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DoriTos Nacho

Doram sprite and skills problem

Question

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

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5 answers to this question

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  • 0

sooooo add them

 

Quote

    /** 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 

 

Edited by Naruto

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2 hours ago, Naruto said:

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.

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{
	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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