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a new target skill


sebitx

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Hello, i have a little problem, and sorry if i post this in the wrong place, but i'm not very sure if is there or in scripts.

i want to create a skill that its called "Asesinar" (kill or someting like this in english XD) but i dont know, how to do a target skill, i tried in too many forms and didnt work.

an example:

1023,0,0,0,0,0,0,1,0,yes,0,0x010,0,none,0, CM_ASESINAR,Asesinar : The player say the name of the skill, but nothing more. (no errors, no warnings)

1023,9,8,1,3,0,0,10,0,yes,0,0,0,magic,0, CM_ASESINAR,Asesinar : With this, the player dont do anything, dont say nothing and the target didnt appear (no errors, no warnings)

Please, help with this, and sorry for my bad english, i'm from latinoamerica

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your information can't help us to know what you done.

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He wants to know is how to make a target skill, do not know if the target is calculated at the source or the skill db.

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//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

Edited by Emistry
Use [CODEBOX] for long contents
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We want to make a command that executes a skill with target

But the problem is that the skill makes itself because the command

Any idea?

atcommand.c

/*==========================================
* @asesinar (asesinar)
*------------------------------------------*/
ACMD_FUNC(asesinar)
{
struct map_session_data *pl_sd = sd;
struct block_list *bl;
nullpo_retr(-1, sd);

bl = &sd->bl;
if (skill_get_inf(1023)&INF_GROUND_SKILL)
 unit_skilluse_pos(bl, pl_sd->bl.x, pl_sd->bl.y, 1023, 1);
else
 unit_skilluse_id(bl, pl_sd->bl.id, 1023, 1);
return 0;
}

skill.c

case CM_ASESINAR:
 clif_skill_nodamage(src,bl,skillid,skilllv,1);
 break;

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