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Fire bolt/cold bolt/lightning bolt change


Davi

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Hello people, i need help in this case, i want to increase the level os some skills, and number of hits too.

The skills are: fire/cold/lightning bolt and juptel thunder.

I want to increase 10 levels and 10 hits for each skill.

Like this: fire/cold/lightning bolt At level 20 = 20 Hits

Juptel thunder lvl 20 = 22 Hits.

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Src/Map/skill.h

#define MAX_SKILL_LEVEL 13 /// Max Skill Level (for skill_db storage)

Change for your desired level.

db/pre-re or re folder/skill_db.txt

19,9,8,1,3,0,0,20,1:2:3:4:5:6:7:8:9:10:11:12:13:14:15:16:17:18:19:20,yes,0,0x2000,0,magic,0,0x0,	MG_FIREBOLT,Fire Bolt
Skill Level: 20
Hits: 20 (1:2:3:4:5:6...:20)

If you wanna use in item or something: 

{ skill "MG_FIREBOLT",lvl,flag(ifyouwant); } or { skill id,lvl,flag(ifyouwant);}

*skill <skill id>,<level>{,<flag>};
*skill "<skill name>",<level>{,<flag>};
*addtoskill <skill id>,<level>{,<flag>};
*addtoskill "<skill name>",<level>{,<flag>};

These commands will give the invoking character a specified skill. This is also 
used for item scripts.

Level is obvious. Skill id is the ID number of the skill in question as per 
'db/(pre-)re/skill_db.txt'. It is not known for certain whether this can be used to give 
a character a monster's skill, but you're welcome to try with the numbers given 
in 'db/(pre-)re/mob_skill_db.txt'.

Flag is 0 if the skill is given permanently (will get written with the character 
data) or 1 if it is temporary (will be lost eventually, this is meant for card 
item scripts usage.).  The flag parameter is optional, and defaults to 1 in 
'skill' and to 2 in 'addtoskill'.

Flag 2 means that the level parameter is to be interpreted as a stackable 
additional bonus to the skill level. If the character did not have that skill 
previously, they will now at 0+the level given.

Flag 3 is the same as flag 1 in that it saves to the database.  However, these skills
are ignored when any action is taken that adjusts the skill tree (reset/job change).

Flag constants:
	0 - SKILL_PERM
	1 - SKILL_TEMP
	2 - SKILL_TEMPLEVEL
	3 - SKILL_PERM_GRANT

// This will permanently give the character Stone Throw (TF_THROWSTONE,152), at 
// level 1.
    skill 152,1,0;

Display into skill tree

db/pre-re or re folder/skill_tree

2,19,10,0,0,0,0,0,0,0,0,0,0 //MG_FIREBOLT#Fire Bolt#

10 = Level, change to your desired level.

 

Open grf editor and your grf > data/luafiles514/lua files/skillinfoz/skillinfolist.lub

	[SKID.MG_FIREBOLT] = {
		"MG_FIREBOLT",
		SkillName = "Fire Bolt",
		MaxLv = 10,
		SpAmount = { 12, 14, 16, 18, 20, 22, 24, 26, 28, 30 },
		bSeperateLv = true,
		AttackRange = { 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 }
	},

Change the max level

 

Save all and compile.

Edited by Scanty
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Gracias, me ayudó mucho !

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On 23/11/2017 at 7:05 PM, Scanty said:

Src/Map/skill.h


#define MAX_SKILL_LEVEL 13 /// Max Skill Level (for skill_db storage)

Change for your desired level.

db/pre-re or re folder/skill_db.txt


19,9,8,1,3,0,0,20,1:2:3:4:5:6:7:8:9:10:11:12:13:14:15:16:17:18:19:20,yes,0,0x2000,0,magic,0,0x0,	MG_FIREBOLT,Fire Bolt

Skill Level: 20
Hits: 20 (1:2:3:4:5:6...:20)

If you wanna use in item or something: 


{ skill "MG_FIREBOLT",lvl,flag(ifyouwant); } or { skill id,lvl,flag(ifyouwant);}

*skill <skill id>,<level>{,<flag>};
*skill "<skill name>",<level>{,<flag>};
*addtoskill <skill id>,<level>{,<flag>};
*addtoskill "<skill name>",<level>{,<flag>};

These commands will give the invoking character a specified skill. This is also 
used for item scripts.

Level is obvious. Skill id is the ID number of the skill in question as per 
'db/(pre-)re/skill_db.txt'. It is not known for certain whether this can be used to give 
a character a monster's skill, but you're welcome to try with the numbers given 
in 'db/(pre-)re/mob_skill_db.txt'.

Flag is 0 if the skill is given permanently (will get written with the character 
data) or 1 if it is temporary (will be lost eventually, this is meant for card 
item scripts usage.).  The flag parameter is optional, and defaults to 1 in 
'skill' and to 2 in 'addtoskill'.

Flag 2 means that the level parameter is to be interpreted as a stackable 
additional bonus to the skill level. If the character did not have that skill 
previously, they will now at 0+the level given.

Flag 3 is the same as flag 1 in that it saves to the database.  However, these skills
are ignored when any action is taken that adjusts the skill tree (reset/job change).

Flag constants:
	0 - SKILL_PERM
	1 - SKILL_TEMP
	2 - SKILL_TEMPLEVEL
	3 - SKILL_PERM_GRANT

// This will permanently give the character Stone Throw (TF_THROWSTONE,152), at 
// level 1.
    skill 152,1,0;

Display into skill tree

db/pre-re or re folder/skill_tree


2,19,10,0,0,0,0,0,0,0,0,0,0 //MG_FIREBOLT#Fire Bolt#

10 = Level, change to your desired level.

 

Open grf editor and your grf > data/luafiles514/lua files/skillinfoz/skillinfolist.lub


	[SKID.MG_FIREBOLT] = {
		"MG_FIREBOLT",
		SkillName = "Fire Bolt",
		MaxLv = 10,
		SpAmount = { 12, 14, 16, 18, 20, 22, 24, 26, 28, 30 },
		bSeperateLv = true,
		AttackRange = { 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 }
	},

Change the max level

 

Save all and compile.

I did everything exactly like this, but appeared another problem, for ADM account, it worked and the max skill level is 20, but in normal account, the skill works normally, but doesn't appear lvl 20, just lvl 10. the pictures below i'll explain better: 
image.thumb.png.4dce0fb816f32c31340c194040c24c38.png

screenZuero Server026.jpg

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