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[Guide] Understanding how to add Skills

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Smile [Guide] Understanding how to add Skills

Although there is already a guide on how to add new skills, I thought I would add this one to go more indepth for people to understand how it works and how cq_magictype works.

How cq_magictype works with magictype.ini:

Like most of the tables in the database they interact with the ini files found in the client. This means that in order for each of the skills in the database to work correctly, they must also be placed in the magictype.ini.

Understanding Aspects of cq_magictype

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In the picture you can see the entry for Chain Chop. You may be wondering why there are 3 entries for the one skill, this is because there are 3 levels to Chain Chop each with a different power level. The number 1010 is the ID that corresponds to the ID in magictype.ini. Basically the database sends a message saying 1010 and if the client responds by saying: Yes, I recognize that number, its in my ini file. Then it should work correctly when a player uses the skill.

Defining the Attributes of a Magictype:
Code:
ID: Identification Number for the magictype in the database
TYPE: Identification number that corresponds/interacts with the clients ini files
SORT: The sort or type of magictype
NAME: Name of magictype, usually in chinese characters because its untranslated
CRIME: If set to 1, name will flash to blue once the skill is used.
GROUND: Unsure of this, but it was used for a jumping attack.
MULTI: Multiple Targets?
TARGET: The number that is under the target column represents the type of target the skill can be used on.
LEVEL: The skill level
USE_MP: MP Cost to use the skill
USE_POTENTIAL: Unknown
POWER: The power of the skill usually a number after 30100
INTONE_SPEED: Unknown
PERCENT: Accuracy, if set to 100 it will not miss.
STEP_SECS: This relates to if the skill attaches a status to the target for how long it will last.
RANGE: The range scope, what distance can the skill be used at.
DISTANCE: Similar to Range.
STATUS_CHANCE: The rate at which the skill will successfully attach a status to its target, 100 for 100% success.
STATUS: The name of the status that will be attached after the skill is used.
NEED_PROF: The required profession (10 mage, 20, warrior, 30 palidan or 50 vampire if using rainbow db)
NEED_EXP: Unknown
NEED_LEVEL: The required character level
NEED_GEMTYPE: Unknown however gemtype relates to things like superamber/citrine etc
USE_XP: Determines whether the skill is an xp skill
WEAPON_SUBTYPE: Determines whether the skill requires a specific weapon to be weilded when using the skill
ACTIVE_TIMES: Unknown
AUTO_ACTIVE: Unknown
FLOOR_ATTR: Unknown
AUTO_LEARN: Determines whether the skill will be automatically learned, like Dragon morph skill.
LEARN_LEVEL: Determines what level the character will learn the skill if AutoLearn is activated
DROP_WEAPON: Unknown
USE_EP: SP Cost for using the skill
WEAPON_HIT: Unknown
USE_ITEM: Unknown
NEXT_MAGIC: Unknown
DELAY_MS: How long the skill is delayed for, im guessing in milliseconds? 
USE_ITEM_NUM: Unknown
WIDTH: Unknown
DURABILITY: Unknown
APPLY_MS: Unknown
TRACK_ID: Track refers to skills that have more than one attack in it like ChainChop. See cq_track.
TRACK_ID2: ^
AUTO_LEARN_PROB: Unknown
GROUP_TYPE: Unknown
GROUP_MEMBER1_POS: Unknown, related to the team member in position 1.
GROUP_MEMBER_2_POS: Unknown, related to the team member in position 2.
MAGIC1: Unknown
MAGIC2: Unknown
MAGIC3: Unknown
ATTACK_COMBINE: Unknown
FLAG: Unknown
USE_SOUL: Paladin Soul cost to use the skill.
NEED_UPLEVTIME: Unknown, uplevtime refers to exp.
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cruey is offline  
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thanks for the explanation.


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