Jump to content
  • 0
Sign in to follow this  
Promeister

skill_db.txt need further explanations

Question

Hi everyone! I just need a little advice on why i see some variables that are not available in the format?
ex

This is by default the format for 'nk' in the skill.db

 

// 06 nk (skill damage properties):
//    0x01 - No damage skill
//    0x02 - Has splash area (requires source modification)
//    0x04 - Damage should be split among targets (requires 0x02 in order to work)
//    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

 

 

 

Now when i saw the skill Sample 10,0,6,4,3,0x3,3,1,1,yes,0,0,0,magic,0,        MG_SIGHT,Sight "
I noticed that "0x3" is not in the 'nk' format. can anyone explain this?

Another question is how can i make firebolt damage turn into 1 blow but is equivalent to Lv 10?
" 19,9,8,1,3,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0,    MG_FIREBOLT,Fire Bolt "
I noticed that they used " : " may i know what it's purpose ?

Thanks for the reply in advance!


Edit*
Another question is how can i make a skill unavailable to level select? other than the " leveluseskillspamount.txt " i did delete the ID but it didn't somehow worked in-game why?

Edited by StaxOr

Share this post


Link to post
Share on other sites

3 answers to this question

Recommended Posts

  • 0

0x03 comes from combining two values. It happens in a lot of the db files.

0x01 + 0x02 = 0x03

 

So Sight is a no damage skill which also has splash area.

 

Whenever you see colon ( : ) in the skill files, it relates to the variable being used in relation to the skill level.

 

In your example (Fire Bolt), 1:2:3:4:5:6:7:8:9:10 is telling the file how many hits to do for each corresponding level.

 

It also works for skill_cast_db.

 

For example, if you wanted Heal to have a different cool down for each level:

 

//-- AL_HEAL
28,0,1000,0,0,0,0:100:200:300:400:500:600:700:800:900

This would give it a 0.1s (lv2) cooldown, 0.2s (lv3) cooldown, and so forth.

 

To make the skill unavailable to select:

 

I'm not sure about older clients, but on new clients you can go to the following lua file in your GRF, data/luafiles514/luafiles/skillinfoz/skillinfolist.lub

 

Search for the skill you want and change

 

bSeperateLv = true,

to

 

bSeperateLv = false,
Edited by True Zeal

Share this post


Link to post
Share on other sites
  • 0

0x03 comes from combining two values. It happens in a lot of the db files.

0x01 + 0x02 = 0x03

 

So does this mean the script would automatically detect if lets say i add 0x10 - Skill ignores elemental adjustments & 0x20 - Skill ignores target's defense (misc type always ignores) which i will put as 0x30; would it only combine both? or will it combine the rest of the variables before that?

 

 

Whenever you see colon ( : ) in the skill files, it relates to the variable being used in relation to the skill level.

 

Is there anymore keys available  like the colon( :) ? And is there any provided topics for a much more thorough explanations for customizing skills? 

 

Btw, your reply means a lot to me thank you so much! 

hercules uses skill_db.conf now, update your emulator

Oh thanks for the reminder!

Edited by StaxOr

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.