLvl" val="#enchantMagicLvl"/> <enchant2 name="mpConsume" val="#ench2mpConsume"/> <enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume"/> <enchant3 name="magicLvl" val="#enchantMagicLvl"/> <for> <effect name="Buff" val="0" stackOrder="1" stackType="WindAtr" time="7200"> <add order="0x40" stat="windRes" val="#vuln"/> </effect> </for> <enchant1for> <effect name="Buff" time="#ench1time" val="0" stackOrder="1" stackType="WindAtr"> <add order="0x40" stat="windRes" val="#enchvuln"/> </effect> </enchant1for> <enchant2for> <effect name="Buff" time="[color=#FF0000]1200[/color]" val="0" stackOrder="1" stackType="WindAtr"> <add order="0x40" stat="windRes" val="#enchvuln"/> </effect> </enchant2for> <enchant3for> <effect name="Buff" time="[color=#FF0000]1200[/color]" val="0" stackOrder="1" stackType="WindAtr"> <add order="0x40" stat="windRes" val="#ench3vuln"/> </effect> </enchant3for> </skill>
