MAGIC_TYPE tables are used for further effects of a skill, such as Damage, DoT (Damage of Time) etc. etc. etc.
Explanation of ALL Columns listed in MAGICTYPE1-9:
MAGIC_TYPE1:
iNum: Skill's ID.
Name: Name, server side only, so it's useless - you can do a comment there.
Description: Description, server side, too.
Type: This one I'm not entirely sure of, (Can either be 1 or 0 ) you should check similiar skills to the one you wanna create and copy the column.
HitRate: Set it to 100 and it'll be fine.
Hit: The % of the attack, means Blooding for example is 400 (400% attack.).
AddDamage: The Bonus damage a skill does (( disregarding defence )), though I guess it's on monsters only.
Delay: Set it to 100 and it'll be fine.
ComboType: Set it to 0 and it'll be fine, since it's useless in 1299 I think.
ComboCount: Set it to 1 and it'll just work fine.
ComboDamage: Useless, set it to 0.
Range: Useless, set it to 0.
MAGIC_TYPE2:
Pretty much the same as MAGIC_TYPE1, but it's for archer's skills (and Throwing Knife) as far as I know.
MAGIC_TYPE3:
Well, it's like MAGIC_TYPE1 but some special things are around.
Generally, the table is for adding special effects of a skill, like magic damage, or dots (Like Ignitation has a DOT [-Dot => Damage over time].
Special Columns:
Radius: Necessary to be set for AoE skills. (15 is Nova's Radius, just to give an example.
Angle: Set it to 0 if you want a proberly working Skill without bugs...
DirectType: Not sure, but I think 1 will make the skill work with all zones, 8 only at monsters & 9 is a special one for Drains. Not sure though, as I said.
FirstDamage: The Damage the enemy is inflicted by when the attack is casted.
EndDamage: The last damage of the timed damage.
TimeDamage: The damage dealed over the set time.
Duration: The time the DoT (Damage over Time) should last.
Attribute: Special effects the skill should include, for example 3 is stun, 1 is fire,2 is ice & 6 poison.
MAGIC_TYPE4:
The iNum and columns such as Description or Name are the same as always, only some special columns are added in the table.
Generally, this table is used for Buffs / Debuffs of any kind / class / monster.
BuffType: Sets the type of the buff, such as, AC , HP , Ac Debuff, etc etc. (Ac Debuff => 2, MP Debuff 7, Slow => 6, AttackRateDebuff => 9, Magical Resist => 8, AC Bonus => 14, Attack Power Bonus => 4....)
Radius: The Area (Necessary only for Party Buffs such as Wolf ,the 52 Priest Skill or AoE skills)
Speed: The Speed of the Animation (I think).
AC: If BuffType = 14 you can set Bonus AC here.
ACPct: An AC buff that works with %. so if you put 140 it will be 40% additional AC & if you put 30 it will be -70%.
Attack: Attack Buff in %. Wolf for example is 130 which is +30%.
MagicAttack: Magic Attack Damage + in %. (For Example the Absolute Power Skill) The basic is 100 again, so 110 would be +10%.
MaxHP: Max HP added.
MaxHPPct: Max HP added via %. Undying, for example, has 160, so it adds additional 60%.
MaxMP: Max MP added.
MaxMPPct: Max MP added via %. Basic is 100 again, so 120 would be +20% for example.
HitRate: Additional HitRate for you, works same as MaxMpPct.
AvoidRate: Think whether you can avoid the skill or not?! (In %).
Str: Additional Str Bonus!
Sta: Additional HP Bonus! (In Stat Points!)
Dex: Additional Dex Bonus!
Intel: Additional Intr Bonus!
FireR: Additional Fire Resistance!
ColdR: Additional Ice Resistance!
LightningR: Additional Lightning Resistance!
MagicR: Additional Magic Resistance!
DeseaseR: Additional Desease Resistance!
PoisonR: Additional Poison Resistance!
ExpPct: According to nexux, it's got something to do with the NP-Increasements - untested, yet.
MAGIC_TYPE5:
All Columns Besides Type,ExpRecover and NeedStone are same as always. Generally the Table is for Cures.
Type: The Type of Cure. (1 => Deseases like DoT (Damage over Time) ; 2 => Debuffs such as Malice ; 3 => Exp Recovery - for example, Ress skills)
ExpRecover: Recovered Experience in %.
NeedStone: The quantity of Stone of Res.. needed.
MAGIC_TYPE6:
Generally this table is for Transforms.
Size: The total size of the model you want to transform in (in %).
Transform ID: Desire Monster's or NPC's ID.
Duration: The period this transformation will last.
MaxHP: A Standart HP the new Transformation will have, set it to 0 if you want the player's hp.
MaxMP: A Standart MP the new Transformation will have, set it to 0 if you want the player's mp.
Speed: Speed of the Transformed Monster, set it to 0 for default player's speed.
AttackSpeed: Speed of the 'R' hits, put it to 0 if you want it to be default player's speed.
TotalHit: The maximum Damage a player can do with this Transformation.
TotalAc: Standart AC for the Transformation, set it to 0 if you want to have player's AC.
TotalHitRate: The Hitrate of the Transformation, set it to 0 if you want the player's hitrate.
TotalEvasionRate: Standart EvasionRate for the Transformation, set it to 0 if you want to have player's Rate.
TotalFireR: Standart Fire Resistance for the Transformation, set it to 0 if you want to have player's Fire Resistance.
TotalColdR: Standart Ice Resistance for the Transformation, set it to 0 if you want to have player's Ice Resistance.
TotalLightningR: Standart Lightning Resistance for the Transformation, set it to 0 if you want to have player's Lightning Resistance.
TotalMagicR: Standart Magic Resistance for the Transformation, set it to 0 if you want to have player's Magic Resistance.
TotalDeseaseR: Standart Desease Resistance for the Transformation, set it to 0 if you want to have player's Desease Resistance.
TotalPoisonR: Standart Poison Resistance for the Transformation, set it to 0 if you want to have player's Poison Resistance.
Class: Just set it to 1111 and it'll be fine (IN CASE YOU DO A SHERIF, SET IT TO 10!)
UserSkillUse: If a User uses the Skill, set it to 1, if NPCs should use the skill set it to 0.
NeedItem: The ID of the scroll, 2 is the normal, 1 is special.
SkillSuccessRate: Pretty useless, leave it as 0.
MonsterFriendly: Pretty useless, leave it as 0. (IN CASE YOU DO A SHERIF, SET IT TO 1!)
MAGIC_TYPE7:
Generally this table is used for Provoke or sleep skills.
nIndex == iNum
strNote == Description
byValidGroup: This one I'm not sure of.
byNationchange: If the Monster's nation should change to El Morad it's 2, if to Karus it's 1 and if it shouldn't change at all it's 0.
shMonsterNum: The maximum number of monsters affected by the skill.
byTargetChange: The status of the monster after casting the skill. (1 => Provoked ; 2 => Sleeping)
byStateChange: This one I'm not sure of.
byRadius: The Skill's Effect's area.
shHitRate: This one I'm not sure of.
shDuration: Periode lasting of the Status.
shDamage: The Damage the skill should inflict.
byVisoin: This one I'm not sure of, set it to 100 and it'll be fine.
nNeedItem: If an item is used when casting the skill, put the Item's ID here.
MAGIC_TYPE8:
This Table is for all kinds of Teleports.
Target: Set it to 1 if the caster is the moving target.
Radius: The maximum range the skill will move the caster.
WarpType: Type of the Destination the caster Teleports to. ( 25 => Friend in PARTY (OR generally selected) ; 12 => Friend selected in FRIENDLIST ; 1 => Respawn point ; 21 => Monster)
ExpRecover: I really don't know what it is used for, set it to 0 & it'll be fine.
MAGIC_TYPE9:
This table is for all kinds of Evocations OR personal Status Changes (Not sure...).
ValidGroup: I'm not sure of this one.
Nationchange: Which nation the summoned monster should turn to. (1 => Karus ; 2 => El Morad ; 0 => Monsters)
MonsterNum: ID of the Summoned Monster.
TargetChange: I'm not sure of this one.
StateChange: I'm not sure of this one.
Radius: Sets the Effect's Area.
HitRate: Not sure of this one.
Duration: After expiration of this period the Monster will die.
AddDamage: Additional Damage when casting (Works only if you set a Radius!)
Vision: Not sure of this one, just set it to 100 and it'll work fine.
NeedItem: Item needed for summoning, put the Item's ID here. (0 if no item is required) |