- Joined
- Feb 22, 2008
- Messages
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Credit to alexbigfoot for the healing effect thingy
Character.cs search for
if (SkillId == 1095) under that paste this
Code:
either open ur DataBase or ur ExternalDatabase
Search for
publicstaticvoid DefineSkills()
under that paste this:
Code:
the 4 **** is 1 0 0 ,
then Search for
publicstaticuint NeededSkillExp(short SkillId, byte Level)
under that paste this:
Code:
thats it...
Have Fun in ur server
Character.cs search for
if (SkillId == 1095) under that paste this
Code:
Code:
if (SkillId == 1190 && Stamina >= 100)
{
if (SkillLvl == 0)
{
CurHP += 500;
if (CurHP > MaxHP)
CurHP = MaxHP;
Stamina = 0;
MyClient.SendPacket(General.MyPackets.Vital(UID, 0, CurHP));
MyClient.SendPacket(General.MyPackets.Vital(UID, 9, Stamina));
World.UsingSkill(this, (short)SkillId, SkillLvl, UID, 500, (short)LocX, (short)LocY);
}
if (SkillLvl == 1)
{
CurHP += 800;
if (CurHP > MaxHP)
CurHP = MaxHP;
Stamina = 0;
MyClient.SendPacket(General.MyPackets.Vital(UID, 0, CurHP));
MyClient.SendPacket(General.MyPackets.Vital(UID, 9, Stamina));
World.UsingSkill(this, (short)SkillId, SkillLvl, UID, 800, (short)LocX, (short)LocY);
}
if (SkillLvl == 2)
{
CurHP += 1300;
if (CurHP > MaxHP)
CurHP = MaxHP;
Stamina = 0;
MyClient.SendPacket(General.MyPackets.Vital(UID, 0, CurHP));
MyClient.SendPacket(General.MyPackets.Vital(UID, 9, Stamina));
World.UsingSkill(this, (short)SkillId, SkillLvl, UID, 1300, (short)LocX, (short)LocY);
}
}
Search for
publicstaticvoid DefineSkills()
under that paste this:
Code:
Code:
SkillAttributes[1190] = newushort[3][];
SkillAttributes[1190][0] = newushort[6] { 8, 0, 0, 500, **** 0 };
SkillAttributes[1190][1] = newushort[6] { 8, 0, 0, 800, **** 0 };
SkillAttributes[1190][2] = newushort[6] { 8, 0, 0, 1300, **** 0 };
SkillsDone.Add(1190, 2);
then Search for
publicstaticuint NeededSkillExp(short SkillId, byte Level)
under that paste this:
Code:
Code:
elseif (SkillId == 1190)
{
if (Level == 0)
return 560000;
if (Level == 1)
return 4000000;
if (Level == 2)
return 0;
else return 0;
}
Have Fun in ur server
Last edited: