DaScript Posted June 29, 2019 Group: Members Topic Count: 2 Topics Per Day: 0.00 Content Count: 3 Reputation: 0 Joined: 05/09/19 Last Seen: October 27, 2019 Share Posted June 29, 2019 (edited) why you need to set it to negative value instead of cast time = 0 ? Edited June 29, 2019 by DaScript Quote Link to comment Share on other sites More sharing options...
0 Capuche Posted June 29, 2019 Group: Developer Topic Count: 10 Topics Per Day: 0.00 Content Count: 2407 Reputation: 616 Joined: 07/05/12 Last Seen: March 20 Share Posted June 29, 2019 *unitskilluseid <GID>,<skill id>,<skill lvl>{,<target id>,<casttime>}; *unitskilluseid <GID>,"<skill name>",<skill lvl>{,<target id>,<casttime>}; *unitskillusepos <GID>,<skill id>,<skill lvl>,<x>,<y>{,<casttime>}; *unitskillusepos <GID>,"<skill name>",<skill lvl>,<x>,<y>{,<casttime>}; This is the replacement of the older commands, these use the same values for GID as the other unit* commands (See 'GID'). Skill ID is the ID of the skill, skill level is the level of the skill. Cast time is the amount of seconds to add or remove from the skill. Use a positive value to add and negative value to subtract. Using 0 or no value will use the default skill cast time. For the position, the x and y are given in the UnitSkillUsePos. Using 0 or no value will use the default skill cast time. Read the docs ! Quote Link to comment Share on other sites More sharing options...
0 DaScript Posted June 29, 2019 Group: Members Topic Count: 2 Topics Per Day: 0.00 Content Count: 3 Reputation: 0 Joined: 05/09/19 Last Seen: October 27, 2019 Author Share Posted June 29, 2019 (edited) using unitskillusepos on mob will crash the map server but its fine when using unitskilluseid Edited June 29, 2019 by DaScript Quote Link to comment Share on other sites More sharing options...
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DaScript
why you need to set it to negative value instead of cast time = 0 ?
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