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Author Topic: Skills without RMB is that possible?  (Read 1245 times)

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Skills without RMB is that possible?
« on: »
Ok guys, I have two different items with different functions.
ITEM_WARBEAST_01.DAT
I use it to summon a pet.
Code: [Select]
[UNIT]
<STRING>UNIT_GUID:8425117549788770001
<STRING>NAME:ITEM_WARBEAST_01
<STRING>ICON:icons_scroll_portal
<TRANSLATE>DISPLAYNAME:|cFF00DEEESummon a Warbeast
<TRANSLATE>DESCRIPTION:Right-click to Summon Warbeast
<STRING>UNITTYPE:SCROLL
<STRING>RESOURCEDIRECTORY:media/models/items/scroll
<STRING>MESHFILE:scroll
<STRING>BASEFILE:media/units/items/base.dat
<BOOL>DONT_USE_ON_FULL:false
<BOOL>HIDE_EFFECTS:true
<BOOL>ALWAYS_IDENTIFIED:true
<INTEGER>MINLEVEL:1
<INTEGER>MAXLEVEL:9999999
<STRING>USES:0
<INTEGER>RARITY:0
<INTEGER>VALUE:1
<INTEGER>MAXSTACKSIZE:1
<BOOL>SHADOWS:true
<STRING>TAKE_SOUND:LeatherGet
<STRING>LAND_SOUND:FishDrop
<STRING>USE_SOUND:PotionUse
[EFFECTS]
[EFFECT]
<STRING>NAME:SUMMON_PET_WARBEAST_01
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:CAST SKILL
<INTEGER>LEVEL:1
<BOOL>SAVE:true
<FLOAT>MIN:100
<FLOAT>MAX:100
[/EFFECT]
[EFFECT]
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:DESUMMON MONSTER
<STRING>NAME:PET_WARBEAST_01
<BOOL>SAVE:true
<FLOAT>MIN:100
<FLOAT>MAX:100
<FLOAT>NO_LOOT:1
<FLOAT>NO_DIE_ANIM:1
<FLOAT>DESTROY_BODY:1
[/EFFECT]
[EFFECT]
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:DESUMMON MONSTER
<STRING>NAME:PET_WARBEAST_02
<BOOL>SAVE:true
<FLOAT>MIN:100
<FLOAT>MAX:100
<FLOAT>NO_LOOT:1
<FLOAT>NO_DIE_ANIM:1
<FLOAT>DESTROY_BODY:1
[/EFFECT]
[EFFECT]
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:DESUMMON MONSTER
<STRING>NAME:PET_WARBEAST_03
<BOOL>SAVE:true
<FLOAT>MIN:100
<FLOAT>MAX:100
<FLOAT>NO_LOOT:1
<FLOAT>NO_DIE_ANIM:1
<FLOAT>DESTROY_BODY:1
[/EFFECT]
[/EFFECTS]
[/UNIT]

and
ITEM_SPELL_01.DAT
I use it for the test fireball.
I want to make something like a spell, but without "learning".
Code: [Select]
[UNIT]
<STRING>UNIT_GUID:5842117549788770001
<STRING>NAME:ITEM_SPELL_01
<STRING>ICON:icons_scroll_portal
<TRANSLATE>DISPLAYNAME:Spell 01
<TRANSLATE>DESCRIPTION:Right-click to cast
<STRING>UNITTYPE:SCROLL
<STRING>RESOURCEDIRECTORY:media/models/items/scroll
<STRING>MESHFILE:scroll
<STRING>BASEFILE:media/units/items/base.dat
<BOOL>DONT_USE_ON_FULL:false
<BOOL>HIDE_EFFECTS:true
<BOOL>ALWAYS_IDENTIFIED:true
<INTEGER>MINLEVEL:1
<INTEGER>MAXLEVEL:9999999
<STRING>USES:0
<INTEGER>RARITY:0
<INTEGER>VALUE:1
<INTEGER>MAXSTACKSIZE:1
<BOOL>SHADOWS:true
<STRING>TAKE_SOUND:LeatherGet
<STRING>LAND_SOUND:FishDrop
<STRING>USE_SOUND:PotionUse
[EFFECTS]
[EFFECT]
<STRING>NAME:Fireball Test
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:CAST SKILL
<INTEGER>LEVEL:1
<BOOL>SAVE:true
<FLOAT>MIN:100
<FLOAT>MAX:100
[/EFFECT]
[/EFFECTS]
[/UNIT]

Both items using the same effect:
<STRING>TYPE:CAST SKILL

Skills:
SUMMON_PET_WARBEAST_01.DAT
Code: [Select]
[SKILL]
<STRING>NAME:SUMMON_PET_WARBEAST_01
<INTEGER64>UNIQUE_GUID:2846215050988770001
<STRING>SKILL_TYPE:SKILL
<STRING>ACTIVATION_TYPE:NORMAL
<FLOAT>RANDOMRANGE:0
<FLOAT>TURNRATEOVERRIDE:-1
[LEVEL1]
<FLOAT>RANDOMRANGE:0
[EVENT_START]
<STRING>FILE:media/skills/SUMMON_PETS/SUMMON_PET_WARBEAST_01.LAYOUT
<BOOL>MAKEPET:true
[/EVENT_START]
[/LEVEL1]
[/SKILL]

FIREBALL.DAT
Code: [Select]
[SKILL]
<STRING>NAME:Fireball Test
<INTEGER64>UNIQUE_GUID:8874566694329512414
<STRING>SKILL_TYPE:SKILL
<STRING>ACTIVATION_TYPE:NORMAL
<STRING>TARGET_ALIGNMENT:EVIL
<STRING>ANIMATION:special_gen_cast
<FLOAT>MANACOST:13
<FLOAT>TURNRATEOVERRIDE:-1
[LEVEL1]
[EVENT_START]
<STRING>FILE:media/skills/shared/fireball/fireballwarmup.layout
<BOOL>ATTACHES:true
[/EVENT_START]
[EVENT_TRIGGER]
<STRING>FILE:media/skills/shared/fireball/fireball.layout
[AFFIXES]
<INTEGER>AFFIXLEVEL:8
<STRING>AFFIX:SPELL_FIREBALL
[/AFFIXES]
[/EVENT_TRIGGER]
[/LEVEL1]
[/SKILL]

Ok. And now the question!  :)
Why when I use "ITEM_WARBEAST" the skill "SUMMON_PET_WARBEAST"is not added to RMB, but when I use "ITEM_SPELL" the skill "FIREBALL"is added to RMB?



The game automatically detects the type of skill?
Is there some way to make skills "without RMB"?

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Re: Skills without RMB is that possible?
« Reply #1 on: »
Hey Kva,

I don't know.  But I suspect it's because Summon Warbeast doesn't have an animation declared.

So.  Do you mean that you don't want the option to add the skill to the RMB?  I never figured that out. But... I do know there's a <BOOL>CANLEFTMAP which if set to TRUE allows a skill to be mapped to the LMB.  While I've never seen <BOOL>CANRIGHTMAP anywhere, maybe try writing it into the skill file?

<BOOL>CANRIGHTMAP:false

Might be worth a shot.

Re: Skills without RMB is that possible?
« Reply #2 on: »
I don't know.  But I suspect it's because Summon Warbeast doesn't have an animation declared.
Terrific! You're right gytfunke!  ;)

While I've never seen <BOOL>CANRIGHTMAP anywhere, maybe try writing it into the skill file?

<BOOL>CANRIGHTMAP:false

Might be worth a shot.
It is sad, but this is not working.  :(

But we now know that certain skills(without animation) are working in this manner. I suppose buffs, auras, etc.

Re: Skills without RMB is that possible?
« Reply #3 on: »
What about the HIDDEN flag inside the skills?

Re: Skills without RMB is that possible?
« Reply #4 on: »
What about the HIDDEN flag inside the skills?
I tried
<BOOL>HIDDEN:true
this is not working.

 

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