someone help with script

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jocker23

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L2jmobius Essence
I have a skill to configure, after dealing damage it gathers all the mobs around...

I'm partial to the "PullBack" code

But pullback pulls mobs in front of your character.

How do I make the pullback not pull the mobs in front of the character, but rather bring them together?

skill "Spiral Shot"

What should I change in this handler for this to happen?

 
Реакции: Rolo
Like that?Or like that

First variant:

XML:
    <skill id="47608" toLevel="8" name="Spiral Shot">
        <!-- <<font color="FF8000">Pull/ effect combo skill</font>>\n\nShoots an arrow imbued with strong wind energy.\nAttacks the target with $s1 power.\n\nIgnores $s2 of the target's defense.\nCritical.\n\nPulls nearby enemies to the target.\n\nApplies <font color="EFFF04">Gust</font> to the target.\n\n<If <font color="EFFF04">Fire (Flame Arrow Rain)</font> is active>\nThe following effect is applied:\n<font color="EFFF04">Flame Gust (damage over time)</font>\n\n<If <font color="EFFF04">Moisture (Water Arrow Rain)</font> is active>\nThe following effect is applied:\n<font color="EFFF04">Water Dust (damage over time)</font>\n\nIf <font color="EFFF04">Flurry (Storm Arrow Rain)</font> is active>\nThe following effect is applied:\n<font color="EFFF04">Storm (damage over time)</font> -->
        <icon>icon.s_spiral_shot</icon>
        <operateType>A1</operateType>
        <isDebuff>true</isDebuff>
        <castRange>700</castRange>
        <hitTime>3000</hitTime>
        <reuseDelay>20000</reuseDelay>
        <effectPoint>
            <value level="1">-1600</value>
            <value level="2">-1640</value>
            <value level="3">-1700</value>
            <value level="4">-1760</value>
            <value level="5">-1800</value>
            <value level="6">-1820</value>
            <value level="7">-1840</value>
            <value level="8">-1860</value>
        </effectPoint>
        <mpConsume>
            <value level="1">224</value>
            <value level="2">229</value>
            <value level="3">238</value>
            <value level="4">246</value>
            <value level="5">252</value>
            <value level="6">254</value>
            <value level="7">257</value>
            <value level="8">260</value>
        </mpConsume>
        <targetType>TARGET</targetType>
        <affectObject>NOT_FRIEND</affectObject>
        <affectScope>SINGLE</affectScope>
        <effectPoint>-1</effectPoint>
        <effects>
            <effect name="CallSkill" fromLevel="1" toLevel="1">
                <skillId>47609</skillId>
                <skillLevel>1</skillLevel>
                <chance>100</chance>
            </effect>
            <effect name="CallSkill" fromLevel="2" toLevel="2">
                <skillId>47609</skillId>
                <skillLevel>2</skillLevel>
                <chance>100</chance>
            </effect>
            <effect name="CallSkill" fromLevel="3" toLevel="3">
                <skillId>47609</skillId>
                <skillLevel>3</skillLevel>
                <chance>100</chance>
            </effect>
            <effect name="CallSkill" fromLevel="4" toLevel="4">
                <skillId>47609</skillId>
                <skillLevel>4</skillLevel>
                <chance>100</chance>
            </effect>
            <effect name="CallSkill" fromLevel="5" toLevel="5">
                <skillId>47609</skillId>
                <skillLevel>5</skillLevel>
                <chance>100</chance>
            </effect>
            <effect name="CallSkill" fromLevel="6" toLevel="6">
                <skillId>47609</skillId>
                <skillLevel>6</skillLevel>
                <chance>100</chance>
            </effect>
            <effect name="CallSkill" fromLevel="7" toLevel="7">
                <skillId>47609</skillId>
                <skillLevel>7</skillLevel>
                <chance>100</chance>
            </effect>
            <effect name="CallSkill" fromLevel="8" toLevel="8">
                <skillId>47609</skillId>
                <skillLevel>8</skillLevel>
                <chance>100</chance>
            </effect>
        </effects>
    </skill>
    <skill id="47609" toLevel="8" name="Spiral Shot">
        <icon>icon.s_spiral_shot</icon>
        <operateType>A1</operateType>
        <isDebuff>true</isDebuff>
        <castRange>700</castRange>
<!--        <hitTime>3000</hitTime>-->
<!--        <reuseDelay>20000</reuseDelay>-->
        <affectScope>POINT_BLANK</affectScope>
        <affectRange>600</affectRange>
        <effectPoint>-1</effectPoint>
        <effectPoint>
            <value level="1">-1600</value>
            <value level="2">-1640</value>
            <value level="3">-1700</value>
            <value level="4">-1760</value>
            <value level="5">-1800</value>
            <value level="6">-1820</value>
            <value level="7">-1840</value>
            <value level="8">-1860</value>
        </effectPoint>
        <effects>
            <effect name="PullBack">
                <speed>90</speed>
                <delay>600</delay>
            </effect>
        </effects>
    </skill>

The second:

XML:
    <skill id="47608" toLevel="8" name="Spiral Shot">
        <!-- <<font color="FF8000">Pull/ effect combo skill</font>>\n\nShoots an arrow imbued with strong wind energy.\nAttacks the target with $s1 power.\n\nIgnores $s2 of the target's defense.\nCritical.\n\nPulls nearby enemies to the target.\n\nApplies <font color="EFFF04">Gust</font> to the target.\n\n<If <font color="EFFF04">Fire (Flame Arrow Rain)</font> is active>\nThe following effect is applied:\n<font color="EFFF04">Flame Gust (damage over time)</font>\n\n<If <font color="EFFF04">Moisture (Water Arrow Rain)</font> is active>\nThe following effect is applied:\n<font color="EFFF04">Water Dust (damage over time)</font>\n\nIf <font color="EFFF04">Flurry (Storm Arrow Rain)</font> is active>\nThe following effect is applied:\n<font color="EFFF04">Storm (damage over time)</font> -->
        <icon>icon.s_spiral_shot</icon>
        <operateType>A1</operateType>
        <isDebuff>true</isDebuff>
        <castRange>700</castRange>
        <hitTime>3000</hitTime>
        <reuseDelay>20000</reuseDelay>
        <effectPoint>
            <value level="1">-1600</value>
            <value level="2">-1640</value>
            <value level="3">-1700</value>
            <value level="4">-1760</value>
            <value level="5">-1800</value>
            <value level="6">-1820</value>
            <value level="7">-1840</value>
            <value level="8">-1860</value>
        </effectPoint>
        <mpConsume>
            <value level="1">224</value>
            <value level="2">229</value>
            <value level="3">238</value>
            <value level="4">246</value>
            <value level="5">252</value>
            <value level="6">254</value>
            <value level="7">257</value>
            <value level="8">260</value>
        </mpConsume>
        <targetType>TARGET</targetType>
        <affectObject>NOT_FRIEND</affectObject>
        <affectScope>POINT_BLANK</affectScope>
        <affectRange>600</affectRange>
        <effectPoint>-1</effectPoint>
        <effects>
            <effect name="PullBack">
                <speed>90</speed>
                <delay>600</delay>
            </effect>
        </effects>
    </skill>
 
I tried to copy and paste what you said, but it remains the same, pulling in front of the character as your second example .

I know there is no person more qualified than you to teach this!

Am I doing something wrong that went unnoticed?

it looked like this:
 
If it's mobius source, go to mobius forum and ask him about it. After all, you're paying a monthly subscription, so be sure to get help. Good luck.


Там надо, чтобы мобы притягивались к тому мобу, в которого выстрелили.

нужен новый хендлер скорее всего, т.к. PullBack притягивает effected (моба) к effector(чару).
 
Yes, I started from that premise, I replicated the PullBack on the handle but I can't change the target positions.

 
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