So my edit may be more useful for you but if you go to your custom skill, in the skill.ca and add this line :
clif_specialeffect(src,149,AREA);
SRC is for self and BL is target, 149 is effect number and area can be left as 0, bash is effect 1 but i dont have anything handy to test how ugly it is cause its a pretty horrendous command.
cause when you miss with this , you still apply the effects.... ugly af and misleading but whatever not like bash ever misses LOL
im gonna leave this here though,
but honestly pal if your going that for and wanna go the extra couple Kilometres do this, make sm_bash go to level 20 then im sure you could figure out a way to make skilllvls 11-20 deal a custom amount of damage different from the 1-10 levels... that way you can keep them different like for example doing
skillration+= 100*skillvl - MINUS (skilllvl * 5) Something along these lines
yeah that part is internal but heres what you can do , i do this for third job skills cause if you add 3rd job to trans class it adds 3rd tab SOOO...
in skill c jump to down here
case WM_SEVERE_RAINSTORM_MELEE:
case WM_GREAT_ECHO:
case GN_SLINGITEM_RANGEMELEEATK:
case KO_SETSUDAN:
case GC_DARKCROW:
case LG_OVERBRAND_BRANDISH:
case LG_OVERBRAND:
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag);
case KN_SWAVE:
skill_attack(BF_WEAPON,src,src,bl,RK_SONICWAVE,skill_lv,tick,flag);
break;
int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag);
case KN_BLOODSPEAR:
skill_attack(BF_WEAPON,src,src,bl,RK_HUNDREDSPEAR,skill_lv,tick,flag);
break;
so add this underneath where i said, and if its magic skill do it with bf_magic or whatever it is....
You might not need the int skill_castend_damage since thats just identifying or whatever, i didnt delete them probably was confused or already achieved my desired results, not gonna matter unless you use those factors and we arent.... LOL sorry
int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag);
case KN_BLOODSPEAR:
skill_attack(BF_WEAPON,src,src,bl,RK_HUNDREDSPEAR,skill_lv,tick,flag);
break;
so now my new custom skills KN_BLOODSPEAR and KN_SWAVE are duplicates hundred spear and sonic wave from RK except for a few things it seems , looks like i take the formulas for battle.c are the same, but since you just wanna make a skill like bash with less sp cost and such... you can easily do that... theres probably a way to fix this but as for me, im not there yet, so i dont have a complete answer for you