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Hybrid

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  1. //id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
    
    // 01 ID
    // 02 range (combo skills do not check for range when used,
    //		   if range is < 5, the skill is considered melee-range)
    // 03 hit (8- repeated hitting, 6- single-hit)
    // 04 inf (0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap)
    // 05 element (0 - neutral, 1 - water, 2 - earth, 3 - fire, 4 - wind, 5 - poison,
    //			 6 - holy, 7 - dark, 8 - ghost, 9 - undead, -1 - use weapon element
    //			 -2 - use endowed element, -3 - use random element.)
    // 06 nk (skill damage properties):
    //	0x01 - No damage skill
    //	0x02 - Has splash area
    //	0x04 - Damage should be split among targets
    //	0x08 - Skill ignores caster's % damage cards (misc type always ignores)
    //	0x10 - Skill ignores elemental adjustments
    //	0x20 - Skill ignores target's defense (misc type always ignores)
    //	0x40 - Skill ignores target's flee (magic type always ignores)
    //	0x80 - Skill ignores target's def cards
    // 07 splash/effect range (-1 for screen-wide)
    // 08 MaxLv
    // 09 Number of hits (when positive, damage is increased by hits,
    //	negative values just show number of hits without increasing total damage)
    // 10 Cast interrupted when hit?
    // 11 defense-reduction rate during cast.
    // 12 inf2 (skill information 2):
    //	0x0001- quest skill
    //	0x0002- npc skill
    //	0x0004- wedding skill
    //	0x0008- spirit skill
    //	0x0010- guild skill
    //	0x0020- song/dance
    //	0x0040- ensemble skill
    //	0x0080- trap
    //	0x0100- skill that damages/targets yourself
    //	0x0200- cannot be casted on self (if inf = 4, auto-select target skill)
    //	0x0400- usable only on party-members (and enemies if skill is offensive)
    //	0x0800- usable only on guild-mates (and enemies if skill is offensive)
    //	0x1000- disable usage on enemies (for non-offensive skills).
    //	0x2000- skill ignores land protector (e.g. arrow shower)
    //	0x4000- chorus skill
    // 13 maxcount: max amount of skill instances to place on the ground when
    //	player_land_skill_limit/monster_land_skill_limit is enabled. For skills
    //	that attack using a path, this is the path length to be used.
    // 14 attack type (none, weapon, magic, misc)
    // 15 Blowcount (amount of tiles skill knockbacks)
    // 16 Name
    // 17 Description

    It would be more useful though, if you could tell us the code you did for the skill itself, as opposed to just the skill_db entry

  2. -translated changelog-

    15/07/12 - VipLib v1.0.1b.ra [Rafael]

    * Updated cash_refresh function (@adjgmlvl to @adjgroup)

    - Thanks to frozenfox's report.

    10/03/12 - CashLib v1.0.1b [Rafael]

    * Fixed bug: multiple calls to cash_globalize without cash_update between them

    - Emulator was executing events twice in a row

    11/01/12 - VipManager v1.0b [Rafael]

    * Minor changes [Rafael]

    - The documentation already foretold these changes, I just never realized it

    - Overrode the versions, since they should have come modified as such in the first version (** translator comment: I think he means that he properly wrote out the version names, though I could be wrong **)

    11/01/12 - VipLib v1.0.1b

    * Function optimization [Rafael]

    11/12/11 - VipManager v1.0b

    * Script developed from VipAdmin v1.0a [Rafael]

    - Possesses the main function: controlar o VIP (remove when necessary)

    10/12/11 - VipLib v1.0b

    * Script developed [Rafael]

    - Continuation of CashAdminLib (now divided as CashLib and VipLib).

    - Esta versão traz suporte a vários níveis VIP e o fim da divisão entre TXT e SQL.

    - Com vários níveis, as pesquisas ao banco de dados tornariam-se mais pesadas.

    - A melhor solução foi utilizar o mesmo algorítmo para ambos os scripts.

    10/12/11 - CashLib v1.0b

    * Script developed [Rafael]

    - CashAdminLib continuation.

    * <aid> will always be the last argument of the functions (Math3us's suggestion) [Rafael]

    - <aid> will be optional (standard: getcharid(3)); I preferred to not change versions, since I won't be maintaining the older version

  3. Sounds like a plan /no1

    For the GM configurations, such as "What level GM can trade", etc etc, then how about making it so the admin will define groups in which trading is allowed/disallowed. That way, there wouldn't really need to be a root GM group which is allowed to trade, and it might simplify coding, though I might just be sorely mistaken on the matter

  4. I'm trying to get it to drain SP. I checked the syntax for it, it was status_zap(bl, hp, sp).

    I have it status_zap(bl, 0, 7);, and it's draining HP

    Edit: Something ended up being wrong with my const.txt, it caused the effect Burn instead of my effect

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