gainster81 8 Report post Posted March 24, 2020 Hey guys, the kylin effect of giving 80% chance of lighting bolt (voyagers) to hit x2 isn't working. I know that the file that makes that is skilleffect. Anyone got the line to add or edit? i can't find it. Thanks in advance. Quote Share this post Link to post Share on other sites
Ximboliex 85 Report post Posted March 25, 2020 function Skill_Lj_End(ATKER, DEFER, SkillLevel) local Damage = math.floor((80 + SkillLevel * 10 + (Sta(ATKER)) * 6) + 3 * (Lv(ATKER))) * 1.15 if (GetChaMapName(ATKER) == "garner2" or GetChaMapName(DEFER) == "garner2") and Is_NormalMonster(DEFER) == 0 then Damage = math.floor(MAGIC_Atk_Dmg(ATKER,DEFER) * math.pow(SkillLevel, 1/2)) end if BlackDragon_equipament(ATKER) == 1 and math.random(1, 100) <= 80 then Damage = Damage * 1.5 SystemNotice(ATKER, "Damage was increased due to the power of the Black Dragon equipment.") end Damage = Cuihua_Mofa(Damage, (GetChaStateLv(ATKER, STATE_MLCH))) Damage = Damage + ElfSkill_MagicAtk(Damage, ATKER) if GetChaAttr(ATKER, ATTR_CSAILEXP) > 0 and GetChaAttr(ATKER, ATTR_CSAILEXP) < 100 then Damage = Damage * 1.055 end if GetChaAttr(ATKER, ATTR_CSAILEXP) >= 100 and GetChaAttr(ATKER, ATTR_CSAILEXP) < 12100 then Damage = Damage * (1.05 + math.floor(math.pow((GetChaAttr(ATKER, ATTR_CSAILEXP) / 100), 0.5)) * 0.005) end if CheckItem_Nianshou(ATKER) == 1 then local pr = math.random(1, 100) local chance = 80 if pr <= chance then Damage = Damage*2 SystemNotice("") end end AddState(ATKER, DEFER, STATE_MB, 2, 3) Hp_Endure_Dmg(DEFER, Damage) if IsPlayer(ATKER) == 1 and IsPlayer(DEFER) == 1 then LG("Skill Log", GetChaDefaultName(ATKER), GetChaDefaultName(DEFER), GetChaMapName(ATKER), "Lightning Bolt", SkillLevel, Damage) end CheckAttackState(ATKER, DEFER) GivePetState(ATKER, DEFER) end Replace your script whit this. Quote Share this post Link to post Share on other sites
gainster81 8 Report post Posted March 25, 2020 17 hours ago, Ximboliex said: function Skill_Lj_End(ATKER, DEFER, SkillLevel) local Damage = math.floor((80 + SkillLevel * 10 + (Sta(ATKER)) * 6) + 3 * (Lv(ATKER))) * 1.15 if (GetChaMapName(ATKER) == "garner2" or GetChaMapName(DEFER) == "garner2") and Is_NormalMonster(DEFER) == 0 then Damage = math.floor(MAGIC_Atk_Dmg(ATKER,DEFER) * math.pow(SkillLevel, 1/2)) end if BlackDragon_equipament(ATKER) == 1 and math.random(1, 100) <= 80 then Damage = Damage * 1.5 SystemNotice(ATKER, "Damage was increased due to the power of the Black Dragon equipment.") end Damage = Cuihua_Mofa(Damage, (GetChaStateLv(ATKER, STATE_MLCH))) Damage = Damage + ElfSkill_MagicAtk(Damage, ATKER) if GetChaAttr(ATKER, ATTR_CSAILEXP) > 0 and GetChaAttr(ATKER, ATTR_CSAILEXP) < 100 then Damage = Damage * 1.055 end if GetChaAttr(ATKER, ATTR_CSAILEXP) >= 100 and GetChaAttr(ATKER, ATTR_CSAILEXP) < 12100 then Damage = Damage * (1.05 + math.floor(math.pow((GetChaAttr(ATKER, ATTR_CSAILEXP) / 100), 0.5)) * 0.005) end if CheckItem_Nianshou(ATKER) == 1 then local pr = math.random(1, 100) local chance = 80 if pr <= chance then Damage = Damage*2 SystemNotice("") end end AddState(ATKER, DEFER, STATE_MB, 2, 3) Hp_Endure_Dmg(DEFER, Damage) if IsPlayer(ATKER) == 1 and IsPlayer(DEFER) == 1 then LG("Skill Log", GetChaDefaultName(ATKER), GetChaDefaultName(DEFER), GetChaMapName(ATKER), "Lightning Bolt", SkillLevel, Damage) end CheckAttackState(ATKER, DEFER) GivePetState(ATKER, DEFER) end Replace your script whit this. changed it but now lighting bolt doesn't deal damage, is it possible? Quote Share this post Link to post Share on other sites