Enchant Skills time

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l2_gm
Posts: 22
Joined: Mon May 31, 2010 1:31 pm

Enchant Skills time

Post by l2_gm »

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!
Airin
Posts: 81
Joined: Wed Sep 23, 2009 6:53 pm

Re: Enchant Skills time

Post by Airin »

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 :)
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l2_gm
Posts: 22
Joined: Mon May 31, 2010 1:31 pm

Re: Enchant Skills time

Post by l2_gm »

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 :)
i put 7200 ( 2 hours ) in all Ench1Time .. and nothing...
User avatar
badboy29
Posts: 417
Joined: Fri Apr 24, 2009 5:34 am
Location: Brazil

Re: Enchant Skills time

Post by badboy29 »

Then post here this skill with this problem. Work's fine for me, maybe you have some typo on your skill...
Aka UnHoly
l2_gm
Posts: 22
Joined: Mon May 31, 2010 1:31 pm

Re: Enchant Skills time

Post by l2_gm »

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>
I put so .. and does nothing ..
User avatar
sokal
Posts: 17
Joined: Wed May 27, 2009 1:07 pm

Re: Enchant Skills time

Post by sokal »

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>
This is what you have to change :)
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l2_gm
Posts: 22
Joined: Mon May 31, 2010 1:31 pm

Re: Enchant Skills time

Post by l2_gm »

sokal wrote:

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>
This is what you have to change :)
ah ok, thx to all.. :)
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