eppc0330 Posted August 7, 2020 Group: Members Topic Count: 28 Topics Per Day: 0.01 Content Count: 60 Reputation: 0 Joined: 11/17/18 Last Seen: May 26, 2024 Share Posted August 7, 2020 Hi, I tried to create custom infinite poison bottle for skill EDP . I found I have to edit this line in db/skill_require_db.txt 378,0,0,60:70:80:90:100,0,0,0,99,0,0,none,0,0,678,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ASC_EDP But how can I make it consumes either 678 or my item, not both? Is it possible? Thank you. Quote Link to comment Share on other sites More sharing options...
0 Kakaroto Posted August 8, 2020 Group: Members Topic Count: 99 Topics Per Day: 0.02 Content Count: 638 Reputation: 95 Joined: 05/11/12 Last Seen: 12 hours ago Share Posted August 8, 2020 Go to: emulator/db/(pre-re)/skill_db.yml change or add "ItemCost:" to your skill. An example: - Id: 378 ... ItemCost: - Item: Poison_Bottle Amount: 1 Read: ########################################################################### # - Id Unique skill ID. # Name Skill Aegis name. # Description Skill description. # MaxLevel Max skill level. # Type Skill type. (Default: None) # TargetType Skill target type. (Default: Passive) # DamageFlags: Skill damage properties. # Flags: Skill information flags. # Range: Skill range. (Default: 0) # - Level Skill level. # Size Range at specific skill level. # Hit Skill hit type. (Default: Normal) # HitCount: Skill hit count. (Default: 0) # - Level Skill level. # Count Number of hits at specific skill level. # Element: Skill element. (Default: Neutral) # - Level Skill level. # Element Element at specific skill level. # SplashArea: Skill splash area of effect. (Default: 0) # - Level Skill level. # Area Splash area at specific skill level. # ActiveInstance: Maximum amount of active skill instances that can be on the ground. (Default: 0) # - Level Skill level. # Max Active instances at specific skill level. # Knockback: Amount of tiles the skill knockbacks. (Default: 0) # - Level Skill level. # Amount Knockback count at specific skill level. # CopyFlags: Determines if the skill is copyable. (Optional) # Skill: Type of skill that can copy. # RemoveRequirement: Remove a requirement type. (Optional) # NoNearNPC: Determines if the skill can be used near a NPC. (Optional) # AdditionalRange Number of cells from an NPC where the skill can be cast. (Optional) # Type: Type of NPC. # CastCancel Cancel cast when hit. (Default: true) # CastDefenseReduction Defense reduction rate during skill cast. (Default: 0) # CastTime: Time to cast the skill in milliseconds. (Default: 0) # - Level Skill level. # Time Cast time at specific skill level in milliseconds. # AfterCastActDelay: Time the character cannot use skills in milliseconds. (Default: 0) # - Level Skill level. # Time After cast action delay at specific skill level in milliseconds. # AfterCastWalkDelay: Time before the character can move again in milliseconds. (Default: 0) # - Level Skill level. # Time After cast walk delay at specific skill level in milliseconds. # Duration1: Duration of the skill in milliseconds. (Default: 0) # - Level Skill level. # Time Skill duration at specific skill level in milliseconds. # Duration2: Duration of the skill in milliseconds. (Default: 0) # - Level Skill level. # Time Skill duration at specific skill level in milliseconds. # Cooldown: Time before the character can use the same skill again in milliseconds. (Default: 0) # - Level Skill level. # Time Cooldown at specific skill level in milliseconds. # FixedCastTime: Time that is fixed during cast of the skill in milliseconds. (Default: 0) # - Level Skill level. # Time After cast action delay at specific skill level in milliseconds. # CastTimeFlags: Effects of the skill's cast time. (Optional) # CastDelayFlags: Effects of the skill's delay. (Optional) # Requires: List of requirements to cast the skill. (Optional) # HpCost: HP required to cast. (Default: 0) # - Level Skill level. # Amount HP required at specific skill level. # SpCost: SP required to cast. (Default: 0) # - Level Skill level. # Amount SP required at specific skill level. # HpRateCost: HP rate required to cast. If positive, uses current HP, else uses Max HP. (Default: 0) # - Level Skill level. # Amount HP rate required at specific skill level. # SpRateCost: SP rate required to cast. If positive, uses current SP, else uses Max SP. (Default: 0) # - Level Skill level. # Amount SP rate required at specific skill level. # MaxHpTrigger: Maximum amount of HP to cast the skill. (Default: 0) # - Level Skill level. # Amount Maximum HP trigger required at specific skill level. # ZenyCost: Zeny required to cast. (Default: 0) # - Level Skill level. # Amount Zeny required at specific skill level. # Weapon: Weapon required to cast. (Default: All) # Ammo: Ammo required to cast. (Default: None) # AmmoAmount: Ammo amount required to cast. (Default: 0) # - Level Skill level. # Amount Ammo amount required at specific skill level. # State Special state required to cast. (Default: None) # Status: Status change required to cast. (Default: nullptr) # SphereCost: Spirit sphere required to cast. (Default: 0) # - Level Skill level. # Amount Spirit sphere required at specific skill level. # ItemCost: Item required to cast. (Default: 0) # - Item Item name. # Amount Item amount. # Equipment: Equipped item required to cast. (Default: nullptr) # Unit: Skill unit values. (Optional) # Id Skill unit ID. # AlternateId: Alternate skill unit ID. (Default: 0) # Layout: Skill unit layout. (Default: 0) # - Level Skill level. # Size Unit layout at specific skill level. # Range: Skill unit range. (Default: 0) # - Level Skill level. # Size Unit range at specific skill level. # Interval Skill unit interval in milliseconds. (Default: 0) # Target Skill unit target type. (Default: All) # Flag: Skill unit flags. (Default: None) ########################################################################### Quote Link to comment Share on other sites More sharing options...
0 eppc0330 Posted August 8, 2020 Group: Members Topic Count: 28 Topics Per Day: 0.01 Content Count: 60 Reputation: 0 Joined: 11/17/18 Last Seen: May 26, 2024 Author Share Posted August 8, 2020 13 hours ago, Kakaroto said: Go to: emulator/db/(pre-re)/skill_db.yml change or add "ItemCost:" to your skill. An example: - Id: 378 ... ItemCost: - Item: Poison_Bottle Amount: 1 Read: ########################################################################### # - Id Unique skill ID. # Name Skill Aegis name. # Description Skill description. # MaxLevel Max skill level. # Type Skill type. (Default: None) # TargetType Skill target type. (Default: Passive) # DamageFlags: Skill damage properties. # Flags: Skill information flags. # Range: Skill range. (Default: 0) # - Level Skill level. # Size Range at specific skill level. # Hit Skill hit type. (Default: Normal) # HitCount: Skill hit count. (Default: 0) # - Level Skill level. # Count Number of hits at specific skill level. # Element: Skill element. (Default: Neutral) # - Level Skill level. # Element Element at specific skill level. # SplashArea: Skill splash area of effect. (Default: 0) # - Level Skill level. # Area Splash area at specific skill level. # ActiveInstance: Maximum amount of active skill instances that can be on the ground. (Default: 0) # - Level Skill level. # Max Active instances at specific skill level. # Knockback: Amount of tiles the skill knockbacks. (Default: 0) # - Level Skill level. # Amount Knockback count at specific skill level. # CopyFlags: Determines if the skill is copyable. (Optional) # Skill: Type of skill that can copy. # RemoveRequirement: Remove a requirement type. (Optional) # NoNearNPC: Determines if the skill can be used near a NPC. (Optional) # AdditionalRange Number of cells from an NPC where the skill can be cast. (Optional) # Type: Type of NPC. # CastCancel Cancel cast when hit. (Default: true) # CastDefenseReduction Defense reduction rate during skill cast. (Default: 0) # CastTime: Time to cast the skill in milliseconds. (Default: 0) # - Level Skill level. # Time Cast time at specific skill level in milliseconds. # AfterCastActDelay: Time the character cannot use skills in milliseconds. (Default: 0) # - Level Skill level. # Time After cast action delay at specific skill level in milliseconds. # AfterCastWalkDelay: Time before the character can move again in milliseconds. (Default: 0) # - Level Skill level. # Time After cast walk delay at specific skill level in milliseconds. # Duration1: Duration of the skill in milliseconds. (Default: 0) # - Level Skill level. # Time Skill duration at specific skill level in milliseconds. # Duration2: Duration of the skill in milliseconds. (Default: 0) # - Level Skill level. # Time Skill duration at specific skill level in milliseconds. # Cooldown: Time before the character can use the same skill again in milliseconds. (Default: 0) # - Level Skill level. # Time Cooldown at specific skill level in milliseconds. # FixedCastTime: Time that is fixed during cast of the skill in milliseconds. (Default: 0) # - Level Skill level. # Time After cast action delay at specific skill level in milliseconds. # CastTimeFlags: Effects of the skill's cast time. (Optional) # CastDelayFlags: Effects of the skill's delay. (Optional) # Requires: List of requirements to cast the skill. (Optional) # HpCost: HP required to cast. (Default: 0) # - Level Skill level. # Amount HP required at specific skill level. # SpCost: SP required to cast. (Default: 0) # - Level Skill level. # Amount SP required at specific skill level. # HpRateCost: HP rate required to cast. If positive, uses current HP, else uses Max HP. (Default: 0) # - Level Skill level. # Amount HP rate required at specific skill level. # SpRateCost: SP rate required to cast. If positive, uses current SP, else uses Max SP. (Default: 0) # - Level Skill level. # Amount SP rate required at specific skill level. # MaxHpTrigger: Maximum amount of HP to cast the skill. (Default: 0) # - Level Skill level. # Amount Maximum HP trigger required at specific skill level. # ZenyCost: Zeny required to cast. (Default: 0) # - Level Skill level. # Amount Zeny required at specific skill level. # Weapon: Weapon required to cast. (Default: All) # Ammo: Ammo required to cast. (Default: None) # AmmoAmount: Ammo amount required to cast. (Default: 0) # - Level Skill level. # Amount Ammo amount required at specific skill level. # State Special state required to cast. (Default: None) # Status: Status change required to cast. (Default: nullptr) # SphereCost: Spirit sphere required to cast. (Default: 0) # - Level Skill level. # Amount Spirit sphere required at specific skill level. # ItemCost: Item required to cast. (Default: 0) # - Item Item name. # Amount Item amount. # Equipment: Equipped item required to cast. (Default: nullptr) # Unit: Skill unit values. (Optional) # Id Skill unit ID. # AlternateId: Alternate skill unit ID. (Default: 0) # Layout: Skill unit layout. (Default: 0) # - Level Skill level. # Size Unit layout at specific skill level. # Range: Skill unit range. (Default: 0) # - Level Skill level. # Size Unit range at specific skill level. # Interval Skill unit interval in milliseconds. (Default: 0) # Target Skill unit target type. (Default: All) # Flag: Skill unit flags. (Default: None) ########################################################################### My server is old version. It does not use yml file But thanks for help! Quote Link to comment Share on other sites More sharing options...
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eppc0330
Hi,
I tried to create custom infinite poison bottle for skill EDP .
I found I have to edit this line in db/skill_require_db.txt
378,0,0,60:70:80:90:100,0,0,0,99,0,0,none,0,0,678,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ASC_EDP
But how can I make it consumes either 678 or my item, not both? Is it possible?
Thank you.
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