L2JMobius

Fafurion Problem with skills and items

Black Judge · 4 · 545

Offline Black Judge

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    • Posts: 36
Hello everyone, help me solve the problem with skills and items.
The video shows that Herb, which is supposed to restore vitality, is displayed only in the buff line and visually on the character, but vitality continues to be consumed when hunting mobs
The same situation applies to item ID 23763 Energy Restoration Potion
Visually present in the buff line and on the character, but vitality points continue to be spent






Offline Black Judge

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    • Posts: 36
A strange feature has been noticed.
If set in the skill value

Code: [Select]
<effects>
<effect name="VitalityPointsRate">
<amount>-100</amount>
</effect>

then the vitality consumption stops, but there is no value that would increase vitality points when gaining experience

Code: [Select]
<item id="13028" name="Vitality Replenishing Herb" type="EtcItem">
<set name="immediate_effect" val="true" />
<set name="ex_immediate_effect" val="true" />
<set name="material" val="PAPER" />
<set name="is_tradable" val="false" />
<set name="is_sellable" val="false" />
<set name="handler" val="ItemSkills" />
<set name="is_depositable" val="false" />
<skills>
<skill id="2580" level="1" /> <!-- Vitality Replenishing Herb -->
</skills>
</item>

Code: [Select]
<skill id="2580" toLevel="1" name="Vitality Replenishing Herb">
<!-- Restores Vitality points as you gain XP by hunting. -->
<icon>icon.skilltransform4</icon>
<abnormalLevel>1</abnormalLevel>
<abnormalTime>300</abnormalTime>
<abnormalType>VP_UP</abnormalType>
<abnormalVisualEffect>VP_UP</abnormalVisualEffect>
<effectPoint>100</effectPoint>
<hitTime>100</hitTime>
<isMagic>2</isMagic> <!-- Static Skill -->
<magicLevel>-1</magicLevel>
<operateType>A2</operateType>
<reuseDelay>2000</reuseDelay>
<basicProperty>NONE</basicProperty>
<magicCriticalRate>5</magicCriticalRate>
<specialLevel>-1</specialLevel>
<irreplacableBuff>true</irreplacableBuff>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="VitalityPointsRate">
<amount>-10</amount>
</effect>
</effects>
</skill>



Offline nasseka

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    • Posts: 1729
    • L2Unknown
Not to be blunt but take a look at the effect name and use your head. :)


Offline Black Judge

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    • Posts: 36
Not to be blunt but take a look at the effect name and use your head. :)
I see the name of the effect, but I don’t know what needs to be entered in order for there to be an increase in vitality when gaining experience
Code: [Select]
<effects>
<effect name="VitalityPointsRate">
<amount>-10</amount>
</effect>
</effects>

the value of the effect is the value of vitality rates and this is most likely not correct for this item, this value is well suited for items that freeze or reduce the consumption of vitality points

I think there should be something similar to this
[
Code: [Select]
<effects>
<effect name="VitalityPointsIncrease">
<amount>10</amount>
</effect>
</effects>

or for example, as they suggested to me like this

Code: [Select]
<effects>
<effect name="Buff">
<sub stat="vitalityConsumeRate" val="10" />
</effect>
</effects>

or

Code: [Select]
<effects>
<effect name="VitalityConsumeRate">
<amount>10</amount>
</effect>
</effects>

but then when loading the game server an error appears in the log

Code: [Select]
2024.02.18 11:02:24,236 WARNING 1 org.l2jmobius.gameserver.data.xml.SkillData SkillData: Missing effect for Skill Id[2580] Level[1] SubLevel[0] Effect Scope[GENERAL] Effect Name[Buff]
Code: [Select]
2024.02.18 10:56:49,275 WARNING 1 org.l2jmobius.gameserver.data.xml.SkillData SkillData: Missing effect for Skill Id[2580] Level[1] SubLevel[0] Effect Scope[GENERAL] Effect Name[VitalityConsumeRate]
that is, in order for it to work, I need to add the necessary data somewhere else, it turns out that this problem cannot be solved so easily