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    Totem Spirit Bison

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    confejulian

    Posts : 56
    Join date : 2016-08-27

    Totem Spirit Bison

    Post  confejulian on 8th December 2017, 19:55

    Bison Totem Spirit skill don't wokr correctly, the power effect of this skills is based only on lower hp(lower than 15%). But u can use this skill with 100% hp and this work like u have low hp.
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    Karakan

    Posts : 467
    Join date : 2013-10-04

    Re: Totem Spirit Bison

    Post  Karakan on 8th December 2017, 21:37

    You could use something like this.

    Code:

      <skill id="292" levels="1" name="Totem Spirit Bison">
      <set name="mpConsume" val="7"/>
      <set name="power" val="0.0"/>
      <set name="target" val="TARGET_SELF"/>
      <set name="hitTime" val="1500"/>
      <set name="coolTime" val="720"/> 
      <set name="reuseDelay" val="180000"/>
      <set name="skillType" val="BUFF"/>
      <set name="operateType" val="OP_ACTIVE"/>
      <set name="buffDuration" val="120000"/>
      <set name="castRange" val="-1"/>
      <set name="effectRange" val="-1"/>
    +<cond msg="Can be used while one's HP is 30% or below.">
    +  <player hp="30"/>
    +</cond>
      <for>
        <effect name="Buff" time="120" count="1" val="0" stackOrder="1" stackType="possession">
            <mul order="0x30" stat="pAtk" val="1.30"/>
            <add order="0x40" stat="rCrit" val="200"/>
        </effect>
      </for>
    </skill>

    confejulian

    Posts : 56
    Join date : 2016-08-27

    Re: Totem Spirit Bison

    Post  confejulian on 9th December 2017, 02:09

    Karakan wrote:You could use something like this.

    Code:

      <skill id="292" levels="1" name="Totem Spirit Bison">
      <set name="mpConsume" val="7"/>
      <set name="power" val="0.0"/>
      <set name="target" val="TARGET_SELF"/>
      <set name="hitTime" val="1500"/>
      <set name="coolTime" val="720"/>  
      <set name="reuseDelay" val="180000"/>
      <set name="skillType" val="BUFF"/>
      <set name="operateType" val="OP_ACTIVE"/>
      <set name="buffDuration" val="120000"/>
      <set name="castRange" val="-1"/>
      <set name="effectRange" val="-1"/>
    +<cond msg="Can be used while one's HP is 30% or below.">
    +  <player hp="30"/>
    +</cond>
      <for>
        <effect name="Buff" time="120" count="1" val="0" stackOrder="1" stackType="possession">
            <mul order="0x30" stat="pAtk" val="1.30"/>
            <add order="0x40" stat="rCrit" val="200"/>
        </effect>
      </for>
    </skill>

    Thanks for your help, the added code works correctly. But this no't work like on l2 off totem bison. This added code, block your use if u have more than 30% hp. But, on l2 off c4 u can use totem bison with more than 30% hp, but the effect don't work if u have more than 30% hp. And, using this method, u can use totem like frenzy. If u have low life, use the skill and after u heal u still having effect.
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    Karakan

    Posts : 467
    Join date : 2013-10-04

    Re: Totem Spirit Bison

    Post  Karakan on 9th December 2017, 16:38

    All c4 info i found states that its like this....

    At 60% Hp : P.Atk 10%
    At 30% Hp : Crt add 200

    Here is another version ..which should work better.
    Please test and report back.

    Code:
     
     <skill id="292" levels="1" name="Totem Spirit Bison">
      <set name="mpConsume" val="7"/>
      <set name="power" val="0.0"/>
      <set name="target" val="TARGET_SELF"/>
      <set name="hitTime" val="1500"/>
      <set name="coolTime" val="720"/> 
      <set name="reuseDelay" val="180000"/>
      <set name="skillType" val="BUFF"/>
      <set name="operateType" val="OP_ACTIVE"/>
      <set name="buffDuration" val="120000"/>
      <set name="castRange" val="-1"/>
      <set name="effectRange" val="-1"/>
      <cond msg="Can be used while one's HP is 60% or below.">
        <player hp="60"/>
      </cond>
      <for>
        <effect name="Buff" time="120" count="1" val="0" stackOrder="1" stackType="possession">
            <mul order="0x30" stat="pAtk" val="1.30">
                <player hp="60"/>
            </mul>
            <add order="0x40" stat="rCrit" val="200">
                <player hp="30"/>
            </add >
        </effect>
      </for>
    </skill>

    confejulian

    Posts : 56
    Join date : 2016-08-27

    Re: Totem Spirit Bison

    Post  confejulian on 10th December 2017, 01:57

    Thanks for your reply, using the last code u shared, the better way, without restriction for useskill is this:

    Code:
    <skill id="292" levels="1" name="Totem Spirit Bison">
      <set name="mpConsume" val="7"/>
      <set name="power" val="0.0"/>
      <set name="target" val="TARGET_SELF"/>
      <set name="hitTime" val="1500"/>
      <set name="coolTime" val="720"/>  
      <set name="reuseDelay" val="180000"/>
      <set name="skillType" val="BUFF"/>
      <set name="operateType" val="OP_ACTIVE"/>
      <set name="buffDuration" val="120000"/>
      <set name="castRange" val="-1"/>
      <set name="effectRange" val="-1"/>
      <for>
        <effect name="Buff" time="120" count="1" val="0" stackOrder="1" stackType="possession">
            <mul order="0x30" stat="pAtk" val="1.30">
                <player hp="60"/>
            </mul>
            <add order="0x40" stat="rCrit" val="200">
                <player hp="30"/>
            </add >
        </effect>
      </for>
    </skill>

    With this code, u can use the skill with 100% hp, but u don't obtain the bonus. ok, but this have the inverse problem.

    If u use the skill with more than 60% hp, u don't get the bonus. That's ok, but, here come the problem, if u having bison with more than 60% of life, lowers your life to less than 60%, u don't get the bonus, but u have the bison active. And other problem is the existen other, if u use bison with less than 60% u get the bonus, and when ur life is higher than 60%, the bonus continues. I think the only way to fix it is from the java code.


    Again, thanks for your help.
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    Karakan

    Posts : 467
    Join date : 2013-10-04

    Re: Totem Spirit Bison

    Post  Karakan on 10th December 2017, 15:33

    I have something in mind...stay tuned.


    Btw....I missed the condition check for HP 60%.


    I also think these skills should have a "dualfist" weapon check.
    Else it can be exploited to easily.

    Here is the final version (DP side)


    Code:
    <skill id="292" levels="1" name="Totem Spirit Bison">
      <set name="mpConsume" val="7"/>
      <set name="power" val="0.0"/>
      <set name="target" val="TARGET_SELF"/>
      <set name="hitTime" val="1500"/>
      <set name="coolTime" val="720"/> 
      <set name="reuseDelay" val="180000"/>
      <set name="skillType" val="BUFF"/>
      <set name="operateType" val="OP_ACTIVE"/>
      <set name="buffDuration" val="120000"/>
      <set name="castRange" val="-1"/>
      <set name="effectRange" val="-1"/>
      <cond msg="Can be used while one's HP is 60% or below.">
        <player hp="60"/>
      </cond>
      <for>
        <effect name="Buff" time="120" count="1" val="0" stackOrder="1" stackType="possession">
            <mul order="0x30" stat="pAtk" val="1.30">
                <player hp="60"/>
            </mul>
            <add order="0x40" stat="rCrit" val="200">
                <player hp="30"/>
            </add >
        </effect>
      </for>
    </skill>

    confejulian

    Posts : 56
    Join date : 2016-08-27

    Re: Totem Spirit Bison

    Post  confejulian on 10th December 2017, 23:25

    Karakan wrote:I have something in mind...stay tuned.


    Btw....I missed the condition check for HP 60%.


    I also think these skills should have a "dualfist" weapon check.
    Else it can be exploited to easily.

    Here is the final version (DP side)


    Code:
    <skill id="292" levels="1" name="Totem Spirit Bison">
      <set name="mpConsume" val="7"/>
      <set name="power" val="0.0"/>
      <set name="target" val="TARGET_SELF"/>
      <set name="hitTime" val="1500"/>
      <set name="coolTime" val="720"/>  
      <set name="reuseDelay" val="180000"/>
      <set name="skillType" val="BUFF"/>
      <set name="operateType" val="OP_ACTIVE"/>
      <set name="buffDuration" val="120000"/>
      <set name="castRange" val="-1"/>
      <set name="effectRange" val="-1"/>
      <cond msg="Can be used while one's HP is 60% or below.">
         <player hp="60"/>
      </cond>
      <for>
        <effect name="Buff" time="120" count="1" val="0" stackOrder="1" stackType="possession">
            <mul order="0x30" stat="pAtk" val="1.30">
                <player hp="60"/>
            </mul>
            <add order="0x40" stat="rCrit" val="200">
                <player hp="30"/>
            </add >
        </effect>
      </for>
    </skill>

    thanks karaken, this serve.
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    DnR
    Admin
    Admin

    Posts : 1053
    Join date : 2012-12-03

    Re: Totem Spirit Bison

    Post  DnR on 30th December 2017, 22:11

    I would really like to add the correct formula to datapack.
    However, what had always been worriying me was that skill client description
    is totally different of what is mentioned above.
    Also, here is the old skill data of L2J C4 branch.

    Code:

    <skill id="292" levels="1" name="Totem Spirit Bison">
      <set name="mpConsume" val="7"/>
      <set name="power" val="0.0"/>
      <set name="target" val="TARGET_SELF"/>
      <set name="hitTime" val="1500"/>
      <set name="reuseDelay" val="120000"/>
      <set name="skillTime" val="1500"/>
      <set name="skillType" val="BUFF"/>
      <set name="operateType" val="OP_ACTIVE"/>
      <set name="buffDuration" val="120000"/>
      <set name="castRange" val="-1"/>
      <cond>
        <player hp="60"/>
      </cond>
      <for>
        <effect name="Buff" time="120" count="1" val="0" stackOrder="1" stackType="possession">
            <mul order="0x30" stat="pAtk" val="1.125"/>
            <add order="0x40" stat="rCrit" val="200"/>
            <mul order="0x30" stat="maxHp" val="0.75"/>
        </effect>
      </for>
    </skill>
    About max HP stat, i'm not even sure if it's valid, since so many years have passed.
    Please feel free to post intel here.
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    Karakan

    Posts : 467
    Join date : 2013-10-04

    Re: Totem Spirit Bison

    Post  Karakan on 30th December 2017, 23:01

    Ok lets sum' this up....


    L2Off C4 server files
    -----------------------

    Code:
    skill_begin skill_name = [s_totem_spirit_bison] /* [토템 스피릿 바이손] */ skill_id = 292 level = 1 operate_type = A2 magic_level = 68 effect = {{p_physical_attack_by_hp2;10;per};{p_critical_rate_by_hp2;20;diff}} is_magic = 0 mp_consume2 = 7 cast_range = -1 effective_range = -1 skill_hit_time = 1.5 skill_cool_time = 0 skill_hit_cancel_time = 0.5 reuse_delay = 60 activate_rate = -1 lv_bonus_rate = 0 basic_property = none abnormal_time = 120 abnormal_lv = 1 abnormal_type = pinch attribute = attr_none effect_point = 624 target_type = self affect_scope = single affect_limit = {0;0} next_action = none debuff = 0 ride_state = {@ride_none} skill_end

    Code:
    {{p_physical_attack_by_hp2;10;per};{p_critical_rate_by_hp2;20;diff}}


    P.atk +10%
    Crit.Rate +20%
    And increase when Hp decreases.


    Lineage 2 C4 client
    ----------------------

    292 1 a,Totem Spirit Bison\0 a,The spirit of a bison possesses the user. Temporarily and greatly decreases HP and increases P. Atk. and critical attack rate.\0 a,none\0 a,none\0




    Site note :
    Chronicle 5 and upwards : No "decreases HP" line at all.

    So its either...
    - a translation error in c4
    - ncsoft removed the "maxHp decrease" part in c5
    - L2j C4 datapack version is correct.



    #ConfusionTime  Cool


    Edit :
    Just noticed i wrote 30% P.atk.
    in the post above.
    Supposed to be 20%.

    Regards
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    DnR
    Admin
    Admin

    Posts : 1053
    Join date : 2012-12-03

    Re: Totem Spirit Bison

    Post  DnR on 31st December 2017, 02:04

    Actually, "per" stands for percentage and "diff" stands for static value so Critical Rate must be 200 and not 20%.

    Thanks to this data, which if i'm correct were first posted by fissban 2 years ago, and the post found in LineageII forums by Karakan,
    I concluded that Bison should work as following.

    P.Atk: 12.5%
    Crit.Rate: 200

    Effects should be applied when HP is 60% or lower.

    There is also proof for this. In client data posted above, "hp2" refers to 60% HP.
    There have also been details in web that "hp1" stands for 30% and "hp2" stands for 60% in L2OFF files.
    All in all, there is no way these refer to reducing max hp.

    Here are some links that indicate my assumptions.
    https://forum.playinera.com/topic/1954-fs794-skill-tyrant-totems-while-unarmed-or-with-non-fist-weapons/?tab=comments#comment-9315
    https://l2db.info/high-five/skills/176-Frenzy

    I guess i shouldn't pay so much attention to client description.

    Thank you both for analyzing this topic. Smile

    Regards
    DnR

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