Any idea how to fix this skill ?

12/04/2016 01:53 GantzRoyalOddesy#1

How can I fix this skill ? Honestly it makes the foe can't move and the skill chain is too long -_-

Thank you for your help !
12/04/2016 15:42 danieldada#2
client files / ini friend. search the skill ID.
12/04/2016 16:41 GantzRoyalOddesy#3
Quote:
Originally Posted by danieldada View Post
client files / ini friend. search the skill ID.
It's not even related lol -_-
12/04/2016 19:21 danieldada#4
well i'm asuming your SQL syntax is correct, if not then it's ur database, if not then it's either the clients graphics which i assume your using the official files, if not then it's definately your ini files friend.
12/04/2016 20:05 GantzRoyalOddesy#5
Quote:
Originally Posted by danieldada View Post
well i'm asuming your SQL syntax is correct, if not then it's ur database, if not then it's either the clients graphics which i assume your using the official files, if not then it's definately your ini files friend.
The client doesn't have any wrong dude . I checked it up already . I do think it's my action id in cq_track but the problem is I still not understand the way they work lol even though I had read the guide -_-
12/05/2016 19:24 no_1#6
Quote:
Originally Posted by GantzRoyalOddesy View Post
The client doesn't have any wrong dude . I checked it up already . I do think it's my action id in cq_track but the problem is I still not understand the way they work lol even though I had read the guide -_-
hehe its kinda easy

OK i wil explain how to find the problem and how to fix it.
in your cq_magictype you will find the skils you are using.
he you will need to set track_id and track_id2
track_id refer to movements and tack_id2 refer to effects for this skill.
so lets say track_id is 423001042 and track_id2 is 402310321

under cq_track you will find these ids
here you define how many movements(hits) and effects are there and in what order to load them and how much delay there is.


so you need to have something like this

and track.ini will have the values from colum 'action' (i used the same id for my skils so track.ini is same as cq_track)

and in cq_track you will find

as you see i have showed you a skill that have 9 hits.

see how all is connected now? and how to set the delay for the moves and the power of your attacks?
12/05/2016 21:10 GantzRoyalOddesy#7
Quote:
Originally Posted by no_1 View Post
hehe its kinda easy

OK i wil explain how to find the problem and how to fix it.
in your cq_magictype you will find the skils you are using.
he you will need to set track_id and track_id2
track_id refer to movements and tack_id2 refer to effects for this skill.
so lets say track_id is 423001042 and track_id2 is 402310321

under cq_track you will find these ids
here you define how many movements(hits) and effects are there and in what order to load them and how much delay there is.


so you need to have something like this

and track.ini will have the values from colum 'action' (i used the same id for my skils so track.ini is same as cq_track)

and in cq_track you will find

as you see i have showed you a skill that have 9 hits.

see how all is connected now? and how to set the delay for the moves and the power of your attacks?
Em actually I don't understand how it work :P Can you please explain or show me another example ? I'm new to this kind of skills hihi :P How do you make a skill to have 9 hit ? I mean, Is that possible ? To make a skill that can chain hit ?
12/05/2016 21:57 no_1#8
Quote:
Originally Posted by GantzRoyalOddesy View Post
Em actually I don't understand how it work :P Can you please explain or show me another example ? I'm new to this kind of skills hihi :P How do you make a skill to have 9 hit ? I mean, Is that possible ? To make a skill that can chain hit ?
well ok lets see.

Skills are made from movements and effects.
Boths are client sided.
How ever the server tell them what move and what effect to play.
The server also defines how many times the skill hits a target.
But the server doesn't know how long a movement takes so you need to tell the server to wait X amount of time between 2 moves. This is stated in cq_track.
When this is properly set the damage will be done when the movement is done(when not you will see all the damage very fast then the motion will follow and it look kinda lame then.)

So lets see Track.ini
as you see there are 10 lines of motion and 10 lines for effect for these skills.
this is all client based and this is all just visual stuff. nothing to do with damage or timing or what so ever.

so the server tell the client what motion and what effect to play.
this is stated in cq_track like i said before.
so let add motion to cq_track
As you can see the step colum is set also. This defines if you push the target away with this motion. like knock back
Also the power of each motion is set. (damage)
and then the apply_ms or "delay" here you say how long the server needs to wait to give the command for the next track.
this is different for each movement you can have 4 very fast hits followed with some slow.



Add the effects to cq_track.
Notice we don't set delay or power here as this is not needed.

now we want the server to play the motion track and the effect track at the same time
so what we want to do is play this motion
==> 423001042 780 0 0 33 0 NULL sound\5213.wav
togetther with this effect
==> 402310321 321 5 0 33 0 dragoncombo1_hit NULL

So add to cq_magictype the cq_track value of the skill to 423001042
and cq_track2 to 402310321
now the server know these 2 tracks belong togetther and will play both at the same time with the same delay.

hope this explains its.
if its doesn't add me to skype(sweetcandy273) so i can help you specificly with your skil.

Regards SweetCandy
12/06/2016 05:59 GantzRoyalOddesy#9
Quote:
Originally Posted by no_1 View Post
well ok lets see.

Skills are made from movements and effects.
Boths are client sided.
How ever the server tell them what move and what effect to play.
The server also defines how many times the skill hits a target.
But the server doesn't know how long a movement takes so you need to tell the server to wait X amount of time between 2 moves. This is stated in cq_track.
When this is properly set the damage will be done when the movement is done(when not you will see all the damage very fast then the motion will follow and it look kinda lame then.)

So lets see Track.ini
as you see there are 10 lines of motion and 10 lines for effect for these skills.
this is all client based and this is all just visual stuff. nothing to do with damage or timing or what so ever.

so the server tell the client what motion and what effect to play.
this is stated in cq_track like i said before.
so let add motion to cq_track
As you can see the step colum is set also. This defines if you push the target away with this motion. like knock back
Also the power of each motion is set. (damage)
and then the apply_ms or "delay" here you say how long the server needs to wait to give the command for the next track.
this is different for each movement you can have 4 very fast hits followed with some slow.



Add the effects to cq_track.
Notice we don't set delay or power here as this is not needed.

now we want the server to play the motion track and the effect track at the same time
so what we want to do is play this motion
==> 423001042 780 0 0 33 0 NULL sound\5213.wav
togetther with this effect
==> 402310321 321 5 0 33 0 dragoncombo1_hit NULL

So add to cq_magictype the cq_track value of the skill to 423001042
and cq_track2 to 402310321
now the server know these 2 tracks belong togetther and will play both at the same time with the same delay.

hope this explains its.
if its doesn't add me to skype(sweetcandy273) so i can help you specificly with your skil.

Regards SweetCandy
I'm blurred haha . I will add you so that you can help me to fix this :D