vSRO Yardım vSro 125 Skill Ekleme

Database > _RefSkill , _RefSkillMastery , _RefSkillGroup

Media > skilleffect.txt, textuisystem.txt, textdata_equip&skill.txt, skillmasterydata.txt, skilldata_35000enc.txt, skillgroup.txt

Icon.ddj > icon, skill > redirects to the correct folder (whichever path it's on)

Particles > skill > the path it's on, its redirection (folder)

Now let's move on to the skill algorithm;
Skills complete each other's skill tree conditions by referencing the ReqLearn_SkillLevel1 column.

Let's assume the original code for the skill you're adding is: SKILL_CH_SPEAR_ROUNDAREA_D_09 , which is maxed out.

When you assign the number 0 to this skill you're adding, that skill will be maxed out and activated.
If it's level 9, you can't activate the new skill unless you've already leveled the previous skill to level 9 and maxed it out.

Because the Action_Overlap column in the _RefSkill table has the same value as the previous skill, if you don't change the overlap values of the skill you want to link , it won't be linked with the other skill group and they cannot be used simultaneously.

If you want to separate the skills, you should either enter an unused overlap parameter value in the Action_Overlap column, or give it a value of 0 and not define any function.

Let's say you searched for a value that matches the overlap value but couldn't find one; in this case, you set the value to 0.

You need to check the Param properties. If these Param Values are added in different places within the game for the same property, players will receive a "local overlap job exception" error.

This error won't harm your executables; it will only display a conflict error on the client side.
It won't allow its use because the same specifications match.

If you want to create a new MasteryID, you first need to group it.

First in the database
- _RefSkillGroup
- _RefSkillMastery

And on the media side:
- skillgroup.txt
- You need to add these entries by accessing the skillmasterydata.txt files.

Next, you will perform the grouping function from the media.

You will open the skillgroup.txt file. Whatever Mastery ID you added, you will create a new group under that Mastery ID.

Try to understand it based on the information I've given.

This is a somewhat comprehensive process; try to figure out what the IDs 275 , 276, 114 , and 113 mean, and you'll reach the solution.

Let's say you've decided against creating new Mastery IDs and instead want to create new rows within existing Mastery ID groups to create columns.

Let's give an example;

The 8th row (example: Mind Bow (Flower)) might be superimposed on another skill when it reaches level 8.

There are 4 columns that determine the order of skills:
- It starts from 0 from left to right or
- It starts from 0 from top to bottom.

Let's say it's the 4th skill, ranked 3rd in the Force tab.

Looking at the skill tree, the top tabs are: WEAPON / FORCE
Counting from left to right:
- weapon = 0
- force = 1 → 1st value: 1

Categories under the Force tab: COLD / LIGHT / FIRE / FORCE
If we count:
- cold = 0
- light = 1
- fire = 2
- force = 3 → 2nd value: 3

When we click on the Force tab, the skill order from top to bottom is:
- 1st row = 0
- 2nd row = 1
- 3rd row = 2 → 3rd value: 2

Location of skill number 4 (from left to right):
- 4th column = 3 → 4th value: 3

So the exact location of this skill is:
UI_SkillTab = 1
UI_SkillPage = 3
UI_SkillColumn = 2
UI_SkillRow = 3

If, after checking these columns, there's no anomaly in your 9th skill and it's the same as the higher-level ones, then the problem stems from incorrect data entered into the media or corrupted parameters in the skill.

To add a skill, enter the Mastery ID you selected in the UI_SkillPage column and check if it's correct. If your steps are correct, you should see the skill (set to Level 121 or 125) in the relevant rows section of the Skill Window.
The algorithm works like this, I wish you enjoyable work.
👌👌Awesome
 

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