Doram sprite and skills problem

DoriTos Nacho

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Hello everyone, I have two problems:

First: Why can't I add all the Doram skills?

Second: How do I get the backpack not appearing in front of the character? (Only US Dorams)

Thank you!

Screenshot_1.png

Screenshot_2.png

 
sooooo add them

    /** Summoner */
    SU_BASIC_SKILL = 5018,
    SU_BITE,
    SU_HIDE,
    SU_SCRATCH,
    SU_STOOP,
    SU_LOPE,
    SU_SPRITEMABLE,
    SU_POWEROFLAND,
    SU_SV_STEMSPEAR,
    SU_CN_POWDERING,
    SU_CN_METEOR,
    SU_SV_ROOTTWIST,
    SU_SV_ROOTTWIST_ATK,
    SU_POWEROFLIFE,
    SU_SCAROFTAROU,
    SU_PICKYPECK,
    SU_PICKYPECK_DOUBLE_ATK,
    SU_ARCLOUSEDASH,
    SU_LUNATICCARROTBEAT,
    SU_POWEROFSEA,
    SU_TUNABELLY,
    SU_TUNAPARTY,
    SU_BUNCHOFSHRIMP,
    SU_FRESHSHRIMP,
    SU_CN_METEOR2,
    SU_LUNATICCARROTBEAT2,
    SU_SOULATTACK,
    SU_POWEROFFLOCK,
    SU_SVG_SPIRIT,
    SU_HISS,
    SU_NYANGGRASS,
    SU_GROOMING,
    SU_PURRING,
    SU_SHRIMPARTY,
    SU_SPIRITOFLIFE,
    SU_MEOWMEOW,
    SU_SPIRITOFLAND,
    SU_CHATTERING,
    SU_SPIRITOFSEA,
they have strs , the effects continue after tuna part 1097 @use effect

im sure the ids continue with the source just like everything else 

 
Last edited by a moderator:
sooooo add them

they have strs , the effects continue after tuna part 1097 @use effect

im sure the ids continue with the source just like everything else 
I don't think I understand how to do this, my skill_db. txt is so in the Summoner

 

{
Id: 5024
Name: "SU_SPRITEMABLE"
Description: "Spirit Marble"
MaxLevel: 1
NumberOfHits: 0
},
{
Id: 5025
Name: "SU_POWEROFLAND"
Description: "Power of Land"
MaxLevel: 1
NumberOfHits: 0
},
{
Id: 5026
Name: "SU_SV_STEMSPEAR"
Description: "Silvervine Stem Spear"
MaxLevel: 5
Range: 9
Hit: "BDT_SKILL"
SkillType: {
Enemy: true
}
AttackType: "Magic"
Element: {
Lv1: "Ele_Earth"
Lv2: "Ele_Fire"
Lv3: "Ele_Water"
Lv4: "Ele_Wind"
Lv5: "Ele_Ghost"
}
InterruptCast: true
CastTime: 2500
AfterCastActDelay: 1000
SkillData1: 10000
FixedCastTime: 0
Requirements: {
SPCost: {
Lv1: 40
Lv2: 40
Lv3: 40
Lv4: 40
Lv5: 40
Lv6: 40
Lv7: 40
Lv8: 40
Lv9: 40
Lv10: 40
}
}
},
{
Id: 5027
Name: "SU_CN_POWDERING"
Description: "Catnip Powdering"
MaxLevel: 5
Range: 9
Hit: "BDT_SKILL"
SkillType: {
Enemy: true
}
DamageType: {
NoDamage: true
SplashArea: true
}
SplashRange: {
Lv1: 3
Lv2: 3
Lv3: 5
Lv4: 5
Lv5: 7
}
InterruptCast: true
SkillInstances: 1
CastTime: 1500
AfterCastActDelay: 1000
SkillData1: {
Lv1: 3000
Lv2: 4000
Lv3: 5000
Lv4: 6000
Lv5: 7000
}
FixedCastTime: 0
Requirements: {
SPCost: {
Lv1: 40
Lv2: 36
Lv3: 32
Lv4: 28
Lv5: 24
}
Items: {
Catnip_Fruit: 1
}
}
Unit: {
Id: 0x106
Layout: {
Lv1: 1
Lv2: 1
Lv3: 2
Lv4: 2
Lv5: 3
}
Interval: -1
Target: "Enemy"
Flag: {
UF_PATHCHECK: true
UF_RANGEDSINGLEUNIT: true
}
}
},


And go on.

 
{
Id: 5043
Name: "SU_LUNATICCARROTBEAT2"
Description: "Lunatic Carrot Beat 2"
MaxLevel: 5
Hit: "BDT_SKILL"
SkillType: {
Enemy: true
}
SkillInfo: {
Chorus: true
}
AttackType: "Weapon"
InterruptCast: true
Requirements: {
SPCost: 1
}
},


this is the last one in my db...

just keep adding +1 and recreate the new summoner skill

need to add some bare minimal coding of at least a no damage function to make anything work

shit i wouldnt be surprised if they use the new skill effect info for these skills >_> 

 
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