The solution lays inside your skilleffects.txt.
There are 3 categories, you may know the most 2 common one for skills, like:
Code:
1 005__내가호흡법 SKILL_CH_WATER_SELFHEAL_A 0 FALSE 1 DEFAULT ANI_READY04 none ANI_SKILL_4 none none none none none 0 0,0,0,0 ONE none none none none none none none 0 1
005__내가호흡법 SKILL_CH_WATER_SELFHEAL_A READY 0 FALSE none none 1 0 0 0 1 10,500 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false skill\china\ water_assist_motion_wait.efp none 0,0,4 none 0,0,0 none 0 none skill\csk_heal_ready.wav none
The one with the "1 Lvl__Sometext Skillstring" for service activation and declaration and the "Lvl__Sometext Skillstring" for the actual definition of visual skills/appearance effects.
Those are the second and third category.
There is one important one at the very beginning for character/mob/structure/npc/etc meta declaration.
It goes like this:
Code:
MOB_CH_MANGNYANG MOB_MANGNYANG 1.5 none none res\mob\common\mangnyang_die.bsr none none 0,10,-6 hit_2_redblood none 0 0
The stuff after "1.5" is not important in this case.
1.5 is a perfect value for the Mangyang having its name floating right above its head. If you put in a value like "3.5", it will look like this for example:
So, find to your "MOB_ARABIA_THIEF_BOSS" string inside your skilleffects.txt and adjust the first figure-value to a higher number.