광연 켄슬 하게하기
시작';
L1SkillId.java
L1Skilluse.java
L1Magic.java
L1SkillId.java
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public static final int MOB_CANCELLATION = 30044; //적당한곳에 추가 스킬이름이나 숫자는 취향대로하세요 ㅎ
L1Skilluse.java
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private void runSkill()
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case CANCELLATION:// 검색
case MOB_CANCELLATION : //추가
내용이 있죠
private boolean isTarget(L1Character cha) throws Exception
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if (cha instanceof L1PcInstance) {
L1PcInstance pc = (L1PcInstance) cha;
if (pc.getSkillEffectTimerSet().hasSkillEffect(ABSOLUTE_BARRIER) //검색
.getSkillEffectTimerSet().hasSkillEffect(AVATA))
//앱솔한테 안먹히는 부분
|| _skillId == CANCELLATION || _skillId == MOB_CANCELLATION //추가
L1Magic.java
public boolean calcProbabilityMagic(int skillId) {
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switch(skillId){ //검색
case DECAY_POTION: case SILENCE: case CURSE_PARALYZE: case TURN_UNDEAD:
case CANCELLATION: case SLOW: case DARKNESS: case DISEASE: case MASS_SLOW:
case WEAKNESS: case CURSE_POISON: case CURSE_BLIND: case ICE_LANCE:
case WEAPON_BREAK: case MANA_DRAIN: case FOG_OF_SLEEPING: case FREEZING_BLIZZARD:
case MOB_CANCELLATION: //추가
rnd = _random.nextInt(100)+1;
break;
default:
rnd = _random.nextInt(100) + 1;
if (probability > 80) probability = 80;
break;
}
if (probability >= rnd) {
isSuccess = true;
} else {
isSuccess = false;
}
if (skillId == MOB_CANCELLATION)//이부분 추가 하시면되고
case DECAY_POTION: case SILENCE: case CURSE_PARALYZE: case TURN_UNDEAD:
case CANCELLATION: case SLOW: case DARKNESS: case DISEASE: case MASS_SLOW:
case WEAKNESS: case CURSE_POISON: case CURSE_BLIND: case ICE_LANCE:
case WEAPON_BREAK: case MANA_DRAIN: case FOG_OF_SLEEPING: case FREEZING_BLIZZARD:
case MOB_CANCELLATION: //추가
rnd = _random.nextInt(100)+1;
break;
default:
rnd = _random.nextInt(100) + 1;
if (probability > 80) probability = 80;
break;
}
if (probability >= rnd) {
isSuccess = true;
} else {
isSuccess = false;
}
if (skillId == MOB_CANCELLATION)//이부분 추가 하시면되고
{
if (_calcType == NPC_PC) { 엔피시가 피시공격할때
if(isSuccess == true){ //성공하면
_targetPc.sendPackets(new S_SkillSound(_targetPc.getId(), 870)); //타겟피시한테 870(캔슬이팩)드림;;
Broadcaster.broadcastPacket(_targetPc, new S_SkillSound(_targetPc.getId(), 870));
}
}
} // 이부분때문에 고생햇네요 ;; 볼줄을모르니 노가다를 ;;ㅋㅋ
if (_calcType == NPC_PC) { 엔피시가 피시공격할때
if(isSuccess == true){ //성공하면
_targetPc.sendPackets(new S_SkillSound(_targetPc.getId(), 870)); //타겟피시한테 870(캔슬이팩)드림;;
Broadcaster.broadcastPacket(_targetPc, new S_SkillSound(_targetPc.getId(), 870));
}
}
} // 이부분때문에 고생햇네요 ;; 볼줄을모르니 노가다를 ;;ㅋㅋ
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private int calcProbability(int skillId)
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case CANCELLATION:
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break;
case MOB_CANCELLATION: //이부분에추가
if (_calcType == NPC_PC) {
probability = (int) ((l1skills.getProbabilityValue()) - (defenseMr));
}
if (probability > 99 ) probability = 99;
if (probability < 1 ) probability = 1;
break; //이부부은 왠마왕님이 올려주신 마법확률을 적용햇는데 ;
if (_calcType == NPC_PC) {
probability = (int) ((l1skills.getProbabilityValue()) - (defenseMr));
}
if (probability > 99 ) probability = 99;
if (probability < 1 ) probability = 1;
break; //이부부은 왠마왕님이 올려주신 마법확률을 적용햇는데 ;
//피씨가 말고 다른대상이쓰면 인트영향을 받더라구요. 저는 모든몹인트를 10으로 고정시켜놔버려서
//고정값을 수정하면되는데 그냥 추가했네요. 나비켓 스킬부분에 확률부분에 146 하면 확률비슷함;; MR당 1프로
이러고
나비켓에
30044 광역캔슬 실험용 6 3 40 0 0 0 0 0 attack 1 0 0 0 146 0 0 1 0 2 5 0 8 $1,464 19 0 0 0 0 280

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자료감사합니다 2021 08.04 감사합니다 2021 08.03 ㅋㅋㅋㅋㅋㅋ 2021 07.29 전용 클라좀 공유해주세요 2021 04.30 감사합니다 2021 04.09