L2JMobius

High Five H5 Scheme Buffer: Improved Buffs Not Replacing Lower Buffs

Noza · 8 · 424

Offline Noza

  • Heir
  • **
    • Posts: 10
Hello everyone!

I’ve been experimenting with the H5 scheme buffer and added the “improved” buffs, but I ran into an issue: when using the scheme while the character already has individual buffs applied (for example, Empower and Magic Barrier), they are not removed when the improved buff (Improved Magic) is applied. The same thing happens with other similar buffs (such as Vampiric Rage and Haste with Chant of Blood Awakening, or Might and Shield with Improved Combat).

I tried adding a 100 ms delay between each buff, and I even implemented a “conflicting buffs” system, but it still doesn’t work. Could anyone help me or point me in the right direction to solve this?

Best regards!


Online BazookaRpm

  • Count
  • *****
    • Posts: 449
  • Lineage II - lover - Heirophant
check.

Empower Retail
Code: [Select]
<skill id="1059" levels="3" name="Empower" enchantGroup1="1" enchantGroup2="1">
<table name="#abnormalLevels">1 2 3</table>
<table name="#effectPoints">243 418 495</table>
<table name="#magicLevel">25 44 52</table>
<table name="#mAtk">1.55 1.65 1.75</table>
<table name="#mpConsume">18 31 38</table>
<table name="#mpInitialConsume">5 8 10</table>
<table name="#ench1AbnormalTimes">1240 1280 1320 1360 1400 1440 1480 1520 1560 1600 1640 1680 1720 1760 1800 1840 1880 1920 1960 2000 2040 2080 2120 2160 2200 2240 2280 2320 2360 2400</table>
<table name="#ench2mpConsume">37 36 36 35 34 34 33 32 32 31 31 30 29 29 28 27 27 26 25 25 24 24 23 22 22 21 20 20 19 19</table>
<table name="#ench2mpInitialConsume">9 9 9 9 9 9 8 8 8 8 8 8 7 7 7 7 7 7 6 6 6 6 6 6 5 5 5 5 5 5</table>
<table name="#enchMagicLvl">76 76 76 77 77 77 78 78 78 79 79 79 80 80 80 81 81 81 82 82 82 83 83 83 84 84 84 85 85 85</table>
<set name="icon" val="icon.skill1059" />
<set name="operateType" val="A2" />
<set name="targetType" val="ONE" />
<set name="abnormalLevel" val="#abnormalLevels" />
<set name="abnormalTime" val="1200" />
<set name="abnormalType" val="MA_UP" /> (here)
<set name="castRange" val="400" />
<set name="effectPoint" val="#effectPoints" />
<set name="effectRange" val="900" />
<set name="hitTime" val="4000" />
<set name="isMagic" val="1" /> <!-- Magic Skill -->
<set name="magicLevel" val="#magicLevel" />
<set name="mpConsume" val="#mpConsume" />
<set name="mpInitialConsume" val="#mpInitialConsume" />
<set name="reuseDelay" val="2000" />
<enchant1 name="abnormalTime" val="#ench1AbnormalTimes" />
<enchant1 name="magicLevel" val="#enchMagicLvl" />
<enchant2 name="magicLevel" val="#enchMagicLvl" />
<enchant2 name="mpConsume" val="#ench2mpConsume" />
<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
<effects>
<effect name="Buff">
<mul stat="mAtk" val="#mAtk" />
</effect>
</effects>
</skill>

Magic Barrier Retail
Code: [Select]
<skill id="1036" levels="2" name="Magic Barrier" enchantGroup1="1" enchantGroup2="1">
<table name="#abnormalLevels">2 3</table>
<table name="#effectPoints">418 495</table>
<table name="#magicLevel">44 52</table>
<table name="#mDef">1.23 1.3</table>
<table name="#mpConsume">31 38</table>
<table name="#mpInitialConsume">8 10</table>
<table name="#ench1AbnormalTimes">1240 1280 1320 1360 1400 1440 1480 1520 1560 1600 1640 1680 1720 1760 1800 1840 1880 1920 1960 2000 2040 2080 2120 2160 2200 2240 2280 2320 2360 2400</table>
<table name="#ench2mpConsume">37 36 36 35 34 34 33 32 32 31 31 30 29 29 28 27 27 26 25 25 24 24 23 22 22 21 20 20 19 19</table>
<table name="#ench2mpInitialConsume">9 9 9 9 9 9 8 8 8 8 8 8 7 7 7 7 7 7 6 6 6 6 6 6 5 5 5 5 5 5</table>
<table name="#enchMagicLvl">76 76 76 77 77 77 78 78 78 79 79 79 80 80 80 81 81 81 82 82 82 83 83 83 84 84 84 85 85 85</table>
<set name="icon" val="icon.skill1036" />
<set name="operateType" val="A2" />
<set name="targetType" val="ONE" />
<set name="abnormalLevel" val="#abnormalLevels" />
<set name="abnormalTime" val="1200" />
<set name="abnormalType" val="MD_UP" /> (here)
<set name="castRange" val="400" />
<set name="effectPoint" val="#effectPoints" />
<set name="effectRange" val="900" />
<set name="hitTime" val="4000" />
<set name="isMagic" val="1" /> <!-- Magic Skill -->
<set name="magicLevel" val="#magicLevel" />
<set name="mpConsume" val="#mpConsume" />
<set name="mpInitialConsume" val="#mpInitialConsume" />
<set name="reuseDelay" val="2000" />
<enchant1 name="abnormalTime" val="#ench1AbnormalTimes" />
<enchant1 name="magicLevel" val="#enchMagicLvl" />
<enchant2 name="magicLevel" val="#enchMagicLvl" />
<enchant2 name="mpConsume" val="#ench2mpConsume" />
<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
<effects>
<effect name="Buff">
<mul stat="mDef" val="#mDef" />
</effect>
</effects>
</skill>


Improved Magic Retail
Code: [Select]
<skill id="1500" levels="1" name="Improved Magic">
<!-- Increases both M. Atk. and M. Def. to have more advanced magic ability increase effect. For 40 minutes, increases M. Atk. by 75% and M. Def. by 30%. -->
<set name="icon" val="icon.skill1500" />
<set name="operateType" val="A2" />
<set name="targetType" val="ONE" />
<set name="abnormalLevel" val="1" />
<set name="abnormalTime" val="2400" />
<set name="abnormalType" val="IMPROVE_MA_MD_UP" /> (here)
<set name="castRange" val="400" />
<set name="effectPoint" val="679" />
<set name="effectRange" val="900" />
<set name="hitTime" val="1500" />
<set name="isMagic" val="1" /> <!-- Magic Skill -->
<set name="magicLevel" val="74" />
<set name="mpConsume" val="22" />
<set name="mpInitialConsume" val="6" />
<set name="reuseDelay" val="2000" />
<effects>
<effect name="Buff">
<mul stat="mAtk" val="1.75" />
<mul stat="mDef" val="1.3" />
</effect>
<effect name="DispelBySlot">
<param dispel="MA_UP,9;MD_UP,9" /> (here)
</effect>
<effect name="BlockAbnormalSlot">
<param slot="MA_UP;MD_UP" /> (here)
</effect>
</effects>
</skill>


It begins with how the skill "improve" removes the other skills

I just tried Empower, Magic Barrier, and then Enhanced Magic, and it works well.
From what I understand, you modified the npcbuffer code.
Please verify that you have the most up-to-date source code. Tested with a clean source

Atte BazooKa.RPM

Lineage II Lovers


Offline Noza

  • Heir
  • **
    • Posts: 10
check.

Empower Retail
Code: [Select]
<skill id="1059" levels="3" name="Empower" enchantGroup1="1" enchantGroup2="1">
<table name="#abnormalLevels">1 2 3</table>
<table name="#effectPoints">243 418 495</table>
<table name="#magicLevel">25 44 52</table>
<table name="#mAtk">1.55 1.65 1.75</table>
<table name="#mpConsume">18 31 38</table>
<table name="#mpInitialConsume">5 8 10</table>
<table name="#ench1AbnormalTimes">1240 1280 1320 1360 1400 1440 1480 1520 1560 1600 1640 1680 1720 1760 1800 1840 1880 1920 1960 2000 2040 2080 2120 2160 2200 2240 2280 2320 2360 2400</table>
<table name="#ench2mpConsume">37 36 36 35 34 34 33 32 32 31 31 30 29 29 28 27 27 26 25 25 24 24 23 22 22 21 20 20 19 19</table>
<table name="#ench2mpInitialConsume">9 9 9 9 9 9 8 8 8 8 8 8 7 7 7 7 7 7 6 6 6 6 6 6 5 5 5 5 5 5</table>
<table name="#enchMagicLvl">76 76 76 77 77 77 78 78 78 79 79 79 80 80 80 81 81 81 82 82 82 83 83 83 84 84 84 85 85 85</table>
<set name="icon" val="icon.skill1059" />
<set name="operateType" val="A2" />
<set name="targetType" val="ONE" />
<set name="abnormalLevel" val="#abnormalLevels" />
<set name="abnormalTime" val="1200" />
<set name="abnormalType" val="MA_UP" /> (here)
<set name="castRange" val="400" />
<set name="effectPoint" val="#effectPoints" />
<set name="effectRange" val="900" />
<set name="hitTime" val="4000" />
<set name="isMagic" val="1" /> <!-- Magic Skill -->
<set name="magicLevel" val="#magicLevel" />
<set name="mpConsume" val="#mpConsume" />
<set name="mpInitialConsume" val="#mpInitialConsume" />
<set name="reuseDelay" val="2000" />
<enchant1 name="abnormalTime" val="#ench1AbnormalTimes" />
<enchant1 name="magicLevel" val="#enchMagicLvl" />
<enchant2 name="magicLevel" val="#enchMagicLvl" />
<enchant2 name="mpConsume" val="#ench2mpConsume" />
<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
<effects>
<effect name="Buff">
<mul stat="mAtk" val="#mAtk" />
</effect>
</effects>
</skill>

Magic Barrier Retail
Code: [Select]
<skill id="1036" levels="2" name="Magic Barrier" enchantGroup1="1" enchantGroup2="1">
<table name="#abnormalLevels">2 3</table>
<table name="#effectPoints">418 495</table>
<table name="#magicLevel">44 52</table>
<table name="#mDef">1.23 1.3</table>
<table name="#mpConsume">31 38</table>
<table name="#mpInitialConsume">8 10</table>
<table name="#ench1AbnormalTimes">1240 1280 1320 1360 1400 1440 1480 1520 1560 1600 1640 1680 1720 1760 1800 1840 1880 1920 1960 2000 2040 2080 2120 2160 2200 2240 2280 2320 2360 2400</table>
<table name="#ench2mpConsume">37 36 36 35 34 34 33 32 32 31 31 30 29 29 28 27 27 26 25 25 24 24 23 22 22 21 20 20 19 19</table>
<table name="#ench2mpInitialConsume">9 9 9 9 9 9 8 8 8 8 8 8 7 7 7 7 7 7 6 6 6 6 6 6 5 5 5 5 5 5</table>
<table name="#enchMagicLvl">76 76 76 77 77 77 78 78 78 79 79 79 80 80 80 81 81 81 82 82 82 83 83 83 84 84 84 85 85 85</table>
<set name="icon" val="icon.skill1036" />
<set name="operateType" val="A2" />
<set name="targetType" val="ONE" />
<set name="abnormalLevel" val="#abnormalLevels" />
<set name="abnormalTime" val="1200" />
<set name="abnormalType" val="MD_UP" /> (here)
<set name="castRange" val="400" />
<set name="effectPoint" val="#effectPoints" />
<set name="effectRange" val="900" />
<set name="hitTime" val="4000" />
<set name="isMagic" val="1" /> <!-- Magic Skill -->
<set name="magicLevel" val="#magicLevel" />
<set name="mpConsume" val="#mpConsume" />
<set name="mpInitialConsume" val="#mpInitialConsume" />
<set name="reuseDelay" val="2000" />
<enchant1 name="abnormalTime" val="#ench1AbnormalTimes" />
<enchant1 name="magicLevel" val="#enchMagicLvl" />
<enchant2 name="magicLevel" val="#enchMagicLvl" />
<enchant2 name="mpConsume" val="#ench2mpConsume" />
<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
<effects>
<effect name="Buff">
<mul stat="mDef" val="#mDef" />
</effect>
</effects>
</skill>


Improved Magic Retail
Code: [Select]
<skill id="1500" levels="1" name="Improved Magic">
<!-- Increases both M. Atk. and M. Def. to have more advanced magic ability increase effect. For 40 minutes, increases M. Atk. by 75% and M. Def. by 30%. -->
<set name="icon" val="icon.skill1500" />
<set name="operateType" val="A2" />
<set name="targetType" val="ONE" />
<set name="abnormalLevel" val="1" />
<set name="abnormalTime" val="2400" />
<set name="abnormalType" val="IMPROVE_MA_MD_UP" /> (here)
<set name="castRange" val="400" />
<set name="effectPoint" val="679" />
<set name="effectRange" val="900" />
<set name="hitTime" val="1500" />
<set name="isMagic" val="1" /> <!-- Magic Skill -->
<set name="magicLevel" val="74" />
<set name="mpConsume" val="22" />
<set name="mpInitialConsume" val="6" />
<set name="reuseDelay" val="2000" />
<effects>
<effect name="Buff">
<mul stat="mAtk" val="1.75" />
<mul stat="mDef" val="1.3" />
</effect>
<effect name="DispelBySlot">
<param dispel="MA_UP,9;MD_UP,9" /> (here)
</effect>
<effect name="BlockAbnormalSlot">
<param slot="MA_UP;MD_UP" /> (here)
</effect>
</effects>
</skill>


It begins with how the skill "improve" removes the other skills

I just tried Empower, Magic Barrier, and then Enhanced Magic, and it works well.
From what I understand, you modified the npcbuffer code.
Please verify that you have the most up-to-date source code. Tested with a clean source


I have the most recent source code. I even tested with a completely clean setup and the issue still happens.
Important note: when casting it manually, the buffs are removed correctly; the bug only occurs when using the scheme buffer.


Online BazookaRpm

  • Count
  • *****
    • Posts: 449
  • Lineage II - lover - Heirophant


Online BazookaRpm

  • Count
  • *****
    • Posts: 449
  • Lineage II - lover - Heirophant
Can you make a video and post the link?

If you want a lower priority buff to override a higher priority buff, it will be impossible by default; you must modify that.

I tested my npcbuffer and the commercial version and both work fine, but if you show me a video it would be easier.

Retail npc buffer
https://youtu.be/6DqB9GgNP_o

Improved Npc Buffer
https://youtu.be/U3WS0Qm0wBw

I need a little more information to be more specific, because the translator sometimes plays tricks on me.
Atte BazooKa.RPM

Lineage II Lovers


Offline jiinchurikin

  • Vassal
  • *
    • Posts: 2
I saw your question here, good evening in advance... Regarding the problem, it's not exactly a problem but rather the methodology the system uses for buffing.

The level of the buffer inserted into the character ends up being higher in level than the buffer you are trying to insert.

The same thing happens if you buff the CB (community board), then the buffer of the character's skills, and finally when you use the GM buffers; after you buff them, you can't buff any more because they are stronger than the CB's and the player's.

I don't know if it could be classified as a bug, since it's only inserting the buffer, but it follows the following logic to define the strongest one: Level > Power > Time.

I hope this helps. I'm also having problems with buffers, specifically with IDs, where we have several repeated IDs for the same skill schema. However, the icons and effects are based on characters when buffed using Alt+K, using the correct effects and icons for that character. This ends up breaking the "custom buffer," which only shows: The effect was applied" " when buffed, where the buffer name should be instead of quotation marks.

If you find a solution, I'd be happy to know and share it as well.

Thanks!!


Online BazookaRpm

  • Count
  • *****
    • Posts: 449
  • Lineage II - lover - Heirophant
As the saying goes, if you find the problem, you already have the solution.

If it's a real bug, you have to find a solution.

If it's a customization with a bad result, find your own solution.
Atte BazooKa.RPM

Lineage II Lovers