Tutorial:
Since nobody uses them I decided to customize them a little and release them.
They seem fun and would make attack pets more useful.
-It won't be a copy-paste kind of job because I don't know SQL so I replaced the lines one by one, up to LV90 so if you're experience in SQL feel free to come up with your own query.
Database side. _RefSkill
1.a. Modifying the Ice Imbue
Adding Root effect to the already working pet Ice-Imbue
PHP Code:
RefSkill ID (29727 -> 29816)
PHP Code:
Param21: fill the 90 columns with 29300 (This is the Root effect)
Param22: fill the 90 columns with 5000 (duration of the Root in milliseconds)
Param23: fill the 90 columns with 5 (probability of the Root with each attack)
Param24: deals with the degree of the spell
Fill the first 7 columns with 1 (so from 29727 to 29733 Param24 should be 1)
Fill the next 8 columns with 2 (so from 29734 to 29741 Param24 should be 2)
Fill the next 8 columns with 3 (so from 29742 to 29749 Param24 should be 3)
Fill the next 8 columns with 4 (so from 29750 to 29757 Param24 should be 4)
Fill the next 10 columns fill with 5 (so from 29758 to 29767 Param24 should be 5)
Fill the next 10 columns with 6 (so from 29768 to 29777 Param24 should be 6)
Fill the next 12 columns with 7 (so from 29778 to 29789 Param24 should be 7)
Fill the next 12 columns with 8 (so from 29790 to 29801 Param24 should be 8)
Fill the next 15 columns with 9 (so from 29802 to 29816 Param24 should be 9)
1.b.
Adding Dull effect to the already working Ice-Imbue
PHP Code:
RefSkill ID (29727 -> 29816)
Param26: fill the 90 clumns with 29548 (this is the Dull effect)
Param27: fill the 90 clumns with 5000 (duration of the Root in milliseconds)
Param28: fill the 90 clumns with 5 (probability of the Dull with each attack)
Param29: deals with the degree of the spell, follow the steps of Param24 explained above.
Fill the first 7 columns with 1
Fill the next 8 columns with 2
Fill the next 8 columns with 3
Fill the next 8 columns with 4
Fill the next 10 columns fill with 5
Fill the next 10 columns with 6
Fill the next 12 columns with 7
Fill the next 12 columns with 8
Fill the next 15 columns with 9
2.a. Modifying the Lightning Imbue
Adding Decay to the already existing pet Lightning-Imbue
PHP Code:
RefSkill ID (30007-> 30096)
Param10: 1668509796 (this is the Decay effect, and will remove the existing lightning imbue)
Param11: 5000 (duration of the Decay effect in milliseconds)
Param12: 5 (probability of the Decay effect with each attack)
Param13: deals with the degree of the spell, follow the steps of Param24 or Param29 explained above.
Fill the first 7 columns with 1
Fill the next 8 columns with 2
Fill the next 8 columns with 3
Fill the next 8 columns with 4
Fill the next 10 columns fill with 5
Fill the next 10 columns with 6
Fill the next 12 columns with 7
Fill the next 12 columns with 8
Fill the next 15 columns with 9
Param14 to Param20 -> fill them with 0 (this removes the AOE effect of the pet lightning imbue, we don't need that)
2.b.
Adding Weaken to the already existing pet Lightning-Imbue
PHP Code:
RefSkill ID (30007-> 30096)
Param16: 1668509028 (this is the Weaken effect)
Param17: 5000 (duration of the Weaken effect in milliseconds)
Param18: 5 (probability of the Weaken effect with each attack)
Param19: deals with the degree of the spell, follow the steps of Param24, Param29 or Param13 explained above.
Fill the first 7 columns with 1
Fill the next 8 columns with 2
Fill the next 8 columns with 3
Fill the next 8 columns with 4
Fill the next 10 columns fill with 5
Fill the next 10 columns with 6
Fill the next 12 columns with 7
Fill the next 12 columns with 8
Fill the next 15 columns with 9
Param20: keep it 0
2.c.
Adding Impotent to the already existing pet Lightning-Imbue
PHP Code:
RefSkill ID (30007-> 30096)
Param25: 1668510578 (this is the Impotent effect)
Param26: 5000 (duration of the Imporent effect in milliseconds)
Param27: 5 (probability of the Imporent effect with each attack)
Param28: deals with the degree of the spell, follow the steps of Param24, Param29, Param13 or Param19 explained above.
Fill the first 7 columns with 1
Fill the next 8 columns with 2
Fill the next 8 columns with 3
Fill the next 8 columns with 4
Fill the next 10 columns fill with 5
Fill the next 10 columns with 6
Fill the next 12 columns with 7
Fill the next 12 columns with 8
Fill the next 15 columns with 9
2.d.
Adding Division to the already existing pet Lightning-Imbue
PHP Code:
RefSkill ID (30007-> 30096)
Param30: 1668508020 (this is the Division effect)
Param31: 5000 (duration of the Division effect in milliseconds)
Param32: 5 (probability of the Division effect with each attack)
Param33: deals with the degree of the spell, follow the steps of Param24, Param29, Param13, Param19 or Param28 explained above.
3.a.Modifying the Fire-Imbue
Adding Bleed to the already existing pet Fire-Imbue
PHP Code:
RefSkill ID (29867-> 29956)
Param20: 25196 (this is the Bleed effect)
Param21: 10000 (this is the duration of the Bleed effect in milliseconds)
Param22: 20 (this is the probability of the Bleed effect with each attack)
Param23: 1deals with the degree of the spell, follow the steps of Param24, Param29, Param13, Param19 or Param28 explained above.
Param24: 2 damage
Param25: 20 hit time in milliseconds
3.b
Adding Poison to the already existing pet Fire-Imbue.
PHP Code:
RefSkill ID (29867-> 29973!!!)
Param28: 28787 (this is the Poison effect)
Param29: 48 (this is the effect of the Poison)
Param30: 20 (this is the probability of the poison)
Param31: 27 (I do not know, I copied this from the Rogue Poison)
RefSkill ID (29874-> 29881!!!)
Param28: 28787 (this is the Poison effect)
Param29: 68 (this is the effect of the Poison)
Param30: 20 (this is the probability of the poison)
Param31: 49 (I do not know, I copied this from the Rogue Poison)
RefSkill ID (29882-> 29889!!!)
Param28: 28787 (this is the Poison effect)
Param29: 88 (this is the effect of the Poison)
Param30: 20 (this is the probability of the poison)
Param31: 79 (I do not know, I copied this from the Rogue Poison)
RefSkill ID (29890-> 29897!!!)
Param28: 28787 (this is the Poison effect)
Param29: 108 (this is the effect of the Poison)
Param30: 20 (this is the probability of the poison)
Param31: 120 (I do not know, I copied this from the Rogue Poison)
RefSkill ID (29898-> 29907!!!)
Param28: 28787 (this is the Poison effect)
Param29: 128 (this is the effect of the Poison)
Param30: 20 (this is the probability of the poison)
Param31: 174 (I do not know, I copied this from the Rogue Poison)
RefSkill ID (29908-> 29917!!!)
Param28: 28787 (this is the Poison effect)
Param29: 148 (this is the effect of the Poison)
Param30: 20 (this is the probability of the poison)
Param31: 247 (I do not know, I copied this from the Rogue Poison)
RefSkill ID (29918-> 29929!!!)
Param28: 28787 (this is the Poison effect)
Param29: 148 (this is the effect of the Poison)
Param30: 20 (this is the probability of the poison)
Param31: 247 (I do not know, I copied this from the Rogue Poison)
^so the same Poison effects as above
RefSkill ID (29930-> 29941!!!)
Param28: 28787 (this is the Poison effect)
Param29: 168 (this is the effect of the Poison)
Param30: 20 (this is the probability of the poison)
Param31: 344 (I do not know, I copied this from the Rogue Poison)
RefSkill ID (29942-> 29956!!!)
Param28: 28787 (this is the Poison effect)
Param29: 188 (this is the effect of the Poison)
Param30: 20 (this is the probability of the poison)
Param31: 471 (I do not know, I copied this from the Rogue Poison)
3.c.
Adding Stun to the already existing Fire-Imbue
PHP Code:
RefSkill ID(29867-> 29956)
Param35: 29556 (this is the Stun effect)
Param36: 2000 (this is the Stun duration)
Param37: 10 (probability of the Stun effect with each attack)
Param36: deals with the degree of the spell, follow the steps of Param24, Param29, Param13, Param19 or Param23 explained above.
Fill the first 7 columns with 1
Fill the next 8 columns with 2
Fill the next 8 columns with 3
Fill the next 8 columns with 4
Fill the next 10 columns fill with 5
Fill the next 10 columns with 6
Fill the next 12 columns with 7
Fill the next 12 columns with 8
Fill the next 15 columns with 9
Once you are done use a DB2PK2 to import the skilldata files into your client.
Client side.
1. Once you are done use a DB2PK2 to import the skilldata files into your client.
Item title and description:
2. textdata_object.
PHP Code:
SN_ITEM_MALL_PET_SKILL_COLD -> Rename them if you wish;
SN_ITEM_MALL_PET_SKILL_FIRE -> Rename them if you wish;
SN_ITEM_MALL_PET_SKILL_LIGHTNING -> Rename them if you wish;
SN_ITEM_MALL_PET_SKILL_COLD_TT_DESC -> Add a description of the item to your liking if you wish;
SN_ITEM_MALL_PET_SKILL_FIRE_TT_DESC -> Add a description of the item to your liking if you wish;
SN_ITEM_MALL_PET_SKILL_LIGHTNING_TT_DESC -> Add a description of the item to your liking if you wish.
The icons can be found in skilldata_30000/35000, itemdata25000 and are called:
PHP Code:
Optional, for the visuals only - _Refskill/Skilldata, _RefObjCommon/itemdata25000 :
item\etc\mall_pet_skill_lightning.ddj;
item\etc\mall_pet_skill_fire.ddj;
item\etc\mall_pet_skill_cold.ddj;
ITEM_MALL_PET_SKILL_COLD.ddj
ITEM_MALL_PET_SKILL_FIRE.ddj
ITEM_MALL_PET_SKILL_LIGHTNING.ddj
Decrypt skilldata_30000 and 35000 to change the book icons, or you change it directly through the database then export them using DB2PK2
skilleffect:
PHP Code:
SKILL_MALL_PET_SKILL_COLD ACT_L
false skill\china\ cold_ganggi_keep_a.efp
replace it with
false skill\china\ cold_ganggi_keep_a.efp
PHP Code:
SKILL_MALL_PET_SKILL_LIGHTNING ACT_L
false skill\china\ lightning_gigongta_keep_a.efp
replace it with
false skill\europe\ warlock_soul_armor_keep.efp
PHP Code:
SKILL_MALL_PET_SKILL_FIRE ACT_L
false skill\china\ fire_gigongta_keep_a.efp
replace it with
false skill\china\ fire_ganggi_keep_a.efp
PHP Code:
* 0,-5,0 to keep it under the pet
Screenshots:
Important notice:
-They're already inside your client and database, I just modified them to make them more interesting;
PHP Code:
ITEM_MALL_PET_SKILL_FIRE
ITEM_MALL_PET_SKILL_COLD
ITEM_MALL_PET_SKILL_LIGHTNING
-I don't know SQL so I did everything manually;
-I don't care if it's old/useless, I've never seen anybody use them and I don't care about your pettiness;
-You can add them at the npc, just set CashItem to 0 in _RefObjCommon if you wish them to be bought only with gold;
-To make them stack on the pet set ActionOverlap to 0;
-They scale with the level, up to level 90, you can increase that;
-Messy tutorial, I know, but if you can come up with your own way go ahead and share it with others. I made it work this way;
-Use and customize them at your own risk.
-
Important: I assume that you can also add debuffs to the normal pet attack in _RefSkill, for example P_SKILL_P_FOX_110_ATTACK_01 is the 1st basic attack of the Fox pet at level 110. Therefore, you can add some debuff parameters so the pet would 'unlock' said debuffs once it reaches level 110, permanently (as long as it stays at level 110).
So I think I found a way to add them within minutes.
I will attach my _RefSkill that contains the pet imbues already set up and ready to use.
All you have to do is run this query:
PHP Code:
USE SRO_VT_SHARD
DELETE FROM _RefSkill where Basic_Code like '%SKILL_MALL_PET_SKILL%_%'
Paste them into your _Refskill then use the DB2PK2 and upload the skilldataenc files into your client.
Edit the .ddj to your liking so it will have an in-game icon.