Jump to content

martinx09

Members
  • Content Count

    5
  • Joined

  • Last visited

Community Reputation

0 Neutral

About martinx09

  • Rank
    Cabin Boy
  1. I want to change stuff myself, but thanks anyway.
  2. That's editing CharacterAction.tx, right? Only question I have regarding that, is how do you know which ID is equal to which specific skill?
  3. Is there a way to make skills (or their animations, I guess) faster based on attack speed? For example make conch ray or spiritual bolt faster based on atk speed, or at least make it so that the wait/delay before you can move again after casting is shorter. I know that the basic attack has this, since the animation is faster based on atk speed, but I have no idea if you can apply that same concept to other skills/animations from script.
  4. Did it, was simple enough. In case anyone wants to do this in the future (for some reason..) It's on SetJinglian_lv function in forge.lua Item_StoneLv [i] = Item_StoneLv [i] + 1 Num = SetNum_Part3 ( Num , 1 ) Num = SetNum_Part5 ( Num , 1 ) Num = SetNum_Part7 ( Num , 1 ) These are the lines that matter, just change the 1 with Baoshi_Lv, check that Item_StoneLv + Baoshi_Lv won't exceed 9 if that's your gem level first.
  5. Is there a way to change the forge script so that instead of having to forge gems one by one (so, +1 then +2, then +3, etc), to just forge straight to whatever the gem level is? So, for example, if I have a weapon that has no gems in it, and I forge with Gem Lv5 it will go straight to +5, not +1. Is this even possible?
×
×
  • Create New...