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Add new item requirement for skills(eg:- Acid Demo)


Veracious

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Hello!

 

I want to add new items which i created(eg:- WoE's Bottle Grenade, WoE's Acid Bottle) to be used by Acid Demonstration skill without removing the requirement of default items "Bottle Grenade" & "Acid Botle" & without making it like both type of items are required item1(fire)+item2(acid)+item3(woe's fire)+item4(woe's acid)... its explained in detail below.

 

--->Consider Acid/Fire(default) = itemset1 and WoE's Acid/Fire(Custom) = itemset2

 

What i want it to be like? :-  Acid Demo skill requires itemset1 OR itemset2

 

Syntax : -

SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment

 

1) When i make these changes at skill_require_db.txt

490,0,0,30,0,0,0,99,0,0,none,0,0,7135,1,7136,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //CR_ACIDDEMONSTRATION##
490,0,0,30,0,0,0,99,0,0,none,0,0,19015,1,19016,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //CR_ACIDDEMONSTRATION##

It requires itemset1+itemset2 for Acid Demo to work.

 

 

2) When i make these changes at skill_require_db.txt

490,0,0,30,0,0,0,99,0,0,none,0,0,7135,1,7136,1,19015,1,19016,1,0,0,0,0,0,0,0,0,0,0,0,0,0 //CR_ACIDDEMONSTRATION##

It still requires itemset1+itemset2 for Acid Demo to work.

 

 

 

Example for Whitesmith : Zeny Requirement for Cart Termination = 1500z

 

I want to make some coin/item for WS Cart Termination skill, if coin/item present in inventory then it wont use Zeny.

 

So, 1st preference of Cart Termination in BG/WOE Maps will be coin/item 2nd preference = Zeny(default).

 

/hlp !

Edited by Veracious
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bump for the last time.... gonna change my plans as this wont work :(

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db/(re/pre-re)/skill_require_db.txt

//

485,0,0,15,0,0,600:700:800:900:1000:1100:1200:1300:1400:1500,0:1:2:3:4:5:6:7:8:9:10:12:13:14:15:16:17:18:19:20:21:22,0,0,none,SC_CARTBOOST,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0    //WS_CARTTERMINATION##

 

RED = Zeny Cost

BLUE = Item Required & Item Amount


there are no way except edit the source.

You should extend

....,RequiredItemID10,RequiredItemAmount10,RequiredEquipment,ReqItemID11,ReqItemAmount11

which 11 is for WOE/BG purpose or something you like.

 

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You should extend

....,RequiredItemID10,RequiredItemAmount10,RequiredEquipment,ReqItemID11,ReqItemAmount11

which 11 is for WOE/BG purpose or something you like.

 

After doing what you said i get :-

 

Change #1

490,0,0,30,0,0,0,99,0,0,none,0,0,7135,1,7136,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19015,1,19016,1	//CR_ACIDDEMONSTRATION##

Output #1

[Error]: sv_readdb: Too many columns in line 474 of "db/pre-re/skill_require_db.
txt" (found 38, maximum is 34).

Change #2

490,0,0,30,0,0,0,99,0,0,none,0,0,7135,1,7136,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,none,19015,1,19016,1	//CR_ACIDDEMONSTRATION##

Output #2

[Error]: sv_readdb: Too many columns in line 474 of "db/pre-re/skill_require_db.
txt" (found 38, maximum is 34).
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bump

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there are no way except edit the source.

 

----------------------------------------------------------------Made changes in source trunk\src\map\skill.c--------------------------------------------------------------------

--->Before(default)

sv_readdb(dbsubpath2, "skill_require_db.txt"  , ',',  34, 34, MAX_SKILL_DB, skill_parse_row_requiredb, i);

--->After(i made changes)

sv_readdb(dbsubpath2, "skill_require_db.txt"  , ',',  42, 42, MAX_SKILL_DB, skill_parse_row_requiredb, i);

----------------------------------------------------------------Made changes in source trunk\src\map\skill.h--------------------------------------------------------------------

--->Before(default)

#define MAX_SKILL_ITEM_REQUIRE 10

--->After(i made changes)

#define MAX_SKILL_ITEM_REQUIRE 14

-------------------------------------------------------------Made changes in source trunk\db\pre-re\skill_require_db.txt--------------------------------------------------

 

~ Added 8 more coloumns to every skill (,0,0,0,0,0,0,0,0) - this fixed my syntax errors.

Attached skil_require_db.txt at the end as has very big size for

 and even pastebin isn't uploading it  
// Skill Requirements Database
//
// Structure of Database:
// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
//
// If HP/SPratecost is positive, it is a percent of your current life, otherwise it is a percent of your max life.
//
// Legend for 'RequiredState' field:
//  none = Nothing special
//  hidden = Requires on hidden status by using Hiding, Cloaking, or maybe Chasewalk
//  riding = Requires to ride either a peco or a dragon
//  falcon = Requires a Falcon
//  cart = Requires a Pushcart
//  shield = Requires a 0,shield equipped
//  recover_weight_rate = Requires to be less than 50% weight
//  move_enable = Requires to be able to move
//  water = Requires to be standing on a water cell
//  dragon = Requires to ride a Dragon
//  warg = Requires a Warg
//  ridingwarg = Requires to ride a Warg
//  mado = Requires to have an active mado
//  elementalspirit = Requires to have an Elemental Spirit summoned.
//  peco = Requires riding a peco
//
// 'RequiredStatuses'
// Fill the value only with SC_STATUS (see db/const.txt for more details)
// Usage for multiple status requirements: SC_STATUS1:SC_STATUS2:SC_STATUS3
// Max. multiple value is 3 (skill.h: MAX_SKILL_STATUS_REQUIRE)
// Use any number or SC_ALL will disable status requirements
// 'RequiredEquipment'
// Specified equipment to be equipped. For multiple values, use : as delimiter.
// Max. multiple value is 10 (skill.h: MAX_SKILL_EQUIP_REQUIRE)
 
//****
// SM Swordman
5,0,0,8:8:8:8:8:15:15:15:15:15,0,0,0,0:1:2:3:4:5:6:7:8:9:10:12:13:14:15:16:17:18:19:20:21:22,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SM_BASH#ƒoƒbƒVƒ…#
6,0,0,4:5:6:7:8:9:10:11:12:13,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SM_PROVOKE#ƒvƒƒ{ƒbƒN#
7,20:20:19:19:18:18:17:17:16:16,0,30,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SM_MAGNUM#ƒ}ƒOƒiƒ€ƒuƒŒƒCƒN#
8,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SM_ENDURE#ƒCƒ“ƒfƒ…ƒA#
...
...
... 
490,0,0,30,0,0,0,99,0,0,none,0,0,7135,1,7136,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19015,1,19016,1,0,0,0,0 //CR_ACIDDEMONSTRATION##

So, by doing these changes does the final structure/syntax look like this? :-

// Structure of Database:
// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment,RequiredItemID11,RequiredItemAmount11,RequiredItemID12,RequiredItemAmount12,RequiredItemID13,RequiredItemAmount13,RequiredItemID14,RequiredItemAmount14

Its still not working even after i follow the above structure/syntax

 

Some changes i made in the skill_require_db.txt with their outputs are as follows :-

 

Change #1 in skill_require_db.txt

490,0,0,30,0,0,0,99,0,0,none,0,0,7135,1,7136,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19015,1,19016,1,0,0,0,0 //CR_ACIDDEMONSTRATION##

Output #1-1 in mapserver-sql.bat

http://i.imgur.com/xviyuTC.png

xviyuTC.png

 

Output #1-2 in game/client

http://i.imgur.com/rN3QQaV.png

rN3QQaV.png

 

Change #2 in skill_require_db.txt

490,0,0,30,0,0,0,99,0,0,none,0,0,7135,1,7136,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,19015,1,19016,0,0,0 //CR_ACIDDEMONSTRATION##

Output #2 in mapserver-sql.bat game/client are exactly same like Output #1-1 & Output #1-2

 

All other changes i made in skill_require_db.txt gave the same outputs so i won't post them.

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

I think it is not recognizing the structure/syntax after RequiredEquipment

 

I did try till RequiredItemID14,RequiredItemAmount14 but its not working from 11 to 14 i.e. (for all itemid and amount after 10).

RequiredItemID10,RequiredItemAmount10,RequiredEquipment,RequiredItemID11,RequiredItemAmount11,RequiredItemID12,...etc

/help                                                                                           /help                                                                                              /help

skill_require_db.txt

Edited by Veracious
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u need to edit src for that "alternative" requirements.

let say u make new file, skill_require2.txt structure same like rhe skill_require_db.txt.

when that is being read, it adds/makes new array in skill_db struct, like for skill_db[].require2[]

then, in skill_get_requirement funtion in skill.c, u need to look up what alternative requirements, also in skill_consume_requirement

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u need to edit src for that "alternative" requirements.

let say u make new file, skill_require2.txt structure same like rhe skill_require_db.txt.

when that is being read, it adds/makes new array in skill_db struct, like for skill_db[].require2[]

then, in skill_get_requirement funtion in skill.c, u need to look up what alternative requirements, also in skill_consume_requirement

 

thanks for your reply!

 

but i'm facing problems.

 

tried doing what you said but, i can't see the new array in skill_db sctruct. can you please tell this process in detail?

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bump

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anyone?

Edited by Veracious
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