Some skills used by NPC may not be visible if they have no representation in the client.
This method also work for a skill having animation but we want to change default animation to custom one.
To assign animation to a skill that is unknown to the client or just to assign custom animation to a skill, there is the possibility to map an animation to a skill in the skill description files in XML format.
This is done by adding a variable named displayId.
An example in data/stats/skills/1200-1299.xml for Hurricane:
<skill id="1239" levels="28" name="Hurricane"> <table name="#mpConsume_Init"> 7 7 8 8 9 9 9 10 10 11 11 11 11 11 12 12 12 12 12 13 13 13 13 13 14 14 14 14 </table> <table name="#mpConsume"> 27 28 30 31 33 35 36 38 39 41 42 43 44 44 45 46 47 48 48 49 50 51 51 52 53 53 54 55 </table> <table name="#magicLvl"> 38 40 42 44 46 48 50 52 54 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 </table> <table name="#power"> 49.0 52.0 55.0 58.0 61.0 65.0 68.0 72.0 75.0 78.0 80.0 82.0 84.0 85.0 87.0 89.0 90.0 92.0 94.0 96.0 97.0 99.0 100.0 102.0 104.0 105.0 107.0 108.0 </table> <set name="mpInitialConsume" val="#mpConsume_Init"/> <set name="mpConsume" val="#mpConsume"/> <set name="magicLvl" val="#magicLvl"/> <set name="power" val="#power"/> <set name="target" val="TARGET_ONE"/> <set name="hitTime" val="4000"/> <set name="element" val="1"/> <set name="reuseDelay" val="6000"/> <set name="skillTime" val="4000"/> <set name="skillType" val="MDAM"/> <set name="isMagic" val="true"/> <set name="operateType" val="OP_ACTIVE"/> <set name="castRange" val="900"/> <set name="effectRange" val="1400"/> <set name="displayId" val="1148"/> <for> </for> </skill>
This will show the animation of Death Spike (id 1148) to the client, but uses the values defined in the XML for Hurricane.
