<skill id="10001" levels="1" name="Mana Potion">
<set name="displayId" val="2288" />
<set name="isMagic" val="2" /> <!-- Static Skill -->
<set name="magicLevel" val="1" />
<set name="operateType" val="A1" />
<set name="reuseDelay" val="500" />
<set name="targetType" val="SELF" />
<for>
<effect name="ManaHeal">
<param power="1000" />
</effect>
</for>
</skill>
<effect name="HealPercent">
<power>100</power>
</effect>
<effect name="ManaHealPercent">
<power>100</power>
</effect>
Не хочет такXML:<effect name="HealPercent"> <power>100</power> </effect> <effect name="ManaHealPercent"> <power>100</power> </effect>
Всем доброго времени суток!
Хочу сделать скилл, что бы восстанавливал МП или ХП в процентах.
Как правильно задать параметр?
Это в кол-ве едениц восстанавливает
А как сделать в процентах?XML:<skill id="10001" levels="1" name="Mana Potion"> <set name="displayId" val="2288" /> <set name="isMagic" val="2" /> <!-- Static Skill --> <set name="magicLevel" val="1" /> <set name="operateType" val="A1" /> <set name="reuseDelay" val="500" /> <set name="targetType" val="SELF" /> <for> <effect name="ManaHeal"> <param power="1000" /> </effect> </for> </skill>
Меня пугает что у него аватарка пропала, ощущение будто мы потеряли его... (тьфу тьфу тьфу)Сюда надо засумонить MrKirill1232 лучшего фаната мобиуса в жизни не видел.
<item id="49854" name="Maliss' MP Replenishing Potion" type="EtcItem">
<!-- Instantly recovers MP. -->
<set name="icon" val="icon.freya_potion" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="etcitem_type" val="POTION" />
<set name="commissionItemType" val="POTION" />
<set name="immediate_effect" val="true" />
<set name="material" val="LIQUID" />
<set name="is_dropable" val="false" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="is_freightable" val="true" />
<set name="handler" val="ItemSkills" />
<skills>
<skill id="39198" level="1" /> <!-- Maliss' MP Recovery Potion -->
</skills>
</item>
<skill id="39198" toLevel="1" name="Maliss' MP Recovery Potion">
<icon>icon.etc_bm_hero_red_potion</icon>
<operateType>A1</operateType>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<hitCancelTime>0</hitCancelTime>
<isMagic>2</isMagic> <!-- Static Skill -->
<itemConsumeCount>1</itemConsumeCount>
<itemConsumeId>49854</itemConsumeId> <!-- Maliss' MP Replenishing Potion (Exchangeable) -->
<magicCriticalRate>5</magicCriticalRate>
<magicLevel>1</magicLevel>
<effects>
<effect name="ManaHealPercent">
<power>5</power>
</effect>
</effects>
</skill>
<skill id="2279" levels="3" name="Herb of Mana">
<table name="#power"> 12 18 100 </table>
<set name="power" val="#power"/>
<set name="hitTime" val="100"/>
<set name="target" val="TARGET_SELF"/>
<set name="skillType" val="MANAHEAL_PERCENT"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="castRange" val="-1"/>
<set name="isPotion" val="true"/>
<for>
</for>
</skill>
Я до мобиусов еще не добрался, если так не получится, то попилю их.самое простое это скопировать с хербов
например:
Код:<skill id="2279" levels="3" name="Herb of Mana"> <table name="#power"> 12 18 100 </table> <set name="power" val="#power"/> <set name="hitTime" val="100"/> <set name="target" val="TARGET_SELF"/> <set name="skillType" val="MANAHEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="castRange" val="-1"/> <set name="isPotion" val="true"/> <for> </for> </skill>
на иле работает норм
может быть у тебя в исходниках нету такой функции?
<skill id="10002" levels="1" name="Mana Potion">
<set name="displayId" val="2288" />
<set name="isMagic" val="2" /> <!-- Static Skill -->
<set name="magicLevel" val="1" />
<set name="operateType" val="T" />
<set name="reuseDelay" val="5" />
<set name="targetType" val="SELF" />
<for>
<effect name="ManaHealPercent">
<param power="99" />
</effect>
</for>
</skill>
а почему operateType T ? почему не A1?Psycho, AlhimN1, kick, всем спасибо, работает вот так:
XML:<skill id="10002" levels="1" name="Mana Potion"> <set name="displayId" val="2288" /> <set name="isMagic" val="2" /> <!-- Static Skill --> <set name="magicLevel" val="1" /> <set name="operateType" val="T" /> <set name="reuseDelay" val="5" /> <set name="targetType" val="SELF" /> <for> <effect name="ManaHealPercent"> <param power="99" /> </effect> </for> </skill>
public enum SkillOperateType
{
/**
* Active Skill with "Instant Effect" (for example damage skills heal/pdam/mdam/cpdam skills).
*/
A1,
/**
* Active Skill with "Continuous effect + Instant effect" (for example buff/debuff or damage/heal over time skills).
*/
A2,
/**
* Active Skill with "Instant effect for target + Continuous effect + Continuous effect for self"
*/
A3,
/**
* Active Skill with "Instant effect + ?" used for special event herb.
*/
A4,
/**
* Aura Active Skill
*/
A5,
/**
* Synergy Active Skill
*/
A6,
/**
* Continuous Active Skill with "instant effect" (instant effect casted by ticks).
*/
CA1,
/**
* ?
*/
CA2,
/**
* Continuous Active Skill with "continuous effect" (continuous effect casted by ticks).
*/
CA5,
/**
* Directional Active Skill with "Charge/Rush instant effect".
*/
DA1,
/**
* Directional Active Skill with "Charge/Rush Continuous effect".
*/
DA2,
/**
* Directional Active Skill with Blink effect
*/
DA3,
/**
* Directional Active Skill with "Left Continuous effect".
*/
DA4,
/**
* Directional Active Skill with "Right Continuous effect".
*/
DA5,
/**
* Passive Skill.
*/
P,
/**
* Toggle Skill.
*/
T,
/**
* Toggle Skill with Group.
*/
TG,
/**
* Aura Skill.
*/
AU;
/**
* Verifies if the operative type correspond to an active skill.
* @return {@code true} if the operative skill type is active, {@code false} otherwise
*/
public boolean isActive()
{
switch (this)
{
case A1:
case A2:
case A3:
case A4:
case A5:
case A6:
case CA1:
case CA5:
case DA1:
case DA2:
case DA4:
case DA5:
{
return true;
}
default:
{
return false;
}
}
}
/**
* Verifies if the operative type correspond to a continuous skill.
* @return {@code true} if the operative skill type is continuous, {@code false} otherwise
*/
public boolean isContinuous()
{
switch (this)
{
case A2:
case A3:
case A4:
case A5:
case A6:
case DA2:
case DA4:
case DA5:
{
return true;
}
default:
{
return false;
}
}
}
/**
* Verifies if the operative type correspond to a continuous skill.
* @return {@code true} if the operative skill type is continuous, {@code false} otherwise
*/
public boolean isSelfContinuous()
{
return (this == A3);
}
/**
* Verifies if the operative type correspond to a passive skill.
* @return {@code true} if the operative skill type is passive, {@code false} otherwise
*/
public boolean isPassive()
{
return (this == P);
}
/**
* Verifies if the operative type correspond to a toggle skill.
* @return {@code true} if the operative skill type is toggle, {@code false} otherwise
*/
public boolean isToggle()
{
return (this == T) || (this == TG) || (this == AU);
}
/**
* Verifies if the operative type correspond to a active aura skill.
* @return {@code true} if the operative skill type is active aura, {@code false} otherwise
*/
public boolean isAura()
{
return (this == A5) || (this == A6) || (this == AU);
}
/**
* @return {@code true} if the operate type skill type should not send messages for start/finish, {@code false} otherwise
*/
public boolean isHidingMessages()
{
return (this == P) || (this == A5) || (this == A6) || (this == TG);
}
/**
* @return {@code true} if the operate type skill type should not be broadcasted as MagicSkillUse, MagicSkillLaunched, {@code false} otherwise
*/
public boolean isNotBroadcastable()
{
return (this == AU) || (this == A5) || (this == A6) || (this == TG) || (this == T);
}
/**
* Verifies if the operative type correspond to a channeling skill.
* @return {@code true} if the operative skill type is channeling, {@code false} otherwise
*/
public boolean isChanneling()
{
switch (this)
{
case CA1:
case CA2:
case CA5:
{
return true;
}
default:
{
return false;
}
}
}
/**
* Verifies if the operative type correspond to a synergy skill.
* @return {@code true} if the operative skill type is synergy, {@code false} otherwise
*/
public boolean isSynergy()
{
return (this == A6);
}
public boolean isFlyType()
{
switch (this)
{
case DA1:
case DA2:
case DA3:
case DA4:
case DA5:
{
return true;
}
default:
{
return false;
}
}
}
}
Да, спасибо, забыл поменять.а почему operateType T ? почему не A1?
Java:public enum SkillOperateType { /** * Active Skill with "Instant Effect" (for example damage skills heal/pdam/mdam/cpdam skills). */ A1, /** * Active Skill with "Continuous effect + Instant effect" (for example buff/debuff or damage/heal over time skills). */ A2, /** * Active Skill with "Instant effect for target + Continuous effect + Continuous effect for self" */ A3, /** * Active Skill with "Instant effect + ?" used for special event herb. */ A4, /** * Aura Active Skill */ A5, /** * Synergy Active Skill */ A6, /** * Continuous Active Skill with "instant effect" (instant effect casted by ticks). */ CA1, /** * ? */ CA2, /** * Continuous Active Skill with "continuous effect" (continuous effect casted by ticks). */ CA5, /** * Directional Active Skill with "Charge/Rush instant effect". */ DA1, /** * Directional Active Skill with "Charge/Rush Continuous effect". */ DA2, /** * Directional Active Skill with Blink effect */ DA3, /** * Directional Active Skill with "Left Continuous effect". */ DA4, /** * Directional Active Skill with "Right Continuous effect". */ DA5, /** * Passive Skill. */ P, /** * Toggle Skill. */ T, /** * Toggle Skill with Group. */ TG, /** * Aura Skill. */ AU; /** * Verifies if the operative type correspond to an active skill. * @return {@code true} if the operative skill type is active, {@code false} otherwise */ public boolean isActive() { switch (this) { case A1: case A2: case A3: case A4: case A5: case A6: case CA1: case CA5: case DA1: case DA2: case DA4: case DA5: { return true; } default: { return false; } } } /** * Verifies if the operative type correspond to a continuous skill. * @return {@code true} if the operative skill type is continuous, {@code false} otherwise */ public boolean isContinuous() { switch (this) { case A2: case A3: case A4: case A5: case A6: case DA2: case DA4: case DA5: { return true; } default: { return false; } } } /** * Verifies if the operative type correspond to a continuous skill. * @return {@code true} if the operative skill type is continuous, {@code false} otherwise */ public boolean isSelfContinuous() { return (this == A3); } /** * Verifies if the operative type correspond to a passive skill. * @return {@code true} if the operative skill type is passive, {@code false} otherwise */ public boolean isPassive() { return (this == P); } /** * Verifies if the operative type correspond to a toggle skill. * @return {@code true} if the operative skill type is toggle, {@code false} otherwise */ public boolean isToggle() { return (this == T) || (this == TG) || (this == AU); } /** * Verifies if the operative type correspond to a active aura skill. * @return {@code true} if the operative skill type is active aura, {@code false} otherwise */ public boolean isAura() { return (this == A5) || (this == A6) || (this == AU); } /** * @return {@code true} if the operate type skill type should not send messages for start/finish, {@code false} otherwise */ public boolean isHidingMessages() { return (this == P) || (this == A5) || (this == A6) || (this == TG); } /** * @return {@code true} if the operate type skill type should not be broadcasted as MagicSkillUse, MagicSkillLaunched, {@code false} otherwise */ public boolean isNotBroadcastable() { return (this == AU) || (this == A5) || (this == A6) || (this == TG) || (this == T); } /** * Verifies if the operative type correspond to a channeling skill. * @return {@code true} if the operative skill type is channeling, {@code false} otherwise */ public boolean isChanneling() { switch (this) { case CA1: case CA2: case CA5: { return true; } default: { return false; } } } /** * Verifies if the operative type correspond to a synergy skill. * @return {@code true} if the operative skill type is synergy, {@code false} otherwise */ public boolean isSynergy() { return (this == A6); } public boolean isFlyType() { switch (this) { case DA1: case DA2: case DA3: case DA4: case DA5: { return true; } default: { return false; } } } }
Вот я 100% согласен с Psycho что ты гений нового уровня, тебе в начале написали правильный вариант, ты решил что он не работает, потом написали второй вариант, он оказался не рабочим. А в конце ты проверил, работает первый вариант но ты решил сделать правильным ответом для этой темы второй. С тобой там все нормально? Людям как потом это читать, если ты влепил под пост не правильное решение!Psycho, AlhimN1, kick, всем спасибо, работает вот так:
XML:<skill id="10002" levels="1" name="Mana Potion"> <set name="displayId" val="2288" /> <set name="isMagic" val="2" /> <!-- Static Skill --> <set name="magicLevel" val="1" /> <set name="operateType" val="T" /> <set name="reuseDelay" val="5" /> <set name="targetType" val="SELF" /> <for> <effect name="ManaHealPercent"> <param power="99" /> </effect> </for> </skill>
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