Creating Skills

This page is here to help you create some new skills that are based upon the already made skill "skeletons". This page will explain what each part of the .csv files mean. First thing first there is a relation between skills and effects. Skills is what the trainer teaches the player but effects are what the skills does. If you had a skill with id 6 your effect id''s can range between 60 - 69, this means Effect 0 of skill 6, Effect 1 of skill 6, etc.

Skill csv:
ID: The id of the skill
Name: The Name for your skill
Item1: The first item id for leveling your skill
Item1Base: The base amount required for leveling
Item1Max: The maximum amount required for leveling the skill.
Item2: The second item id for leveling your skill.
Item2Base: The Base amount for leveling your skill.
Item2Max: The maximum amount required for leveling the skill.
Item3: The third tiem id for leveling your skill
Item3Base: The Base amount for leveling your skill.
Item3Max: The maximum amount required for leveling the skill.
Held: The id for the item held by the trainer that knows the skill.

Effects csv:
ID: The skill id and the Effect number e.g. if your skill id is 60 then your first effect would have an id of 600.
BaseValue: The Base Value of the effect. e.g. Tall_Grass drops 0.6 seeds when broken.
LevelIncrease: This is the increment that is added to basevalue of the effect depending on your level. This can be a negative value for example in tool durability you wouldn't want your tool to be destroyed more so the increment is a negative value.
LevelIncreaseNovice: I am not too sure what this does but its generally a considerably smaller value of the LevelIncrease or 0.
Min: The minimum that the effects value can reach e.g. (BaseValue + LevelIncrease) * skill can't be less than 5.
Max: The maximum that the effects value can reach.
Floor: I don't know what this does but it is generally true if your effect is based on crafting or Falltheshold.
Exception: Same as Floor except generally is only true when your skill is based on blockdrops.
ExceptionLow: Don't know what this is generally 0
ExceptionHigh: Don't know what this is generally 0
ExceptionValue: Don't know what this is generally 0
NormalLevel: The vanilla level of the effect e.g. 1 cobblestone is dropped when stone is broken.
Type: This is what the effect is Based on below this there will be a list of Effect Types.
OriginID: The Block id or item id of the effect.
OutputID: The output item id of the effect once the block is broken of the item is activated.
RequireTool: True if your skill/effect requires a tool to activate e.g. Mining - Pickaxe.
Tools: the list of tools that can activate the effect if true. For Example: 270 274 257 285 278. This only have a space between them.

Effect Types:
BLOCKDROP - An itemstack is dropped when a block is broken
MOBDROP - An itemstack is dropped when a mob is killed
SWORDDURABILITY - Sword durability
PVPDAMAGE - Player vs. Player Damage, all damage effect types either increase of decrease the damage taken.
PVEDAMAGE - Player vs. Entity Damage
EXPLOSIONDAMAGE - Explosion Damage
FIREDAMAGE - Fire Damage
FALLDAMAGE - Fall Damage
FALLTHRESHOLD - Unknown
PLOWDURARBILTY - Durability of hoes
TOOLDURABILITY - General Tool durabilty
EAT - When a player eats determines how much hunger is gained
CRAFT - When crafting determines the amount is crafted per recipe
PLOW - An itemstack is dropped when grass is plowed
DIGTIME - Something to do with digging.
BOWATTACK - When a player attacks with its bow, how much damage is done.
VEHICLEDROP - If your boat or minecraft is dropped or destroyed.
VEHICLEMOVE - How fast or if you can move your vehicle.
SPECIAL - Special and unknown
FISH - When a player fishes with their rod an itemstack can be dropped as well as their fish.
RODDURABILITY - The amount of durability that is lost when a player successfully catches fish.
SMELT - The amount of items dropped out of the furnace after smelting.

Even we don't know what all of the things do but we will endeavour to update this page when we find out more information.


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