Hi.
Late to the party, I know, but I haven't seen anyone post this specific thing here so I decided to post it.
It has been a while since I added those so my tutorial won't be so accurate. For this matter I will upload my .txt files that you can ultimately upload to your database.
I just hope it will provide a basic understanding of how some things work.
1. How to create basic PASSIVE skills, skill placement, requirements, costs, column, row, text, etc...
Here's what I achieved so far, going to release it but for the sake of the tutorial I'm only going to make it short and talk about one skill.
What you're gonna need :
a.db2pk2
b.skill param generator
c.pk2 tools
d.encrypt/decrypt of skilldata
I have uploaded all of the above. Scan them before using them.
IMPORTANT TIPS:
To add a skill all you have to do is configure the skill (as explained in the photo/txt and copy-paste the parameter from the tool.) Some parameters won't work or they'd need additional necessary values. Check other threads for that, like this one for example : 
Example of a skill (RefSkill and skilldataENC):
Example of RefSkillGroup
Every skill should have a correspondent in the RefSkillGroup.
The ID (1014)
increases by one for every skill WITHIN THE SAME MASTERY, however the ID also changes so if you want to add 8 skills WITHIN THE SAME MASTERY then the RefSkillGroup should look like this:
1014 SKILL_CH_BLADEMASTER_PASSIVE_1
1015 SKILL_CH_BLADEMASTER_PASSIVE_2
1016 SKILL_CH_BLADEMASTER_PASSIVE_3
1017 SKILL_CH_BLADEMASTER_PASSIVE_4
1018 SKILL_CH_BLADEMASTER_PASSIVE_5
1019 SKILL_CH_BLADEMASTER_PASSIVE_6
1020 SKILL_CH_BLADEMASTER_PASSIVE_7
1021 SKILL_CH_BLADEMASTER_PASSIVE_8
HOW TO ADD A SKILL:
1. Open your database, paste it there (or any other skill from my skilldata to understand the placement/values).
2. Learn and understand what goes where with the help of my explanations
-yellow image- AND edit the Parameters with the
tool for your desired effect.
3. Use the DB2PK2 to upload the encrypted skilldata into your client.
Restart the server and check the skill.
Info : After you copy paste the skill, read every cell guided by my -yellow image- to understand what to edit.
1.Please don't just copy paste because your database might not match mine.
2.The counting of numbers starts from 0 !
3.I'm focusing ONLY on the PASSIVE skills;
4.I have only explained the parameters that I know, understand and are necessary for a PASSIVE skill;
5.The values of, for example, some European skills (the skills that add up a % of power to your character) reset their respective attributes every time you add the skill.
For example if you have a Wizard level 100 with "Earth Spirit" at skill level 25 providing you with 100% earth magical attack power, adding a custom passive skill with the same parameters (so a copy paste of the Earth skill) but a value of 5% for example will RESET your character's earth magical power to 5%, it won't make it 105%!
6.Always test the damage prior to adding anything;
7.Pay attention to EVERY LITTLE DETAIL;
8.Also, take a look at the skill placement in my skilldataenc_XXXX.txt
9.I will not upload the icons folder, it's kinda large and you can do it yourself.
10. IF you want to add a new skill in a new group, you have to add the group first. Check skillgroup.txt and learn from there.
11. I won't make a tutorial on how to encrypt/decrypt -> edit -> encrypt and upload stuff into your client. It's too obvious.
12. There are multiple threads on how to add certain skills, I have linked one above. To edit the values simply LEAVE the param2 alone and change the other values. (for example the values 25 and 5 in my picture).
My skills offer a broad range of statues : from HP/MP to berserk gain ration and resistances. You can check them after you place them in your own server or read the params.
Decrypt them (if you want to use my skills)
Upload them into the server
Configure them properly so they won't overlap other skills
Configure RefSkillGroup and
skillgroup.txt and
skillmasterydata.txt so you can
expand your skill window by simply increasing the values inside IN CASE you want to add a new group.
Increase the number after "UIIT_STT_CLASSNAME" in skillmasterydata and you have to copy-paste a new group in skillgroup.txt and increase the number by 1 before UIIT_STT_MASTERY_GROUP_VI_X. This only applies in case you want to add a new skill group.
If you use my skilldata_xxx.enc make sure your skillgroup and skillmasterydata are properly set up otherwise the client will crash!
Some skill placement tips:
UI_SkilllTab:
0 for the Bicheon/Heuksal/Pacheon
1 for the Force masteries
0 for the Warrior/Rogue
1 for the Wizard/Warlock
2 for the Bard/Cleric
UI_SkillPage:
0 for Bicheon
1 for Heuksal
2 for Pacheon
3 for Force recovery
0 for Warrior
1 for Rogue
0 for Wizard
1 for Warlock
0 for Bard
1 for Cleric
UI_SkillColumn
Again, the counting starts from 0, from the TOP to the BOTTOM.
9 if you want to put a skill
UNDER the Bicheon Shield Passive, for example;
8 if you want to put a skill
UNDER the Heuksal Passive, for example;
9 if you want to put a skill
UNDER the Pacheon Passive, for example;
8 if you want to put a skill
UNDER the Pacheon Passive, for example;
8 if you want to put a skill
UNDER the AXE active skills, for example;
8 if you want to put a skill
UNDER the Rogue's Dagger active skills, for example;
You get the idea
UI_SkillRow
The counting starts from 0, from the LEFT to the RIGHT.
0 if you want to add a skill on the
1st(first) slot
1if you want to place a skill on the
2nd(second) slot
2 if you want to place a skill on the
3rd (third) slot
THE LIMIT is 7 (which is the 8th slot)
Example of a skill :
UI_SkillTab UI_SkillPage UI_SkillColumn UISkillRow
0 0 10 5
This skill would be placed on the
6th slot of the
Bicheon mastery,
first page
This part is only valid and required if you want to add another skill group:
skillgroup.txt
So if you want to add a new skill group for Warriors, for example, you would add this in
skillgroup.txt
1 enable/disable
8 is the group, INCREASE BY ONE FOR EVERY NEW GROUP!!!!
512 mastery
201 no idea, it stays the same even if you want to add more groups
EU_WARRIOR_GROUP_ONEHAND_KNIGHT_TT_DESC is the technical name of the group's description text
skillgroup\pack_spear_passive.ddj it is the icon, you can place any icon you want and change its technical description.
skillmasterydata.txt
The numbers with a
red circle around them(after the first UIIT_STT_)
should be bigger by 1 value for each group added.
For example, this are the Warrior groups:
If I want to add a new group, I go and take a look at my skillmasterydata. Mine says 11 because I added new groups.
Yours (the default value) is probably 7 so if I want to add a new group I have to change the value to 8.
The cleric's default value is probably 10 so if I want to add a new group it would become 11.
If this doesn't work and crashes your client, change the values by 2 instead of 1.
Class mastery code (You'll need this to determine the location of the skill, too):
What my passive skills do : (my full skilldata folder will be uploaded)
What my skills are providing the character with :
-The first skill costs 9999999. The reason for that is because
I wouldn't want a class to have all the talent skills unlocked. I made a quest that rewards you with an
item to add the 9999999 skill to your character at level 1.
-Some skills require you to have added your class skills first (Warden
requires you to have the Concentration skill, Taoist
requires you to have all the nukes added,
Wizard characters can only choose Earthquake if they go Earthcaller for example, and so on.)
-
ALWAYS add the class skill first, followed by the talent passive one.
-They're passive therefore
THEY ARE PERMANENT.
-Feel free to modify these values however you want.
-IMPORTANT NOTE : YOU CAN ALSO MAKE THEM ACTIVE anytime.
For example, I copy-pasted an active buff skill (the Chinese Bicheon Castle Shield buff), changed the params and my character could have a life-control like buff, a buff that increased the blood sucking rate and critical parry rate.
I have experimented more and it's safe to say that you could also add an active buff that gives the player 50% increased crit rate for X seconds, for example;
-Keep in mind that this
might NOT be balanced. I haven't tested it with other players, it's just for my local project.
-These
EUROPEAN skills
work ONLY if the class weapon is equipped (you can take that out if you want).
WARNING : MY SKILLDATA_XXX_ETC.TXT HAS LOTS OF SKILL RESTRICTIONS (FOR EXAMPLE, ONLY LIGHTBRINGER CLERICS CAN USE HEALING ORBIT)
European:
Warrior :
A. Knight (1-handed sword)
1. 10% Physical/Magical Absorption;
2. 1200 HP increase/ 1500 MP Increase;
3. 300% HP/MP Reincarnation rate;
4. STR 15 increase;
5. 110 Physical Defense Power/ 220 Magical Defense Power;
6. Parry rate 45 Increase;
7. Physical Attack Power 120% Increase; (Warning, it affects the One-Handed arms skill);
8. Critical Parry 50 Increase (Warning, it affects the Critical Void skill).
B. Warden (2-handed sword)
1. 15 Attack Rate Increase;
2. 500 HP increase/ 1000 MP Increase;
3. Chance of obtaining Berserk gage 190% increase;
4. STR 10 increase;
5. 150 Physical Attack Power;
6. Parry rate 40 Increase;
7. Critical 10 Increase;
8. 600% HP/MP Reincarnation Rate Increase.
C. Knight (Axe)
1. 20 Physical/Magical Defense Power;
2. 20 Attack Rate Increase;
3. Chance of obtaining Berserk gage 200% increase;
4. STR 10 increase;
5. 180 Physical Attack Power;
6. Parry rate 40 Increase;
7. Physical Attack Power 110% Increase (Warning, it affects the Dual Arms skill).
Rogue :
A. Marksman (Crossbow)
1. Physical Damage 10% Increase;
2. Maximum HP 500 Increase, Maximum MP 1000 Increase;
3. Chance of obtaining Berserk gage 250% increase;
4. Damage 5% MP Absorption (Like Snow Shield);
5. 100 Physical Attack Power;
6. Parry Rate 25 Increase;
7. Critical 5 Increase;
8. Shot Range 6.0 m Increase.
B. Assassin (Daggers)
1. Attack rate 20 Increase;
2. Maximum HP 700 Increase, Maximum MP 1000 Increase;
3. Chance of obtaining Berserk gage 260% increase;
4. Poison Damage 150 Increase, Poisoning Effect 80 Increase;
5. Physical Attack Power 100 Increase;
6. 400% HP/MP Reincarnation Rate;
7. Critical 5 Increase;
8. Physical Damage 15 Increase.
Wizard :
A. Earthcaller (Earth skills)
1. Chance of obtaining Berserk gage 120% increase AND Parry Rate 15 Increase;
2. Maximum HP 700 Increase;
3. Physical Defense Power 35 Increase;
4. HP Reincarnation Rate 400% Increase;
5. Weakening/Restriction/Curse Series 10% Reduce (Kinda like a permanent weak Holy Word Skill);
6. Physical Damage 10% Absorption;
7. Magical Damage 7% Increase;
8. Magical Attack Power 103% Increase (Your Earth skills deal more damage. Warning, it affects the Earth Spirit skill).
B. Frostweaver (Ice Skills)
1. Chance of obtaining Berserk gage 150% increase AND Parry Rate 10 Increase;
2. Maximum HP 900 Increase;
3. Physical Defense Power 40 Increase;
4. HP Reincarnation Rate 400% Increase;
5. Weakening/Restriction/Curse Series 15% Reduce (Kinda like a permanent weak Holy Word Skill);
6. Physical Damage 11% Absorption;
7. Magical Damage 8% Increase;
8. Magical Attack Power 108% Increase (Your Ice skills deal more damage. Warning, it affects the Cold Spirit skill).
C. Firestarter (Fire Skills)
1. Attack rate 15 Increase;
2. Maximum MP 1000 Increase;
3. Chance of obtaining Berserk gage 280% Increase;
4. HP/MP Reincarnation Rate 390% Increase;
5. Weakening/Restriction/Curse Series 10% Reduce (Kinda like a permanent weak Holy Word Skill);
6. Physical Damage/Magical Damage 8% Absorption;
7. Magical Damage 8% Increase;
8. Magical Attack Power 98% Increase (Your Fire skills deal more damage. Warning, it affects the Fire Spirit skill).
D. Stormcaller (Lightning Skills)
1. Attack rate 20 Increase;
2. Maximum MP 1200 Increase;
3. Chance of obtaining Berserk gage 190% Increase;
4. HP/MP Reincarnation Rate 450% Increase;
5. Damage 10% MP Absorption (Like Snow Shield);
6. Physical Damage/Magical Damage 10% Absorption;
7. Magical Damage 9% Increase;
8. Magical Attack Power 118% Increase (Your Lightning skills deal more damage. Warning, it affects the Lightning Spirit skill).
Warlock :
A. Souldrainer (Focuses on DOTS damage, like the Dark Mentalist and Mind Control Series)
1. Magical Damage 10% Increase;
2. Physical Defense Power 40 Increase;
3. Maximum MP 1500 Increase;
4. INT 25 Increase;
5. Damage 10% MP Absorption (Like Snow Shield);
6. HP/MP Reincarnation Rate 550% Increase;
7. Damage Return Probability 40%, Physical/Magical Damage Return 45%, 25 meters (Like a permanent weak reflect);
8. Magical Attack Power 113% Increase (Your Dark Mentalist -DOTS- skills deal more damage. Warning, it affects the Dark Seed skill).
B. Shadowmancer (Focuses on your nukes damage, like the Bloody Swarm and Blood -or Blood Line Series-, depending on your textdata)
1. Magical Damage 10% Increase;
2. Magical Attack Power 50 Increase;
3. Maximum MP 1200 Increase;
4. INT 25 Increase;
5. Damage 10% MP Absorption (Like Snow Shield);
6. HP/MP Reincarnation Rate 475% Increase;
7. Trap Damage 2500 Increase (Warning, it affects the Trap Booster skill);
8. Magical Attack Power 108% Increase (Your Blood -nukes and trap- skills deal more damage. Warning, it affects the Red Flower skill).
B. Vampire (Focuses on your Vampire Touch/Vampire kiss damage and HP sucking power, like the Blood Aim Series)
1. Magical Damage 10% Increase;
2. Physical Defense Power 50 Increase;
3. Maximum HP 1000 Increase;
4. STR 10, INT 25 Increase;
5. Physical/Magical Damage 15% Absorption;
6. HP/MP Reincarnation Rate 585% Increase;
7. Damage Return Probability 30%, Physical/Magical Damage Return 35%, 25 meters (Like a permanent weak reflect);
8. Cruel Series Attack Power 2300 Increase (Warning, it affects the Blood Aim skill). I also added the "1936028790 1112754256 1200 0" values to my skill so I get more "Blood Sucking Amount". You can add it too, it's not in those files that I uploaded here.
Bard :
Soundweaver (Focuses on absorbing damage and providing resistance to your aoe buffs)
Note : In my project the bard does NOT need a second bard for the Dancing of Magic/Dancing of Healing and Dancing of Wizardry (Dancing of Wizardry requires you to have the 1st Soundweaver skill because you can dance without a second bard for 34% magical damage at level 80)
Also, ONLY if you choose to become a Soundweaver you can use Mana Orbit. I don't think I have uploaded all of my skilldata, but I'll upload again just in case.
1. Parry Rate 25 Increase;
2. Physical/Magical Defense Power 50 Increase;
3. Maximum MP 600 Increase;
4. STR 10, INT 10 Increase;
5. Physical/Magical Damage 15% Absorption Increase;
6. Damage 15% MP Absorption (Like Snow Shield);
7. Resistance 18 Increase -attacks are less likely to disrupt your Tambour skills- (Warning, it affects the Prism skill);
8. Resistance 20 Increase -attacks are less likely to disrupt your Dance skills- (Warning, it affects the Screen Dance skill).
Cleric :
Lightbringer
Note : In my project, ONLY if you choose to become a Lightbringer you can use Final Offering and Healing Orbit.
1. Magical Damage 25% Increase (Again, it works ONLY if the cleric rod weapon is equipped)
2. Physical/Magical Defense Power 40 Increase;
3. Maximum HP/MP 500 Increase;
4. STR 10, INT 10 increase;
5. Physical/Magical Damage 10% Absorption Increase;
6. HP/MP Reincarnation Rate 550% Increase;
7. Magical Attack Power 110% Increase (Warning, it affects the Heavenly Rage skill).
Chinese
Bicheon :
Blademaster (1-handed Blade). These skills require STR.
1. Attack Rate 25 Increase, Attack Rate 5% Increase;
2. Physical Attack Power 50 Increase;
3. Maximum HP 1800 Increase;
4. Physical Damage 15% Increase;
5. STR 20 Increase;
6. Critical 10 Increase;
7. HP/MP Reincarnation Rate 450% Increase;
8. Damage Return Probability 20%, Physical/Magical Damage Return 110%, 25 meters (Like a permanent weak reflect);
Swordsman (1-handed Sword). These skills require INT.
1. Attack Rate 25 Increase, Attack Rate 5% Increase;
2. Magical Attack Power 60 Increase;
3. Maximum MP 2200 Increase;
4. Magical Damage 15% Increase;
5. INT 20 Increase;
6. Critical 8 Increase;
7. HP/MP Reincarnation Rate 500% Increase;
8. Damage Return Probability 25%, Physical/Magical Damage Return 135%, 20 meters (Like a permanent weak reflect);
Heuksal :
Warbringer (Glaive). These skills require STR.
1. Attack Rate 25 Increase, Attack Rate 5% Increase;
2. HP Reincarnation Rate 450% Increase;
3. Physical Attack Power 50 Increase;
4. Physical/Magical Defense Power 50/45 Increase;
5. Damage Return Probability 15%, Physical/Magical Damage Return 150%, 10 meters (Like a permanent weak reflect);
6. Physical/Magical Damage Absorption 10% Increase;
7. STR 20 Increase;
8. Maximum HP 3500 Increase.
Lancer (Spear). These skills require INT.
1. Attack Rate 25 Increase, Attack Rate 5% Increase;
2. HP/MP Reincarnation Rate 400%/450% Increase;
3. Magical Attack Power 60 Increase;
4. Physical Defense Power 50 Increase;
5. Damage Return Probability 20%, Physical/Magical Damage Return 150%, 15 meters (Like a permanent weak reflect);
6. Physical/Magical Damage Absorption 10% Increase;
7. INT 20 Increase;
8. Damage 10% MP Absorption (Like Snow Shield);
Pacheon :
Bowman (Bow). These skills DO NOT require STR/INT. I thought I'd give INT bow a chance.
1. Attack Rate 30 Increase, Attack Rate 5% Increase;
2. HP/MP Reincarnation Rate 450% Increase;
3. Physical/Magical Attack Power 60/70 Increase;
4. Physical/Magical Defense Power 50/60 Increase;
5. Parry Rate 35 Increase;
6. Weakening/Restriction/Curse Series 10% Reduce (Kinda like a permanent weak Holy Word Skill);
7. Physical/Magical Damage 15%/10% Increase;
8. Shot Range 2.5 m Increase;
Force :
Taoist (Force Recovery mastery, it requires you to have all of the 3 nukes available)
Note: It works ONLY for the Force Nukers.
1. Damage 10% MP Absorption.
2. Physical Defense Power 35 Increase;
3. Chance of obtaining Berserk gage 250% increase;
4. Magical Damage 15% Increase;
5. Maximum MP 2040 Increase;
6. Parry Rate 35 Increase;
7. INT 30 Increase;
8. Physical/Magical Damage Absorption 15% Increase AND Damage Return Probability 20%, Physical/Magical Damage Return Ratio 150%, 15 m.
If my understanding is right you can also add passive/active skills that increase your stats, for example one time I saw an active skill increasing your critical strike for 10 seconds. So, you can get really creative.
Not sure if you could make a skill that increase your Experience/Skill Experience % for X seconds, that'd be cool.
Also, I have recently discovered that ReffObjItem has its own parameters for items. For example, I made 150% skill point experience increase scroll in my project.
Important: If you'd also like to have a CHINESE skill weapon requirement (aka the skill only take effect when a weapon is applied), open your itemdata_xxx.txt, get the TID (TypeID3/TypeID4) of the weapon that are the last TWO (2) digits before 180000 (or DecayTime in the database/media). It's easier to see this in the database than in the media because the database contains tab names.
Here are the Chinese weapon requirements in case my explanation is botched :
1919250793 4 1 for the Chinese Shield
1919250793 6 2 for the Chinese Sword
1919250793 6 3 for the Chinese Blade
1919250793 6 4 for the Chinese Spear
1919250793 6 5 for the Chinese Glaive
1919250793 6 6 for the Chinese Bow
Example of what I am talking about
:
2. Awaken System.
It behaves exactly like a tablet. You take your tablet (unawakened item in our case) and combine 4 elements to receive the stone (or the awakened item in our case).
You can modify the item and the amount of materials necessary for your item.
(RefObjItem)
Check textdataobject for the titles, description, etc..
You have it in the tutorial folder including the awaken item title, description, icon location, etc..
Virustotal of the tools (you can find them on various threads/websites, you don't have to use the one I use):
Skill param tool :
Folder with everything needed :
My full skilldata. Please take a look at
skillgroup.txt and skillmasterydata.txt because they're important
if you want to add a new skill on a
separate different group:
