Could change the "weaponType" of shield for "shield" instead of "none".
All other weapons have identification, except the Shield, I noticed when I add a skill to penalize daggers to use Shield
I already tested two methods and does not work.
1:
Is bad to have to add a mod only not to let dagger using shield, a simple passive skill can solve.
All other weapons have identification, except the Shield, I noticed when I add a skill to penalize daggers to use Shield
- Code:
('6370', 'Saint Spear', 'lrhand', 'true', '1800', '1', '1', 'adamantaite', 's', '281', '10', 'pole', '8', '-3.00000', '0', '0', '0', '325', '0', '132', '48800000', '2440', 'true', 'true', 'true', 'true', '0', '0', '0', '0', '0', '0', '0', '0'),
('6371', 'Demon Splinter', 'lrhand', 'true', '1350', '1', '1', 'adamantaite', 's', '342', '5', 'dualfist', '4', '4.00000', '0', '0', '0', '325', '0', '132', '48800000', '2440', 'true', 'true', 'true', 'true', '0', '0', '0', '0', '0', '0', '0', '0'),
('6372', 'Heaven\'s Divider', 'lrhand', 'true', '1380', '1', '1', 'adamantaite', 's', '342', '10', 'bigsword', '8', '0.00000', '0', '0', '0', '325', '0', '132', '48800000', '2440', 'true', 'true', 'true', 'true', '0', '0', '0', '0', '0', '0', '0', '0'),
('6377', 'Imperial Crusader Shield', 'lhand', 'true', '1170', '0', '0', 'bone', 's', '0', '0', 'Shield', '0', '0.00000', '-8', '290', '20', '0', '0', '0', '3760000', '188', 'true', 'true', 'true', 'true', '0', '0', '0', '0', '0', '0', '0', '0'),
I already tested two methods and does not work.
1:
- Code:
<skill id="1605" levels="1" name="Shield Penalty">
<set name="power" val="0.0"/>
<set name="target" val="TARGET_SELF"/>
<set name="skillType" val="BUFF"/>
<set name="operateType" val="OP_PASSIVE"/>
<set name="castRange" val="-1"/>
<set name="effectRange" val="-1"/>
<for>
<sub order="0x40" stat="rEvas" val="60">
<and>
<using kind="none"/>
</and>
</sub>
</for>
</skill>
- Code:
<skill id="1605" levels="1" name="Shield Penalty">
<set name="weaponsAllowed" val="2"/>
<set name="power" val="0.0"/>
<set name="target" val="TARGET_SELF"/>
<set name="skillType" val="BUFF"/>
<set name="operateType" val="OP_PASSIVE"/>
<set name="castRange" val="-1"/>
<set name="effectRange" val="-1"/>
<for>
<sub order="0x40" stat="rEvas" val="60">
</sub>
</for>
</skill>
Is bad to have to add a mod only not to let dagger using shield, a simple passive skill can solve.