Example:
How to create something useful with such skills:
Imagine you add stats or debuffs to more powerful monsters like any unique or elite mobs. Even with quite powerful items you could create new challenges to your players, because it is not possible to counter them with skills or pills.
Types of skills that are included already:
- Self-buffs (MSKILL_CA_MONKEY_CLON_ATTACK03)
- Buffs to player (MSKILL_TQ_QINSHITRAP1_ATTACK02)
Types of skills that are included but not fully used:
- Debuffs to player (MSKILL_TQ_QINSHITRAP1_ATTACK01)
Types of skills that are missing:
- Buffs to other objects (monster)
How to create a self-buff for monsters:
You can use "MSKILL_CA_MONKEY_CLON_ATTACK03" or any other mob with self-buff as example. It is important to set the targets like below:
Also please make sure that the "AI_AttackChance", "AI_SkillType" and "Param1" are defined like this:
If you set the AI_AttackChance to 100, you will guarantee that the skill is used on certain %HP or after certain time. This also requires adding an entry to "Tab_RefAISkill" table:
This skill will be executed on 60% HP. If you need a time based example please query for "Roc" skills:
With AI_SkillType = 66 and Param1 = 3 it will be defined as "self-buff type" skill. Afterwards feel free to add certain parameters, in "MSKILL_CA_MONKEY_CLON_ATTACK03" it will translate to:
Code:
Param2: 1685418593 -> Duration Param3: 10000 -> 10 seconds Param4: 1684366960 -> Increase Phys/Mag Defense Param5: 0 -> Phys def 0 increased Param6: 52 -> Mag def 52 increased
Follow the example above and change the target to be "TargetGroup_Ally". This will include all surrounding monsters that are currently attacking a player (= enemy) and will work on a single target:
To buff a group of monsters you have to use an "AOE definition" like this. It will overwrite all settings under "TargetGroup":
This example should create a 30m radius around the target selected and buff all allies (Param10 = 1). To include the caster you can set the parameter to zero. Also there are more options, based on an exponential function of 2, e.g. 2,4,8 and so on. Just play around with the numbers and check the results. Most of them are used for player based skills and might not do anything on monsters.
Afterwards add parameters as you like. You might include a time based parameter as well, like inside "MSKILL_CA_MONKEY_CLON_ATTACK03".
How to create a debuff to players:
You can use "MSKILL_TQ_QINSHITRAP1_ATTACK01" as example for such a skill. It will cause certain status to player, once you killed a "Statue Monster" in Qin-Shi dungeon. Because you are using this skill on a monster, you have to select an enemy target (Player, Monster):
The skill type will change to "80", "AI_AttackChance" and "Param1" should be the same, because it is still considered as "buff":
To change it to a non-removable debuff include "1650619750" as parameter. This will make sure you cannot simply cancel the skill with a right click. Also include a time based parameter, otherwise it will never be removed.
Afterwards add the desired parameters, in my example I am reducing the damage done by 95%:
Usable Parameters:
You can use any parameter, that is also a part of a player based skill. Please check the skills ingame and receive the parameters from _RefSkill table.
Some examples:
Code:
1684366960 = Increase Phys/Mag Defense 1684366962 = Decrease Phys/Mag Defense 6582901 = Damage Increase 1634754933 = Attack Power Increase 1635017569 = Down Attack Increase 25458 = Critical Increase

Create custom icons for your skills:
If you want to add a custom icon to your skills, you should check the columns below (MSKILL_TQ_WHITESNAKE_ATTACK03):
Replace the "UI_IconFile" with your icon and add a proper description for "UI_SkillName" and "UI_SkillToolTip_Desc" into "textdata_equip&skill" or "textuisystem".







