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How to add PASSIVE skills and Awaken System

Discussion on How to add PASSIVE skills and Awaken System within the SRO PServer Guides & Releases forum part of the SRO Private Server category.

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[Release] How to add PASSIVE skills, My Passive "Talent" skills, Awaken System.

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):

Quote:
1 33791 1014 SKILL_CH_BLADEMASTER_PASSIVE_01 ?:???? SKILL_CH_BLADEMASTER_PASSIVE_A 0 1 0 0 99999999 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 257 0 0 0 136 0 0 0 0 0 0 0 9999999 0 0 0 255 255 0 0 0 0 0 0 0 9 0 skill\china\swordsman_passive_01.ddj SN_SKILL_CH_BLADEMASTER_PASSIVE_A xxx SN_SKILL_CH_BLADEMASTER_PASSIVE_A_TT_DESC SN_SKILL_CH_BLADEMASTER_PASSIVE_A_STUDY 0 0 4 26738 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Example of RefSkillGroup

Quote:
1014 SKILL_CH_BLADEMASTER_PASSIVE_1
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

Quote:
1 원핸드 로드 513 워리어201 8 EU_WARRIOR_GROUP_ONEHAND_KNIGHT_TT_DESC skillgroup\china\pack_spear_passive.ddj
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 :


Rogue :


Wizard :


Warlock :

Bard :

Cleric :

Chinese

Bicheon :

Heuksal :

Pacheon :

Force :

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:











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Old 03/25/2021, 17:05   #2
 
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nice, good job, and thanks for sharing
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Old 03/25/2021, 19:19   #3
 
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@Judgelemental so creative and original as usual, keep it up!
Thank you for sharing it with us
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Old 03/26/2021, 17:31   #4


 
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old but something refreshing for those who did not know.
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Old 03/26/2021, 20:29   #5

 
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Good job (Y)
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Old 03/29/2021, 21:10   #6
 
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Quote:
Originally Posted by ZαKuRα View Post
old but something refreshing for those who did not know.
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There is literally not a single reason for you to write such a condescending reply.

You can just say Thank you lol.
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Old 03/29/2021, 21:45   #7
 
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Quote:
Originally Posted by Exaryus View Post
There is literally not a single reason for you to write such a condescending reply.

You can just say Thank you lol.
Thanks for being on my side.

There are literally 0 tutorials and resources on how to add a passive skill or how to implement the awakening system, at least not on here.

I have struggled weeks to figure out, crashing the client almost every time I add something new until I have managed to make it work.

I was too tired to write a complex tutorial on how to actually add them, that's why I released my work and focused more on explaining stuff.
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Old 03/29/2021, 22:52   #8
 
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Useless becouse no info about what these skills deal.
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Old 03/29/2021, 23:56   #9


 
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Quote:
Originally Posted by Exaryus View Post
There is literally not a single reason for you to write such a condescending reply.

You can just say Thank you lol.
if you consider this like that! you're free, I'm just saying he's old! and refreshing for those who did not know! if you see this bad friend has a problem
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Old 03/30/2021, 00:06   #10
 
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Quote:
Originally Posted by Beba Army View Post
Useless becouse no info about what these skills deal.
Useless? LOL. Okay, Mr.Copy-Paste.

Just read the thread and then you'll see that your reply makes NO sense.

Yeah, my thread is useless because of one small thing, ok, hahaha. Completely disregard my attempt to explain all of that.

Either download the tool and compare the skill parameters or apply the changes in game and see for yourself.

The point of this thread was to help other people understand what's going on with the skill system, not a release of my own skills.

But it's really hard to notice the difference when you're used to copy-paste stuff all the time.

Quote:
Originally Posted by ZαKuRα View Post
if you consider this like that! you're free, I'm just saying he's old! and refreshing for those who did not know! if you see this bad friend has a problem
How can it be old when I'm the first one doing a tutorial on this?

Funny how everyone is an expert on everything but they won't release anything nor help the community with tutorials whenever they find something new.
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Old 04/02/2021, 02:14   #11


 
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Very informative. A lot of people DM me with questions regarding similar skill system edits, and now I can just drop them this thread. Thanks and keep it up!
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Old 04/02/2021, 06:06   #12
 
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Quote:
Originally Posted by Beba Army View Post
Useless becouse no info about what these skills deal.
Your Brain.exe not found.
R.I.P
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Old 04/02/2021, 12:23   #13
 
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Quote:
Originally Posted by Beba Army View Post
Useless becouse no info about what these skills deal.
Check again then and don't disregard my whole effort for the tutorial just because "no info about what these skills deal".

Tip: You can modify them however you like.
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Old 04/02/2021, 13:08   #14
 
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It would have helped me a few years ago but it's good to remember a few things.
I am sure it is very helpful for the new ones
thanks for sharing and don't listen to the haters
Keep Going !
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Old 04/11/2021, 00:58   #15
 
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ty so much for sharing, I figured out most of this stuff couple of months ago but ur topic made it more clear. keep the good work.
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