|
You last visited: Today at 12:08
Advertisement
Lets Figure out Skills params.
Discussion on Lets Figure out Skills params. within the SRO Private Server forum part of the Silkroad Online category.
04/23/2013, 22:05
|
#1
|
elite*gold: 0
Join Date: Apr 2012
Posts: 338
Received Thanks: 181
|
Lets Figure out Skills params.
Hello,
i think this things in _Refskills we ignored all this time should get it's time to be fully explained
as you know all the debuffs, effects and knocks are saved in the 50 params on _Refskill
and every effects has it's own code.
well i see if we have explained collection for each code and it's effect ingame it would be great and will be a gate for many edits in sro's gameplay.
i was thinking like add Knockback for metor or Stun for lightning nukes.
maybe add knockdown to glaive throw skills and make glaiver's combo able to damage knocked-down enemies.
so... bottom line is :
Every one can write what he knows here and i will collect them in the thread.
and i will start from some params i knew :
1936945013 --> Summon monsters skill and it is followed with Mobs ID.
1835229552 --> Mask Creation.
|
|
|
04/23/2013, 22:53
|
#2
|
Chat Killer In Duty
elite*gold: 5
Join Date: May 2008
Posts: 16,390
Received Thanks: 6,507
|
made this on RZ some time ago
I came up on something
the only way to know the effect it to grab an already done skill and reuse the code, as the params are coded directly
|
|
|
04/23/2013, 22:56
|
#3
|
elite*gold: 0
Join Date: Dec 2007
Posts: 3,210
Received Thanks: 6,298
|
I...should...resist...the...temptation....
Confidential....information...
So....hard!
|
|
|
04/23/2013, 22:58
|
#4
|
Chat Killer In Duty
elite*gold: 5
Join Date: May 2008
Posts: 16,390
Received Thanks: 6,507
|
Quote:
Originally Posted by Synx7
I...should...resist...the...temptation....
Confidential....information...
So....hard!
|
Share it with me
Trust me, I'm a Moderator
XD
i think i saw a document with a lot of params, but i think i lost it or something
what's so confidential about those anyway?
also, that statement, goes way too perfect with your avatar
Quote:
Originally Posted by Synx7
I...should...resist...the...temptation....
Confidential....information...
So....hard!
|
|
|
|
04/26/2013, 04:09
|
#5
|
elite*gold: 0
Join Date: Jun 2009
Posts: 76
Received Thanks: 147
|
i tagged lots of those params  in a bruteforce way back in the days
if you make a better list tell me
|
|
|
04/26/2013, 05:28
|
#6
|
Chat Killer In Duty
elite*gold: 5
Join Date: May 2008
Posts: 16,390
Received Thanks: 6,507
|
Quote:
Originally Posted by npcdoom
i tagged lots of those params  in a bruteforce way back in the days
if you make a better list tell me
|
for example this lines
Code:
Service ID GroupID Basic_Code Basic_Name Basic_Group Basic_Original Basic_Level Basic_Activity Basic_ChainCode Basic_RecycleCost Action_PreparingTime Action_CastingTime Action_ActionDuration Action_ReuseDelay Action_CoolTime Action_FlyingSpeed Action_Interruptable Action_Overlap Action_AutoAttackType Action_InTown Action_Range Target_Required TargetType_Animal TargetType_Land TargetType_Building TargetGroup_Self TargetGroup_Ally TargetGroup_Party TargetGroup_Enemy_M TargetGroup_Enemy_P TargetGroup_Neutral TargetGroup_DontCare TargetEtc_SelectDeadBody ReqCommon_Mastery1 ReqCommon_Mastery2 ReqCommon_MasteryLevel1 ReqCommon_MasteryLevel2 ReqCommon_Str ReqCommon_Int ReqLearn_Skill1 ReqLearn_Skill2 ReqLearn_Skill3 ReqLearn_SkillLevel1 ReqLearn_SkillLevel2 ReqLearn_SkillLevel3 ReqLearn_SP ReqLearn_Race Req_Restriction1 Req_Restriction2 ReqCast_Weapon1 ReqCast_Weapon2 Consume_HP Consume_MP Consume_HPRatio Consume_MPRatio Consume_WHAN UI_SkillTab UI_SkillPage UI_SkillColumn UI_SkillRow UI_IconFile UI_SkillName UI_SkillToolTip UI_SkillToolTip_Desc UI_SkillStudy_Desc AI_AttackChance AI_SkillType Param1 Param2 Param3 Param4 Param5 Param6 Param7 Param8 Param9 Param10 Param11 Param12 Param13 Param14 Param15 Param16 Param17 Param18 Param19 Param20 Param21 Param22 Param23 Param24 Param25 Param26 Param27 Param28 Param29 Param30 Param31 Param32 Param33 Param34 Param35 Param36 Param37 Param38 Param39 Param40 Param41 Param42 Param43 Param44 Param45 Param46 Param47 Param48 Param49 Param50
1 3057 0 MSKILL_KK_ISYUTARU_SUMMON_R1_02 ???? R1 60% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 60 80 0 1936945013 2118 0 3 6 2118 1 2 4 2000 0 3 6 2000 1 2 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3987 0 MSKILL_KK_ISYUTARU_SUMMON_R1_02_L3 ???? R1 60% ?? ?? xxx 3057 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 60 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3058 0 MSKILL_KK_ISYUTARU_SUMMON_R1_03 ???? R1 40% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 40 80 0 1936945013 2118 0 3 6 2118 4 1 2 2000 0 3 6 2000 6 2 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3988 0 MSKILL_KK_ISYUTARU_SUMMON_R1_03_L3 ???? R1 40% ?? ?? xxx 3058 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 40 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3059 0 MSKILL_KK_ISYUTARU_SUMMON_R1_04 ???? R1 00% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 0 80 0 1936945013 2118 6 3 6 2118 4 1 2 2000 6 3 6 2000 4 1 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3989 0 MSKILL_KK_ISYUTARU_SUMMON_R1_04_L3 ???? R1 00% ?? ?? xxx 3059 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 0 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3060 0 MSKILL_KK_ISYUTARU_SUMMON_R2_01 ???? R2 80% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 80 80 0 1936945013 2127 0 3 6 1995 0 3 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3990 0 MSKILL_KK_ISYUTARU_SUMMON_R2_01_L3 ???? R2 80% ?? ?? xxx 3060 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 80 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3061 0 MSKILL_KK_ISYUTARU_SUMMON_R2_02 ???? R2 60% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 60 80 0 1936945013 1996 0 3 6 1996 1 2 4 1995 0 3 6 1995 1 2 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3991 0 MSKILL_KK_ISYUTARU_SUMMON_R2_02_L3 ???? R2 60% ?? ?? xxx 3061 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 60 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3062 0 MSKILL_KK_ISYUTARU_SUMMON_R2_03 ???? R2 40% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 40 80 0 1936945013 1996 0 3 6 1996 4 1 2 1995 0 3 6 1995 6 2 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3992 0 MSKILL_KK_ISYUTARU_SUMMON_R2_03_L3 ???? R2 40% ?? ?? xxx 3062 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 40 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3063 0 MSKILL_KK_ISYUTARU_SUMMON_R2_04 ???? R2 00% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 0 80 0 1936945013 1996 6 3 6 1996 4 1 2 1995 6 3 6 1995 4 1 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3993 0 MSKILL_KK_ISYUTARU_SUMMON_R2_04_L3 ???? R2 00% ?? ?? xxx 3063 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 0 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
the param 1936945013 states the mob will summon NPCs
i see other params defined on the line as well, any idea of them?
like the number of mobs, the types or something like that
btw synx, even if confidential, a little hint will be appreciated
edit:
i noted something
Code:
Param2 Param3 Param4 Param5 Param6
0 1936945013 1953 0 3 6
The syntax as for now is
0=idk
1936945013=param for spawn
1953= id of the mob/object spawned
0= number of mobs defined by type(i think elite)
3= number of mobs defined by type(i think champion)
6= number of mobs defined by type(i think giant)
anyone to prove me wrong?
I wanted to test a stupid unique to make fun or at least try my knowledge(even using skill on gm_skill as test)
|
|
|
04/26/2013, 09:49
|
#7
|
elite*gold: 0
Join Date: Dec 2007
Posts: 3,210
Received Thanks: 6,298
|
Quote:
Originally Posted by PortalDark
for example this lines
Code:
Service ID GroupID Basic_Code Basic_Name Basic_Group Basic_Original Basic_Level Basic_Activity Basic_ChainCode Basic_RecycleCost Action_PreparingTime Action_CastingTime Action_ActionDuration Action_ReuseDelay Action_CoolTime Action_FlyingSpeed Action_Interruptable Action_Overlap Action_AutoAttackType Action_InTown Action_Range Target_Required TargetType_Animal TargetType_Land TargetType_Building TargetGroup_Self TargetGroup_Ally TargetGroup_Party TargetGroup_Enemy_M TargetGroup_Enemy_P TargetGroup_Neutral TargetGroup_DontCare TargetEtc_SelectDeadBody ReqCommon_Mastery1 ReqCommon_Mastery2 ReqCommon_MasteryLevel1 ReqCommon_MasteryLevel2 ReqCommon_Str ReqCommon_Int ReqLearn_Skill1 ReqLearn_Skill2 ReqLearn_Skill3 ReqLearn_SkillLevel1 ReqLearn_SkillLevel2 ReqLearn_SkillLevel3 ReqLearn_SP ReqLearn_Race Req_Restriction1 Req_Restriction2 ReqCast_Weapon1 ReqCast_Weapon2 Consume_HP Consume_MP Consume_HPRatio Consume_MPRatio Consume_WHAN UI_SkillTab UI_SkillPage UI_SkillColumn UI_SkillRow UI_IconFile UI_SkillName UI_SkillToolTip UI_SkillToolTip_Desc UI_SkillStudy_Desc AI_AttackChance AI_SkillType Param1 Param2 Param3 Param4 Param5 Param6 Param7 Param8 Param9 Param10 Param11 Param12 Param13 Param14 Param15 Param16 Param17 Param18 Param19 Param20 Param21 Param22 Param23 Param24 Param25 Param26 Param27 Param28 Param29 Param30 Param31 Param32 Param33 Param34 Param35 Param36 Param37 Param38 Param39 Param40 Param41 Param42 Param43 Param44 Param45 Param46 Param47 Param48 Param49 Param50
1 3057 0 MSKILL_KK_ISYUTARU_SUMMON_R1_02 ???? R1 60% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 60 80 0 1936945013 2118 0 3 6 2118 1 2 4 2000 0 3 6 2000 1 2 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3987 0 MSKILL_KK_ISYUTARU_SUMMON_R1_02_L3 ???? R1 60% ?? ?? xxx 3057 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 60 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3058 0 MSKILL_KK_ISYUTARU_SUMMON_R1_03 ???? R1 40% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 40 80 0 1936945013 2118 0 3 6 2118 4 1 2 2000 0 3 6 2000 6 2 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3988 0 MSKILL_KK_ISYUTARU_SUMMON_R1_03_L3 ???? R1 40% ?? ?? xxx 3058 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 40 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3059 0 MSKILL_KK_ISYUTARU_SUMMON_R1_04 ???? R1 00% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 0 80 0 1936945013 2118 6 3 6 2118 4 1 2 2000 6 3 6 2000 4 1 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3989 0 MSKILL_KK_ISYUTARU_SUMMON_R1_04_L3 ???? R1 00% ?? ?? xxx 3059 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 0 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3060 0 MSKILL_KK_ISYUTARU_SUMMON_R2_01 ???? R2 80% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 80 80 0 1936945013 2127 0 3 6 1995 0 3 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3990 0 MSKILL_KK_ISYUTARU_SUMMON_R2_01_L3 ???? R2 80% ?? ?? xxx 3060 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 80 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3061 0 MSKILL_KK_ISYUTARU_SUMMON_R2_02 ???? R2 60% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 60 80 0 1936945013 1996 0 3 6 1996 1 2 4 1995 0 3 6 1995 1 2 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3991 0 MSKILL_KK_ISYUTARU_SUMMON_R2_02_L3 ???? R2 60% ?? ?? xxx 3061 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 60 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3062 0 MSKILL_KK_ISYUTARU_SUMMON_R2_03 ???? R2 40% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 40 80 0 1936945013 1996 0 3 6 1996 4 1 2 1995 0 3 6 1995 6 2 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3992 0 MSKILL_KK_ISYUTARU_SUMMON_R2_03_L3 ???? R2 40% ?? ?? xxx 3062 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 40 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3063 0 MSKILL_KK_ISYUTARU_SUMMON_R2_04 ???? R2 00% ?? ?? xxx 0 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 0 80 0 1936945013 1996 6 3 6 1996 4 1 2 1995 6 3 6 1995 4 1 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 3993 0 MSKILL_KK_ISYUTARU_SUMMON_R2_04_L3 ???? R2 00% ?? ?? xxx 3063 60 2 0 0 0 0 0 500 500 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 255 255 0 0 0 0 0 255 255 255 255 xxx xxx xxx xxx xxx 0 80 0 1936945013 7559 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
the param 1936945013 states the mob will summon NPCs
i see other params defined on the line as well, any idea of them?
like the number of mobs, the types or something like that
btw synx, even if confidential, a little hint will be appreciated
edit:
i noted something
Code:
Param2 Param3 Param4 Param5 Param6
0 1936945013 1953 0 3 6
The syntax as for now is
0=idk
1936945013=param for spawn
1953= id of the mob/object spawned
0= number of mobs defined by type(i think elite)
3= number of mobs defined by type(i think champion)
6= number of mobs defined by type(i think giant)
anyone to prove me wrong?
I wanted to test a stupid unique to make fun or at least try my knowledge(even using skill on gm_skill as test)
|
I haven't parsed all the parameters that every param receives, nor I have the documentation I did about them here, but as far as I remember the summon monster param from unique skills (usually) are
<paramCode> <monsterID(_RefObjCommon)> <Type (0 = General, 1 = Champion, 2 = Giant, 3 = Unique, etc)> <minSpawnAmount> <maxSpawnAmount>.
Quote:
i tagged lots of those params in a bruteforce way back in the days
if you make a better list tell me
|
Impressive hand-work, good job!
I can tell you more about the empty tags. In fact, they are not empty tags, but parametered functions. You can actually define variables for the skills and use them later on other skills. There are 2 kind of "variables", one defined on the game itself (your current weapon phy attack, for example, which is used on those skills of china that do a % of damage based on your current equiped weapon damage) and the one that you define on an skill (for example, those warrior passive skills that increase the damage on some skills).
1734702198 is the function getVariable (lets call it like that XD), the parameter that is after that is the variable name.
What you define on your code as "BUILDER_SKILL_BONUS" is the other function used to define variables, 1936028790, lets call it setVariable.
The setVariable function have 3 params, I haven't look much about what each one does, but you can name the variable, then set any value there and when an skill asks for the value of the variable it returns the value stored on that specific variable.
The rest of your "empty tags" are not skill parameters, but variable names.
I think I said too much, someone is going to get angry on me XD
|
|
|
04/26/2013, 14:00
|
#8
|
elite*gold: 0
Join Date: Apr 2012
Posts: 338
Received Thanks: 181
|
well i tried to add so many effects on existing skills.
and i found that the only way is comparing rows.
for example i wanted to add short-sight debuff to a blader skills as a skill empower option, this debuff exist in ROC's skills, and it worked.
but it is so powerful and pills doesn't remove it which mean unbalanced skill, so i succeeded in adding it but i still didn't have the ability to determine the level of the debuff and the effect or the pill's series of it maybe this exists in other tables maybe it belong to the params.
after somedays i am going to do a list of all the params i figured.
but still there is something i can't figure..
like when i change weapon the skills disappear, when i enter town the skill stop.
and the ability to buff yourself or buff all your teammate (group buff) or only one from your party.
but i believe i will be able to figure it out by comparing healing cycle and healing orbit or the warriors buffs together, i just don't have enough time to do it
Quote:
Originally Posted by npcdoom
i tagged lots of those params  in a bruteforce way back in the days
if you make a better list tell me
|
well, this a really awesome work you have done.
i will try to test many from this before do my list.
and as for me i wanted the list to be more simple like this Synx's example :
Quote:
|
<paramCode> <monsterID(_RefObjCommon)> <Type (0 = General, 1 = Champion, 2 = Giant, 3 = Unique, etc)> <minSpawnAmount> <maxSpawnAmount>.
|
and as an example of mine for Warriors Skins buffs.
well in here the magical def. skin and phy. one are useing the same param.
but in one the mag def is setted to zero and the other the phy is setted to zero, and in the ultimate screen both params were filled.
Code:
1685418593 60000 1684366960 800 800
Code:
<This mean that the skill is timed> <The time in ms> <add mag/phy def to target> <Phy def. amount> <Mag def. amount>
|
|
|
04/26/2013, 14:56
|
#9
|
Chat Killer In Duty
elite*gold: 5
Join Date: May 2008
Posts: 16,390
Received Thanks: 6,507
|
Quote:
Originally Posted by Neko*
well i tried to add so many effects on existing skills.
and i found that the only way is comparing rows.
for example i wanted to add short-sight debuff to a blader skills as a skill empower option, this debuff exist in ROC's skills, and it worked.
but it is so powerful and pills doesn't remove it which mean unbalanced skill, so i succeeded in adding it but i still didn't have the ability to determine the level of the debuff and the effect or the pill's series of it maybe this exists in other tables maybe it belong to the params.
after somedays i am going to do a list of all the params i figured.
but still there is something i can't figure..
like when i change weapon the skills disappear, when i enter town the skill stop.
and the ability to buff yourself or buff all your teammate (group buff) or only one from your party.
but i believe i will be able to figure it out by comparing healing cycle and healing orbit or the warriors buffs together, i just don't have enough time to do it
well, this a really awesome work you have done.
i will try to test many from this before do my list.
and as for me i wanted the list to be more simple like this Synx's example :
and as an example of mine for Warriors Skins buffs.
well in here the magical def. skin and phy. one are useing the same param.
but in one the mag def is setted to zero and the other the phy is setted to zero, and in the ultimate screen both params were filled.
Code:
1685418593 60000 1684366960 800 800
Code:
<This mean that the skill is timed> <The time in ms> <add mag/phy def to target> <Phy def. amount> <Mag def. amount>
|
indeed
comparing existing is by far the best way, specially since this info is confidential(you are excused synx XD)
ofc, i have seen that each main param has his own structure(like the summon like synx said)
i think the effects like buffs/debuffs have the structure you said
I have been studying this for some time but I still have some stuff understand a lot of stuff
btw, thanks synx for answering my summon
|
|
|
04/26/2013, 15:15
|
#10
|
elite*gold: 0
Join Date: Dec 2007
Posts: 3,210
Received Thanks: 6,298
|
Quote:
Originally Posted by PortalDark
indeed
comparing existing is by far the best way, specially since this info is confidential(you are excused synx XD)
ofc, i have seen that each main param has his own structure(like the summon like synx said)
i think the effects like buffs/debuffs have the structure you said
I have been studying this for some time but I still have some stuff understand a lot of stuff
btw, thanks synx for answering my summon
|
npcdoom's code solved most of it, but he didn't figured out what I did, still, with the code he posted and the comments it has you should be able to figure out most of the skill params by yourself. It will still take a long time XD
|
|
|
04/26/2013, 16:12
|
#11
|
Chat Killer In Duty
elite*gold: 5
Join Date: May 2008
Posts: 16,390
Received Thanks: 6,507
|
Quote:
Originally Posted by Synx7
npcdoom's code solved most of it, but he didn't figured out what I did, still, with the code he posted and the comments it has you should be able to figure out most of the skill params by yourself. It will still take a long time XD
|
yeah, i have started to figure this up(i hate not having MSSQL at my job to take a look even more). I have started to understand a bit.
I just got a question
Why that data is so confidential(i know to value knowledge so I understand)?
|
|
|
04/26/2013, 18:10
|
#12
|
elite*gold: 0
Join Date: Jul 2011
Posts: 1,058
Received Thanks: 1,118
|
Quote:
Originally Posted by PortalDark
Why that data is so confidential(i know to value knowledge so I understand)?
|
Because it's just sane to keep such knowledge due to the current circumstances for oneself. Simply to take advantage of something others didn't figure out yet.
People are waiting for someone noble-minded to release something rather than trying to acquire such knowledge themselves.
If we had a considerable developing ongoing I'd surely agree to reveal every tiny piece of information, but definitely not when the majority of the community takes unappreciatively advantage of releases that are based on barely acquired information.
So I hope Synx isn't going to turn his "White-Knight"-Mode on again.
(This doesn't include every member of the community)
|
|
|
04/26/2013, 18:17
|
#13
|
Chat Killer In Duty
elite*gold: 5
Join Date: May 2008
Posts: 16,390
Received Thanks: 6,507
|
Quote:
Originally Posted by IceAmStiel
Because it's just sane to keep such knowledge due to the current circumstances for oneself. Simply to take advantage of something others didn't figure out yet.
People are waiting for someone noble-minded to release something rather than trying to acquire such knowledge themselves.
If we had a considerable developing ongoing I'd surely agree to reveal every tiny piece of information, but definitely not when the majority of the community takes unappreciatively advantage of releases that are based on barely acquired information.
So I hope Synx isn't going to turn his "White-Knight"-Mode on again.
(This doesn't include every member of the community)
|
true, i consider knowledge to be even worthier than money
I was just asking, I wanted to see if he could post "the impact" since he said "someone is gonna be angry at me"
Ill keep up on my research, i want to understand SRO a bit more everyday(i dont want to mess with packets or anything related to injections)
|
|
|
04/26/2013, 19:18
|
#14
|
elite*gold: 0
Join Date: Apr 2012
Posts: 338
Received Thanks: 181
|
but strange ... short sight debuff isn't working.
it doesn't affect the range, any solutions ?
|
|
|
04/26/2013, 19:23
|
#15
|
elite*gold: 0
Join Date: Dec 2007
Posts: 2,400
Received Thanks: 1,517
|
Quote:
Originally Posted by PortalDark
i dont want to mess with (...) anything related to injections
|
I've heard that's great advice for other things as well.
(Don't do drugs.)
|
|
|
 |
|
Similar Threads
|
[VSRO] how to edit " SKILL_MALL_PRE_APRU_4W_01" _refskill params ?
03/25/2013 - SRO Private Server - 0 Replies
how to edit " SKILL_MALL_PRE_APRU_4W_01" _refskill params ?
i want to add more stats
like 20 % lucky , 20str , 20 int... etc
how to edit this ??
and what is the params and values ?
|
[RELEASE] cq_action help: types & params description(translated from chinese)
09/01/2011 - EO PServer Guides & Releases - 12 Replies
Here we go: this is translation of ActionDefine.h (found in old server sources)
It will help you understand the numbers in cq_action.
If you are planning to build your own cq_action section, this will for sure help you.
Also, you will know what are the limits of cq_action table.
However there are for sure more types/params implemented in new msg servers, so not all is covered.
njoy another fine release from ACME.
|
[Sammeltheard]Lets Plays & Lets Shows
03/08/2011 - Minecraft - 4 Replies
closerrq#
|
how to vac this figure?????
10/25/2008 - Dekaron - 7 Replies
how to vac this figure:
2348,6,60,60,6,2000,2000,1200,1000,0,0,0,50,2,0,4 ,
100,0,0,0
the 16th parameter in 100 not 3
where to increase decrease byte
|
All times are GMT +1. The time now is 12:09.
|
|