L2JMobius

Notes for skills editing

fruit · 8 · 5511

Offline fruit

  • Distinguished King
  • *****
    • Posts: 977
18.07.24 Actual for 04.01.25, based on private version
Tested on Essence chronicle


Rewrited all topic. If you want to add or edit a skill, just look at the finished example and repeat \ copy it.
I'll just write some notes here.

Path to skills: "..\game\data\stats\skills"

Conditions for skills: "..\game\data\scripts\handlers\skillconditionhandlers\"

List of SkillOperateType: "..\java\org\l2jmobius\gameserver\model\skill\SkillOperateType.java"
List of BasicProperty "..\java\org\l2jmobius\gameserver\enums\BasicProperty.java"
List of AffectScope: "..\java\org\l2jmobius\gameserver\model\skill\targets\AffectScope.java"

Parameter "isMagic": <isMagic>0</isMagic>
0 - Physical — Skill will use Soulshots and time of using skill depends on attack speed.
1 - Magic — Skill will use Spiritshots and time of using skill depends on casting speed.
2 - Static — Not mean static reuse. Use time does not depend on attack or cast speed. For static reuse use <staticReuse>true</staticReuse>.
3 - Dance
4 - Special

Skill power as a percentage of your attack (50%):
<effect name="PhysicalDamage">
   <pAtkMod>0.5</pAtkMod>
</effect>

If you add these "Defence.." effects to a target, then the target:

DefenceCriticalDamage:
DefencePhysicalSkillCriticalDamage:
DefenceMagicCriticalDamage:
for DIFF:
   Will receive MORE critical damage from PHYS SKILL
   Effect will increase damage by 100 (+100)
      <effect name="DefencePhysicalSkillCriticalDamage">
         <amount>-100</amount>
         <mode>DIFF</mode>
      </effect>
   Will receive LESS ADDITIONAL critical damage from PHYS SKILL
   Effect will reduce ADDITIONAL critical damage by 100 (-100). Tends to decrease to 0
      <effect name="DefencePhysicalSkillCriticalDamage">
         <amount>100</amount>
         <mode>DIFF</mode>
      </effect>
for PER:
   Will receive MORE critical damage from PHYS SKILL
   Effect will increase damage by 100% (+100% = x2 damage)
      <effect name="DefencePhysicalSkillCriticalDamage">
         <amount>-100</amount>
         <mode>PER</mode>
      </effect>
   Will receive LESS critical damage from PHYS SKILL
   Effect will reduce critical damage by 80% (-80% = x0.2 damage) [max = -80%]
      <effect name="DefencePhysicalSkillCriticalDamage">
         <amount>100</amount>
         <mode>PER</mode>
      </effect>

Other effects:
   INCREASES defense against debuffs but NOT by 100%
      <effect name="ResistAbnormalByCategory">
         <amount>-100</amount>
         <slot>DEBUFF</slot>
      </effect>



Offline vedi

  • Heir
  • **
    • Posts: 43
I'm searching on how I can change the MP-HP-Weapon needed for Skill Icons, let's say an example.

Officialy Dash skill needs 30 mp to use, at 29 mp will become unable to use and also become gray.
If I change it from 30 mp to 100 mp, everything will work okay from xml/client side but it will need again 29 mp to become gray (can be used on 50-60-70-80-90-99 mp even if it's gray).
Do you know how you can fix this?


Offline fruit

  • Distinguished King
  • *****
    • Posts: 977
I'm searching on how I can change the MP-HP-Weapon needed for Skill Icons, let's say an example.

Officialy Dash skill needs 30 mp to use, at 29 mp will become unable to use and also become gray.
If I change it from 30 mp to 100 mp, everything will work okay from xml/client side but it will need again 29 mp to become gray (can be used on 50-60-70-80-90-99 mp even if it's gray).
Do you know how you can fix this?
most probably you need to change value in .dat file - client side


Offline benedish

  • Knight
  • ***
    • Posts: 70
18.07.24
Actual for latest revision
Tested on Essence chronicle


Rewrited all topic. If you want to add or edit a skill, just look at the finished example and repeat \ copy it.
I'll just write some notes here.

Path to skills: "..\game\data\stats\skills"

Conditions for skills: "..\game\data\scripts\handlers\skillconditionhandlers\"

List of SkillOperateType: "..\java\org\l2jmobius\gameserver\model\skill\SkillOperateType.java"
List of BasicProperty "..\java\org\l2jmobius\gameserver\enums\BasicProperty.java"
List of AffectScope: "..\java\org\l2jmobius\gameserver\model\skill\targets\AffectScope.java"

Parameter "isMagic": <isMagic>0</isMagic>
0 - Physical — Skill will use Soulshots and time of using skill depends on attack speed.
1 - Magic — Skill will use Spiritshots and time of using skill depends on casting speed.
2 - Static — Not mean static reuse. Use time does not depend on attack or cast speed. For static reuse use <staticReuse>true</staticReuse>.
3 - Dance
4 - Special

Skill power as a percentage of your attack (50%):
<effect name="PhysicalDamage">
   <pAtkMod>0.5</pAtkMod>
</effect>

If you add these "Defence.." effects to a target, then the target:
for DIFF:
   Will receive LESS critical hits from MAGIC
      <effect name="DefenceMagicCriticalRate">
         <amount>-10000</amount>
         <mode>DIFF</mode>
      </effect>
   Will receive MORE critical hits from MAGIC
      <effect name="DefenceMagicCriticalRate">
         <amount>100000</amount>
         <mode>DIFF</mode>
      </effect>
   Will receive LESS critical hits from PHYS SKILL
      <effect name="DefencePhysicalSkillCriticalRate">
         <amount>-10000</amount>
         <mode>DIFF</mode>
      </effect>
   Will receive MORE critical hits from PHYS SKILL
      <effect name="DefencePhysicalSkillCriticalRate">
         <amount>10000</amount>
         <mode>DIFF</mode>
      </effect>
   Will receive LESS critical hits from COMMON ATTACK
      <effect name="DefenceCriticalRate">
         <amount>-10000</amount>
         <mode>DIFF</mode>
      </effect>
   Will receive MORE critical hits from COMMON ATTACK
      <effect name="DefenceCriticalRate">
         <amount>10000</amount>
         <mode>DIFF</mode>
      </effect>

   Will receive MORE critical damage from PHYS SKILL
      <effect name="DefencePhysicalSkillCriticalDamage">
         <amount>10000</amount>
         <mode>DIFF</mode>
      </effect>
   Will receive LESS ADDITIONAL critical damage from PHYS SKILL
   Effect will reduce ADDITIONAL critical damage against target. Tends to decrease to 0
      <effect name="DefencePhysicalSkillCriticalDamage">
         <amount>-10000</amount>
         <mode>DIFF</mode>
      </effect>
for PER:

*will add later*

Other effects:
   INCREASES defense against debuffs but NOT by 100%
      <effect name="ResistAbnormalByCategory">
         <amount>-100</amount>
         <slot>DEBUFF</slot>
      </effect>

For PER with same DIFF ?


Offline fruit

  • Distinguished King
  • *****
    • Posts: 977
For PER with same DIFF ?
Not understand your question. I edited topic.
About defence for crit rate - under review at this moment


Offline vedi

  • Heir
  • **
    • Posts: 43
For PER with same DIFF ?

One is % the other is raw number, forgive me but don't remember which one is what.


Offline fruit

  • Distinguished King
  • *****
    • Posts: 977
One is % the other is raw number, forgive me but don't remember which one is what.
PER = percent = %
DIFF = idk, difference? = flat value
and I just realized that I wrote the guide based on private version
in the free version everything may be different, because there are not updated formulas yet