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Старый 03.10.2015, 09:48   #1
Scorpius
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По умолчанию Mark of ....(FIXED)

Не верная реализация скилов Mark (саммонер)

Код:
<skill id="11259" levels="11" name="Mark of Weakness">
		<table name="#abnormal_level">1 2 3 4 5 6 7 8</table>
		<table name="#DOT">85 89 93 97 101 105 109 113 117 121 125</table>
		<table name="#magicLevel">85 87 89 91 93 95 97 99 101 103 105</table>
		<table name="#power">85 89 93 97 101 105 109 113 117 121 125</table>
		<table name="#mp_consume">54 58 62 66 70 74 78 82 86 90 94</table>
		<table name="#activateRate">60</table>
		<set name="icon" value="icon.skill11259"/>
		<set name="reuseDelay" value="5000"/>
		<set name="coolTime" value="500"/>
		<set name="castRange" value="900"/>
		<set name="hitTime" value="1200"/>
		<set name="mp_consume" value="#mp_consume"/>
		<set name="abnormal_effect" value="DOT_POISON"/>
		<set name="abnormal_level" value="#abnormal_level"/>
		<set name="abnormal_time" value="10"/>
		<set name="abnormal_type" value="mark_debuf_b"/>
		<set name="activateRate" value="#activateRate"/>
		<set name="levelModifier" value="1"/>
		<set name="magicLevel" value="#magicLevel"/>
		<set name="magicType" value="MAGIC"/>
		<set name="operateType" value="OP_ACTIVE"/>
		<set name="provoke" value="true"/>
		<set name="saveVs" value="CON"/>
		<set name="skillType" value="POISON"/>
		<set name="target" value="TARGET_ONE"/>
		<enchant_info type="1" name="Power">
			<table name="#power" type="MUL">1.01 1.014 1.018 1.022 1.026 1.028 1.033 1.036 1.04 1.044 1.048 1.051 1.055 1.059 1.062 1.066 1.07 1.074 1.077 1.081 1.085 1.089 1.092 1.095 1.099 1.103 1.107 1.111 1.114 1.12</table>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
			<enchant_tables skill_level="9" enchant_levels="30"/>
			<enchant_tables skill_level="10" enchant_levels="30"/>
			<enchant_tables skill_level="11" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="2" name="Chance">
			<table name="#activateRate" type="ADD">1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30</table>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
			<enchant_tables skill_level="9" enchant_levels="30"/>
			<enchant_tables skill_level="10" enchant_levels="30"/>
			<enchant_tables skill_level="11" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="3" name="Delete" available="false">
			<enchant_tables skill_level="7" enchant_levels="30">
				<table name="#mp_consume">82</table>
			</enchant_tables>
			<enchant_tables skill_level="8" enchant_levels="30">
			</enchant_tables>
		</enchant_info>
		<enchant_info type="9" name="Recovery" available="false">
			<enchant_tables skill_level="8" enchant_levels="10">
				<table name="#DOT">295 297 299 301 303 304 306 308 310 311</table>
			</enchant_tables>
		</enchant_info>
		<for>
			<effect name="DamOverTime" interval="1" value="#DOT" has_combo="true">
				<mul order="0x30" stat="pDef" value="0.7"/>
				<mul order="0x30" stat="mDef" value="0.7"/>
			</effect>
		</for>
	</skill>
	<skill id="11260" levels="8" name="Mark of Void">
		<table name="#abnormal_level">1 2 3 4 5 6 7 8</table>
		<table name="#DOT">85 91 97 103 109 117 121 125</table>
		<table name="#magicLevel">85 88 91 94 97 101 103 105</table>
		<table name="#power">85 91 97 103 109 117 121 125</table>
		<table name="#healHp">1 2 3 4 5</table> <!--TODO FIND-->
		<table name="#healMp">1 2 3 4 5</table> <!--TODO FIND-->
		<table name="#mp_consume">54 60 66 72 78</table>
		<table name="#activateRate">65</table>
		<set name="icon" value="icon.skill11260"/>
		<set name="reuseDelay" value="5000"/>
		<set name="coolTime" value="300"/>
		<set name="castRange" value="900"/>
		<set name="hitTime" value="1490"/>
		<set name="mp_consume" value="#mp_consume"/>
		<set name="abnormal_effect" value="DOT_POISON"/>
		<set name="abnormal_level" value="#abnormal_level"/>
		<set name="abnormal_time" value="10"/>
		<set name="abnormal_type" value="mark_debuf_a"/>
		<set name="activateRate" value="#activateRate"/>
		<set name="analog_skills" value="1168"/>
		<set name="power" value="#power"/>
		<set name="levelModifier" value="1"/>
		<set name="magicLevel" value="#magicLevel"/>
		<set name="magicType" value="MAGIC"/>
		<set name="operateType" value="OP_ACTIVE"/>
		<set name="saveVs" value="CON"/>
		<set name="skillType" value="MDAM"/>
		<set name="target" value="TARGET_ONE"/>
		<enchant_info type="1" name="Power">
			<table name="#DOT" type="MUL">1.01 1.014 1.018 1.022 1.026 1.028 1.033 1.036 1.04 1.044 1.048 1.051 1.055 1.059 1.062 1.066 1.07 1.074 1.077 1.081 1.085 1.089 1.092 1.095 1.099 1.103 1.107 1.111 1.114 1.12</table>
			<enchant_tables skill_level="4" enchant_levels="30"/>
			<enchant_tables skill_level="5" enchant_levels="30"/>
			<enchant_tables skill_level="6" enchant_levels="30"/>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="2" name="Chance">
			<table name="#activateRate" type="ADD">1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30</table><table name="#activateRate">80</table>
			<enchant_tables skill_level="4" enchant_levels="30"/>
			<enchant_tables skill_level="5" enchant_levels="30"/>
			<enchant_tables skill_level="6" enchant_levels="30"/>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="3" name="Delete" available="false">
			<enchant_tables skill_level="4" enchant_levels="30">
				<table name="#mp_consume">82</table>
			</enchant_tables>
			<enchant_tables skill_level="5" enchant_levels="30">
				<table name="#mp_consume">82</table>
			</enchant_tables>
		</enchant_info>
		<enchant_info type="9" name="Recovery" available="false">
			<enchant_tables skill_level="5" enchant_levels="10">
				<table name="#DOT">369 372 374 376 378 381 383 385 387 389</table>
				<table name="#magicLevel">99</table>
				<table name="#mp_consume">82</table>
			</enchant_tables>
		</enchant_info>
		<for>
			<effect name="DamOverTime" interval="1" value="#DOT"/>
			<self_effect instant="true" name="RestoreHP" value="#healHp">
				<def name="static_power" value="true"/>
				<def name="percent" value="true"/>
			</self_effect>				
			<self_effect instant="true" name="RestoreMP" value="#healMp">
				<def name="percent" value="true"/>
				<def name="static_power" value="true"/>
			</self_effect>
		</for>
	</skill>
	<skill id="11261" levels="9" name="Mark of Plague">
		<table name="#abnormal_level">1 2 3 4 5 6</table>
		<table name="#activateRate">80 81 82 83 84 85 </table>
		<table name="#DOT">85 89 93 97 101 105 109 113 117 121 125</table>
		<table name="#power">85 89 93 97 101 105 109 113 117 121 125</table>
		<table name="#gainHp">0.95 0.90 0.85 0.80 0.75 0.70</table>
		<table name="#magicLevel">85 87 90 93 96 99 101 103 105</table>
		<table name="#mp_consume">54 58 64 70 76 82 88 94 100</table>
		<set name="icon" value="icon.skill11261"/>
		<set name="reuseDelay" value="5000"/>
		<set name="coolTime" value="500"/>
		<set name="castRange" value="900"/>
		<set name="hitTime" value="1500"/>
		<set name="mp_consume" value="#mp_consume"/>
		<set name="abnormal_effect" value="DOT_POISON"/>
		<set name="abnormal_level" value="#abnormal_level"/>
		<set name="abnormal_time" value="10"/>
		<set name="abnormal_type" value="mark_debuf_c"/>
		<set name="activateRate" value="#activateRate"/>
		<set name="analog_skills" value="1384;1385;1383"/>
		<set name="levelModifier" value="1"/>
		<set name="magicLevel" value="#magicLevel"/>
		<set name="magicType" value="MAGIC"/>
		<set name="operateType" value="OP_ACTIVE"/>
		<set name="provoke" value="true"/>
		<set name="saveVs" value="CON"/>
		<set name="skillType" value="POISON"/>
		<set name="target" value="TARGET_ONE"/>
		<enchant_info type="1" name="Power">
			<table name="#DOT" type="MUL">1.01 1.014 1.018 1.022 1.026 1.028 1.033 1.036 1.04 1.044 1.048 1.051 1.055 1.059 1.062 1.066 1.07 1.074 1.077 1.081 1.085 1.089 1.092 1.095 1.099 1.103 1.107 1.111 1.114 1.12</table>
			<enchant_tables skill_level="5" enchant_levels="30"/>
			<enchant_tables skill_level="6" enchant_levels="30"/>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
			<enchant_tables skill_level="9" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="2" name="Chance">
			<table name="#activateRate" type="ADD">1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30</table>
			<enchant_tables skill_level="5" enchant_levels="30"/>
			<enchant_tables skill_level="6" enchant_levels="30"/>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
			<enchant_tables skill_level="9" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="3" name="Delete" available="false">
			<enchant_tables skill_level="5" enchant_levels="30">
				<table name="#mp_consume">82</table>
			</enchant_tables>
			<enchant_tables skill_level="6" enchant_levels="30">
			</enchant_tables>
		</enchant_info>
		<enchant_info type="9" name="Recovery" available="false">
			<enchant_tables skill_level="6" enchant_levels="10">
				<table name="#DOT">406 409 411 414 416 419 421 423 426 428</table>
			</enchant_tables>
		</enchant_info>
		<for>
			<effect name="DamOverTime" interval="1" value="#DOT">
				<mul order="0x30" stat="hpEff" value="#gainHp"/>
			</effect>
		</for>
	</skill>
	<skill id="11262" levels="9" name="Mark of Trick">
		<table name="#abnormal_level">1 2 3 4 5 6</table>
		<table name="#activateRate"> 80 81 82 83 84 85 </table>
		<table name="#DOT">85 89 93 97 101 105 109 113 117 121 125</table>
		<table name="#power">85 89 93 97 101 105 109 113 117 121 125</table>
		<table name="#magicLevel">85 86 89 92 95 98 101 103 105</table>
		<table name="#mp_consume">54 56 62 68 74 80 86 92 98</table>
		<set name="icon" value="icon.skill11262"/>
		<set name="reuseDelay" value="5000"/>
		<set name="coolTime" value="500"/>
		<set name="castRange" value="900"/>
		<set name="hitTime" value="1500"/>
		<set name="mp_consume" value="#mp_consume"/>
		<set name="abnormal_effect" value="DOT_POISON"/>
		<set name="abnormal_level" value="#abnormal_level"/>
		<set name="abnormal_time" value="10"/>
		<set name="abnormal_type" value="mark_debuf_d"/>
		<set name="activateRate" value="#activateRate"/>
		<set name="analog_skills" value="1206;1386"/>
		<set name="levelModifier" value="1"/>
		<set name="magicLevel" value="#magicLevel"/>
		<set name="magicType" value="MAGIC"/>
		<set name="operateType" value="OP_ACTIVE"/>
		<set name="provoke" value="true"/>
		<set name="saveVs" value="CON"/>
		<set name="skillType" value="POISON"/>
		<set name="target" value="TARGET_ONE"/>
		<enchant_info type="1" name="Power">
			<table name="#DOT" type="MUL">1.01 1.014 1.018 1.022 1.026 1.028 1.033 1.036 1.04 1.044 1.048 1.051 1.055 1.059 1.062 1.066 1.07 1.074 1.077 1.081 1.085 1.089 1.092 1.095 1.099 1.103 1.107 1.111 1.114 1.12</table>		
			<enchant_tables skill_level="5" enchant_levels="30"/>
			<enchant_tables skill_level="6" enchant_levels="30"/>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
			<enchant_tables skill_level="9" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="2" name="Chance">
			<table name="#activateRate" type="ADD">1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30</table>		
			<enchant_tables skill_level="5" enchant_levels="30"/>
			<enchant_tables skill_level="6" enchant_levels="30"/>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
			<enchant_tables skill_level="9" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="3" name="Delete" available="false">
			<enchant_tables skill_level="5" enchant_levels="30">
				<table name="#mp_consume">82</table>
			</enchant_tables>
			<enchant_tables skill_level="6" enchant_levels="30">
				<table name="#mp_consume">82</table>
			</enchant_tables>
		</enchant_info>
		<enchant_info type="9" name="Recovery" available="false">
			<enchant_tables skill_level="6" enchant_levels="10">
				<table name="#DOT">332 334 336 338 340 342 344 346 348 350</table>
				<table name="#magicLevel">99</table>
				<table name="#mp_consume">82</table>
			</enchant_tables>
		</enchant_info>
		<for>
			<effect name="DamOverTime" interval="1" value="#DOT"/>
			<!-- TODO 
			Дополнительно препятствует врагу использовать умения.
			На офе не позволяет наложить на себя положительный эффект, например Истхина не может наложить на себя Щит отражения
			-->
		</for>
	</skill>
Скилы должны класть не просто ДОТ. Сила ДОТа должна зависить от м.атаки атакующего.

https://l2wiki.com/Mark_of_Weakness_...pectral_Master

Цитата:
For 10 sec., inflict damage with 85 Power added to M. Atk. Additionally, decrease target's P. Def./M. Def.
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Scorpius вне форума  
Старый 13.11.2015, 19:09   #2
Scorpius
Спонсор Арены
 
Аватар для Scorpius
 
Регистрация: 14.06.2013
Адрес: Норильск
Сообщений: 2,876
Отправить сообщение для Scorpius с помощью Skype™
По умолчанию

Цитата:
Сообщение от Scorpius Посмотреть сообщение
Не верная реализация скилов Mark (саммонер)

Код:
<skill id="11259" levels="11" name="Mark of Weakness">
		<table name="#abnormal_level">1 2 3 4 5 6 7 8</table>
		<table name="#DOT">85 89 93 97 101 105 109 113 117 121 125</table>
		<table name="#magicLevel">85 87 89 91 93 95 97 99 101 103 105</table>
		<table name="#power">85 89 93 97 101 105 109 113 117 121 125</table>
		<table name="#mp_consume">54 58 62 66 70 74 78 82 86 90 94</table>
		<table name="#activateRate">60</table>
		<set name="icon" value="icon.skill11259"/>
		<set name="reuseDelay" value="5000"/>
		<set name="coolTime" value="500"/>
		<set name="castRange" value="900"/>
		<set name="hitTime" value="1200"/>
		<set name="mp_consume" value="#mp_consume"/>
		<set name="abnormal_effect" value="DOT_POISON"/>
		<set name="abnormal_level" value="#abnormal_level"/>
		<set name="abnormal_time" value="10"/>
		<set name="abnormal_type" value="mark_debuf_b"/>
		<set name="activateRate" value="#activateRate"/>
		<set name="levelModifier" value="1"/>
		<set name="magicLevel" value="#magicLevel"/>
		<set name="magicType" value="MAGIC"/>
		<set name="operateType" value="OP_ACTIVE"/>
		<set name="provoke" value="true"/>
		<set name="saveVs" value="CON"/>
		<set name="skillType" value="POISON"/>
		<set name="target" value="TARGET_ONE"/>
		<enchant_info type="1" name="Power">
			<table name="#power" type="MUL">1.01 1.014 1.018 1.022 1.026 1.028 1.033 1.036 1.04 1.044 1.048 1.051 1.055 1.059 1.062 1.066 1.07 1.074 1.077 1.081 1.085 1.089 1.092 1.095 1.099 1.103 1.107 1.111 1.114 1.12</table>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
			<enchant_tables skill_level="9" enchant_levels="30"/>
			<enchant_tables skill_level="10" enchant_levels="30"/>
			<enchant_tables skill_level="11" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="2" name="Chance">
			<table name="#activateRate" type="ADD">1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30</table>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
			<enchant_tables skill_level="9" enchant_levels="30"/>
			<enchant_tables skill_level="10" enchant_levels="30"/>
			<enchant_tables skill_level="11" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="3" name="Delete" available="false">
			<enchant_tables skill_level="7" enchant_levels="30">
				<table name="#mp_consume">82</table>
			</enchant_tables>
			<enchant_tables skill_level="8" enchant_levels="30">
			</enchant_tables>
		</enchant_info>
		<enchant_info type="9" name="Recovery" available="false">
			<enchant_tables skill_level="8" enchant_levels="10">
				<table name="#DOT">295 297 299 301 303 304 306 308 310 311</table>
			</enchant_tables>
		</enchant_info>
		<for>
			<effect name="DamOverTime" interval="1" value="#DOT" has_combo="true">
				<mul order="0x30" stat="pDef" value="0.7"/>
				<mul order="0x30" stat="mDef" value="0.7"/>
			</effect>
		</for>
	</skill>
	<skill id="11260" levels="8" name="Mark of Void">
		<table name="#abnormal_level">1 2 3 4 5 6 7 8</table>
		<table name="#DOT">85 91 97 103 109 117 121 125</table>
		<table name="#magicLevel">85 88 91 94 97 101 103 105</table>
		<table name="#power">85 91 97 103 109 117 121 125</table>
		<table name="#healHp">1 2 3 4 5</table> <!--TODO FIND-->
		<table name="#healMp">1 2 3 4 5</table> <!--TODO FIND-->
		<table name="#mp_consume">54 60 66 72 78</table>
		<table name="#activateRate">65</table>
		<set name="icon" value="icon.skill11260"/>
		<set name="reuseDelay" value="5000"/>
		<set name="coolTime" value="300"/>
		<set name="castRange" value="900"/>
		<set name="hitTime" value="1490"/>
		<set name="mp_consume" value="#mp_consume"/>
		<set name="abnormal_effect" value="DOT_POISON"/>
		<set name="abnormal_level" value="#abnormal_level"/>
		<set name="abnormal_time" value="10"/>
		<set name="abnormal_type" value="mark_debuf_a"/>
		<set name="activateRate" value="#activateRate"/>
		<set name="analog_skills" value="1168"/>
		<set name="power" value="#power"/>
		<set name="levelModifier" value="1"/>
		<set name="magicLevel" value="#magicLevel"/>
		<set name="magicType" value="MAGIC"/>
		<set name="operateType" value="OP_ACTIVE"/>
		<set name="saveVs" value="CON"/>
		<set name="skillType" value="MDAM"/>
		<set name="target" value="TARGET_ONE"/>
		<enchant_info type="1" name="Power">
			<table name="#DOT" type="MUL">1.01 1.014 1.018 1.022 1.026 1.028 1.033 1.036 1.04 1.044 1.048 1.051 1.055 1.059 1.062 1.066 1.07 1.074 1.077 1.081 1.085 1.089 1.092 1.095 1.099 1.103 1.107 1.111 1.114 1.12</table>
			<enchant_tables skill_level="4" enchant_levels="30"/>
			<enchant_tables skill_level="5" enchant_levels="30"/>
			<enchant_tables skill_level="6" enchant_levels="30"/>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="2" name="Chance">
			<table name="#activateRate" type="ADD">1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30</table><table name="#activateRate">80</table>
			<enchant_tables skill_level="4" enchant_levels="30"/>
			<enchant_tables skill_level="5" enchant_levels="30"/>
			<enchant_tables skill_level="6" enchant_levels="30"/>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="3" name="Delete" available="false">
			<enchant_tables skill_level="4" enchant_levels="30">
				<table name="#mp_consume">82</table>
			</enchant_tables>
			<enchant_tables skill_level="5" enchant_levels="30">
				<table name="#mp_consume">82</table>
			</enchant_tables>
		</enchant_info>
		<enchant_info type="9" name="Recovery" available="false">
			<enchant_tables skill_level="5" enchant_levels="10">
				<table name="#DOT">369 372 374 376 378 381 383 385 387 389</table>
				<table name="#magicLevel">99</table>
				<table name="#mp_consume">82</table>
			</enchant_tables>
		</enchant_info>
		<for>
			<effect name="DamOverTime" interval="1" value="#DOT"/>
			<self_effect instant="true" name="RestoreHP" value="#healHp">
				<def name="static_power" value="true"/>
				<def name="percent" value="true"/>
			</self_effect>				
			<self_effect instant="true" name="RestoreMP" value="#healMp">
				<def name="percent" value="true"/>
				<def name="static_power" value="true"/>
			</self_effect>
		</for>
	</skill>
	<skill id="11261" levels="9" name="Mark of Plague">
		<table name="#abnormal_level">1 2 3 4 5 6</table>
		<table name="#activateRate">80 81 82 83 84 85 </table>
		<table name="#DOT">85 89 93 97 101 105 109 113 117 121 125</table>
		<table name="#power">85 89 93 97 101 105 109 113 117 121 125</table>
		<table name="#gainHp">0.95 0.90 0.85 0.80 0.75 0.70</table>
		<table name="#magicLevel">85 87 90 93 96 99 101 103 105</table>
		<table name="#mp_consume">54 58 64 70 76 82 88 94 100</table>
		<set name="icon" value="icon.skill11261"/>
		<set name="reuseDelay" value="5000"/>
		<set name="coolTime" value="500"/>
		<set name="castRange" value="900"/>
		<set name="hitTime" value="1500"/>
		<set name="mp_consume" value="#mp_consume"/>
		<set name="abnormal_effect" value="DOT_POISON"/>
		<set name="abnormal_level" value="#abnormal_level"/>
		<set name="abnormal_time" value="10"/>
		<set name="abnormal_type" value="mark_debuf_c"/>
		<set name="activateRate" value="#activateRate"/>
		<set name="analog_skills" value="1384;1385;1383"/>
		<set name="levelModifier" value="1"/>
		<set name="magicLevel" value="#magicLevel"/>
		<set name="magicType" value="MAGIC"/>
		<set name="operateType" value="OP_ACTIVE"/>
		<set name="provoke" value="true"/>
		<set name="saveVs" value="CON"/>
		<set name="skillType" value="POISON"/>
		<set name="target" value="TARGET_ONE"/>
		<enchant_info type="1" name="Power">
			<table name="#DOT" type="MUL">1.01 1.014 1.018 1.022 1.026 1.028 1.033 1.036 1.04 1.044 1.048 1.051 1.055 1.059 1.062 1.066 1.07 1.074 1.077 1.081 1.085 1.089 1.092 1.095 1.099 1.103 1.107 1.111 1.114 1.12</table>
			<enchant_tables skill_level="5" enchant_levels="30"/>
			<enchant_tables skill_level="6" enchant_levels="30"/>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
			<enchant_tables skill_level="9" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="2" name="Chance">
			<table name="#activateRate" type="ADD">1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30</table>
			<enchant_tables skill_level="5" enchant_levels="30"/>
			<enchant_tables skill_level="6" enchant_levels="30"/>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
			<enchant_tables skill_level="9" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="3" name="Delete" available="false">
			<enchant_tables skill_level="5" enchant_levels="30">
				<table name="#mp_consume">82</table>
			</enchant_tables>
			<enchant_tables skill_level="6" enchant_levels="30">
			</enchant_tables>
		</enchant_info>
		<enchant_info type="9" name="Recovery" available="false">
			<enchant_tables skill_level="6" enchant_levels="10">
				<table name="#DOT">406 409 411 414 416 419 421 423 426 428</table>
			</enchant_tables>
		</enchant_info>
		<for>
			<effect name="DamOverTime" interval="1" value="#DOT">
				<mul order="0x30" stat="hpEff" value="#gainHp"/>
			</effect>
		</for>
	</skill>
	<skill id="11262" levels="9" name="Mark of Trick">
		<table name="#abnormal_level">1 2 3 4 5 6</table>
		<table name="#activateRate"> 80 81 82 83 84 85 </table>
		<table name="#DOT">85 89 93 97 101 105 109 113 117 121 125</table>
		<table name="#power">85 89 93 97 101 105 109 113 117 121 125</table>
		<table name="#magicLevel">85 86 89 92 95 98 101 103 105</table>
		<table name="#mp_consume">54 56 62 68 74 80 86 92 98</table>
		<set name="icon" value="icon.skill11262"/>
		<set name="reuseDelay" value="5000"/>
		<set name="coolTime" value="500"/>
		<set name="castRange" value="900"/>
		<set name="hitTime" value="1500"/>
		<set name="mp_consume" value="#mp_consume"/>
		<set name="abnormal_effect" value="DOT_POISON"/>
		<set name="abnormal_level" value="#abnormal_level"/>
		<set name="abnormal_time" value="10"/>
		<set name="abnormal_type" value="mark_debuf_d"/>
		<set name="activateRate" value="#activateRate"/>
		<set name="analog_skills" value="1206;1386"/>
		<set name="levelModifier" value="1"/>
		<set name="magicLevel" value="#magicLevel"/>
		<set name="magicType" value="MAGIC"/>
		<set name="operateType" value="OP_ACTIVE"/>
		<set name="provoke" value="true"/>
		<set name="saveVs" value="CON"/>
		<set name="skillType" value="POISON"/>
		<set name="target" value="TARGET_ONE"/>
		<enchant_info type="1" name="Power">
			<table name="#DOT" type="MUL">1.01 1.014 1.018 1.022 1.026 1.028 1.033 1.036 1.04 1.044 1.048 1.051 1.055 1.059 1.062 1.066 1.07 1.074 1.077 1.081 1.085 1.089 1.092 1.095 1.099 1.103 1.107 1.111 1.114 1.12</table>		
			<enchant_tables skill_level="5" enchant_levels="30"/>
			<enchant_tables skill_level="6" enchant_levels="30"/>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
			<enchant_tables skill_level="9" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="2" name="Chance">
			<table name="#activateRate" type="ADD">1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30</table>		
			<enchant_tables skill_level="5" enchant_levels="30"/>
			<enchant_tables skill_level="6" enchant_levels="30"/>
			<enchant_tables skill_level="7" enchant_levels="30"/>
			<enchant_tables skill_level="8" enchant_levels="30"/>
			<enchant_tables skill_level="9" enchant_levels="30"/>
		</enchant_info>
		<enchant_info type="3" name="Delete" available="false">
			<enchant_tables skill_level="5" enchant_levels="30">
				<table name="#mp_consume">82</table>
			</enchant_tables>
			<enchant_tables skill_level="6" enchant_levels="30">
				<table name="#mp_consume">82</table>
			</enchant_tables>
		</enchant_info>
		<enchant_info type="9" name="Recovery" available="false">
			<enchant_tables skill_level="6" enchant_levels="10">
				<table name="#DOT">332 334 336 338 340 342 344 346 348 350</table>
				<table name="#magicLevel">99</table>
				<table name="#mp_consume">82</table>
			</enchant_tables>
		</enchant_info>
		<for>
			<effect name="DamOverTime" interval="1" value="#DOT"/>
			<!-- TODO 
			Дополнительно препятствует врагу использовать умения.
			На офе не позволяет наложить на себя положительный эффект, например Истхина не может наложить на себя Щит отражения
			-->
		</for>
	</skill>
Скилы должны класть не просто ДОТ. Сила ДОТа должна зависить от м.атаки атакующего.

https://l2wiki.com/Mark_of_Weakness_...pectral_Master
Ребят, полтора месяца... Пожалуйста, реализуйте скил корректно, он работает в ИО как на Эртее, шо есть не верно!
__________________
http://forum.l2-scripts.ru/image.php?type=sigpic&userid=947&dateline=1423019797
Scorpius вне форума  
Старый 23.11.2015, 05:54   #3
Evil_dnk
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