Niyah

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About Niyah

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    Junior
  • Birthday 05/08/1996

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  1. re

    stfu you retard mage magnus berseker B grade.
  2. [Not a rant] Nerf Daggers?

    Lethal on server is like a kamael+ lethal ; Only CP and not CP + HP.
  3. I could give him the code for every skill he want ; The problem of l2off files is that you need a good extender and usually have to pay for it. If Emerald is interested in a 2 years old leak of Vanganth pack he can get in touch in PM but L2OFF is a way lot different than l2j. Also ppl have to remember that l2off server interlude are based on a c4 leak and gracia + are based on a gracia final leak but at least they all have the core of real lineage 2 official ncsoft server. Not sure about Goddessl2off server.
  4. Ok ; I did put the l2off effect on my previous post. here is L2J one: <skillid="358"levels="1"name="Bluff"> <setname="weaponsAllowed"val="16"/> <setname="mpConsume"val="35"/> <setname="power"val="40"/> <setname="saveVs"val="MEN"/> <setname="magicLvl"val="77"/> <setname="lvlDepend"val="1"/> <setname="target"val="TARGET_ONE"/> <setname="skillType"val="STUN"/> <setname="operateType"val="OP_ACTIVE"/> <setname="castRange"val="40"/> <setname="effectRange"val="400"/> <setname="reuseDelay"val="30000"/> <setname="hitTime"val="1000"/> <setname="isDebuff"val="true"/> <for> <effectcount="1"name="Stun"time="5"val=""stackOrder="1"stackType="Stun"effectPower="40"effectType="STUN"/> <effectcount="1"name="Bluff"time="1"val=""noicon="1"/> <effectcount="1"name="RemoveTarget"time="1"val=""noicon="1"effectPower="80"effectType="DEBUFF"/> </for> </skill> Here is it ; 3 effect : stun bluff and detarget wich is based on men, GG L2J SERVER. btw ; bluff have 4 effect on L2OFF ; Emerald can understand the text/files I think ; fix your l2j thing please.
  5. Get l2off files and read yourself, wait, i'll do it for you. skill_begin skill_name=[s_bluff1] skill_id=358 level=1 operate_type=A2 magic_level=77 effect={{i_target_cancel};{i_align_direction};{i_delete_hate_of_me;40};{p_block_act};{p_defence_attribute;attr_shock;-100}} operate_cond={{equip_weapon;{dagger}}} is_magic=0 mp_consume2=35 cast_range=40 effective_range=400 skill_hit_time=1 skill_cool_time=0 skill_hit_cancel_time=0.5 reuse_delay=30 activate_rate=40 lv_bonus_rate=1 basic_property=con abnormal_time=9 abnormal_lv=1 abnormal_type=stun attribute=attr_shock effect_point=0 target_type=enemy_only affect_scope=single affect_limit={0;0} next_action=none abnormal_visual_effect=ave_stun debuff=1 ride_state={@ride_none} skill_end Now stfu about your "it tested on retails QQ QQ" thanks you.
  6. bluff got 2 effets, one that turn people and stun. You know nothing. Mental is for the spinning shit Résistance shock for stun. Delete yourself.
  7. FLAME

    Lol.
  8. Instead of npc you should add an invisible buff reflecting for like 30% at spawn.
  9. crit error

    Where: Talking island village battlefield When: pressing to village
  10. I like the idea of the npc with reflect.
  11. Progressive gameplay don't mean than price is going to be 1/5 after one week !
  12. crit error

    2017.7.8 06:24:10 OS : Windows Vista 6.2 (Build: 9200) CPU : GenuineIntel PentiumPro-class processor @ 4004 MHz with 4095MB RAM Video : NVIDIA GeForce GTX 970 (8205) General protection fault! History: FSweptBoxCollisionCheck::Check <- FSweptBoxCollisionCheck::Check <- UStaticMesh::LineCheck <- Owner=StaticMeshActor 18_23.StaticMeshActor1482 Name=si2f_deco25 End[-59182.652344 ,188208.953125, -4503.451660] Start[-59176.812500 ,188208.312500, -4503.451660] Extent[9.000000 ,9.000000, 31.500000] <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FCollisionOctree::ActorLineCheck <- SWCheckWithActors <- CheckWithActors <- ULevel::MultiLineCheck <- ULevel::MoveActor <- Actor(vampire_warrior 20_20.vampire_warrior22), Loc(-59176.81,188208.31, -4503.45), Acc(-2035.506592,225.868317,0.000000), Vel(-200.762909,22.277493,0.000000), Delta( -3.85, 0.43, 0.00), NewRot(31614,0,0) bTest(0), Phys(1) <- APawn::physWalking <- vampire_warrior 20_20.vampire_warrior22 Loc.X=-59176.812500 Y=188208.312500 Z=-4503.451660 Acc.X-2035.506592 Y=225.868317 Z=0.000000 Vel.X=-200.762909 Y=22.277493 Z=0.000000 Delta.X=-3.851323 Y=0.427359 Z=0.000000 <- APawn::performPhysics <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop where: "Hunting zone" i believe, the mini event after event where you have to clean rooms When: Draining a vampire warrior gg
  13. crit error

    Where: Fortress When: Pressing to village near all people casting the seal.