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Author Topic: Creative Editing: Unlocking Skill Levels  (Read 8770 times)

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Offline bleu

Creative Editing: Unlocking Skill Levels
« on: Jun 05, 2009, 09:19 am »
Some skills forces you to use the highest level at all times.

For example: Land Protector (a Sage skill) If you have lvl 5 Land Protector, you MUST ALWAYS use level 5. The client does not allow you to adjust the skill level. A level 5 Land Protector has a size of 11x11, while at level 2 is only 7X7. There may be times, when you don't want to have a very big Land Protector especially in a small party. You certainly don't want any enemies/monsters standing inside your Land Protector. This edit will give you the freedom to choose what level of skill you want to cast.


1. Download and install the necessary programs below.

a. GrfBuilder (to extract data)
b. Free RAR Extract Frog (to unpack .rar files)

Download GRFBuilder (for this purpose you do not need SPR_Conview and ROUnicode)
Download Free RAR Extract Frog


2. IMPORTANT
Depending on your server, the file: data\leveluseskillspamount.txt can be found from various sources.

A: From the server's custom grf (in the example below: tdata.grf)
This is especially true if your server have custom jobs or custom skills. For example: Custom Fishing Skill or Custom Mining Skill

B
: From the original Sakray grf (sdata.grf)
If you can't find leveluseskillspamount.txt inside your server's custom grf. Extract it from sdata.grf instead.

What if you found two or more versions of leveluseskillspamount.txt - what do you do? Your custom server's copy should overwrite the version from sdata.grf, thus we should use your server's version of leveluseskillspamount.txt which has the "highest priority of reading". Refer to comment made on DATA.INI below for more information.


First: Attempt to extract from Custom GRF
3A. Using GrfBuilder, Open tdata.grf (C:\Program Files\Ragray\tdata.grf) *Not sdata.grf*




This guide was written based on TalonRO. The server custom grf for that server is named tdata.grf. It will most likely be different for other servers. For example: RebrithRO's custom grf is named bdata.grf while PhaseRO's custom grf is named ndata.grf. What if you find more than one server custom grf? Locate a file called Data.ini; it will tell you the order which the client will read the grf files- simply pick the grf at the top or indicates as[0]. (If you can't find data.ini; just try looking for any .ini files or ask your server GM - not all servers need a Data.ini)


4A. Extract All the data to a temporary folder. (C:\MyTemporary).  




Then, try to find the file leveluseskillspamount.txt (C:\MyTemporary\data). If unable to locate leveluseskillspamount.txt, try step 3B and 4B.


Alternatively: Extract from Sakray GRF (original)
3B. Using GrfBuilder, Open sdata.grf (C:\Program Files\Ragray\sdata.grf)

 


4B. Extract All the data to a temporary folder. (C:\MyTemporary).
 
 


5. Create the following folder: [The location of the data folder is where you install your RO, it may not necessary be as follow, use your judgment]
C:\Program Files\Ragray\data\


6. Go to C:\MyTemporary\data\ and copy the file leveluseskillspamount.txt and paste it in the newly created folder C:\Program Files\Ragray\data\




7. Open C:\MyTemporary\data\skillnametable.txt and identify the name of the skills you want to edit. In the case of Land Protector, the skill name is SA_LANDPROTECTOR#




8. IMPORTANT
Edit C:\Program Files\Ragray\data\leveluseskillspamount.txt and add the following:

Quote
SA_LANDPROTECTOR#
66#
62#
58#
54#
50#
@



Note: 66# just means lvl1 Land Protector cost 66SP. You can obtain the SP consumption per skill level from RMS Skill Database. The SP number is not really important. What is important is how many "lines" there are. In the case of SA_LANDPROTECTOR#, there are 5 lines ending with a #. That will create 5 adjustable skill level for Land Protector.


9. Before (Fixed Skill at level 5)




10. After (Skill level has been Unlocked)




11. Other useful ideas

Quote
WZ_QUAGMIRE#
5#
10#
15#
20#
25#
@

A Wizard can only cast a maximum of three Quagmire at any one time. Thus, timing is everything. Quagmire at lvl1 is 5s, while Quagmire at lvl5 is 25s. If you had already cast three level 5 Quagmire, you are force to wait for them to expire in 25s before you could cast again. This edit gives you the flexibility to time your Quagmire accordingly.


Quote
AS_GRIMTOOTH#
3#
3#
3#
3#
3#
@

Grimtooth at level 3, 4 and 5 are deemed as range attack, thus completely blocked by Pneuma. Grimtooth at level 2 is however considered melee, which bypass Pneuma. The Priest will go... WTF, I am under Pneuma, why am I getting hit with Status Grimtooth?  /gg


Quote
AS_CLOAKING#
15#
15#
15#
15#
15#
15#
15#
15#
15#
15#
@

Cloaking at level 10 cost 9SP to maintain each second. While at level 3, only drains 2SP per second. Perhaps when you are low on SP, you could cast a lower level Cloaking.


FREQUENTLY ASKED QUESTIONS
1. Can I manipulate the SP consumption of the skill? Say zero SP to cast level 10 Grand Cross?
No. Contrary to the file name, manipulating the .txt file will not adjust the actual SP consumption.

2. Am I able to add a higher level of skill, for example: Jupitel Thunder level 20?
No. You can only unlock skill levels you have already learnt.


TROUBLESHOOTING
Click here


DISCLAIMER:
Please check with your server if you are allowed to edit the client side. Some servers prohibit that.
« Last Edit: Jun 27, 2009, 05:20 am by bleu »

RateMyServer Ragnarok Community

Creative Editing: Unlocking Skill Levels
« on: Jun 05, 2009, 09:19 am »

Offline SilverStream~

Re: Creative Editing: Unlocking Skill Levels
« Reply #1 on: Jun 05, 2009, 04:50 pm »
Ooor..


You can just hotkey the skill or use battlemode, and then use your mouse scroll to adjust the skill level.


*edit; after unlocking the skill that is.  Then you can just use the scroll.
« Last Edit: Jun 05, 2009, 04:54 pm by SilverStream~ »
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Offline Relics

Re: Creative Editing: Unlocking Skill Levels
« Reply #2 on: Jun 05, 2009, 04:52 pm »
Again Sinxes benefit to a larger degree imo.

this is an amazing edit though.. good job bleu

Offline bleu

Re: Creative Editing: Unlocking Skill Levels
« Reply #3 on: Jun 22, 2009, 10:22 pm »
How to use Teleport lvl 1 with a press of a button?
(kinda like using a flywing, instead of having to select "Random" when the menu pops up and then having to press enter)

Quote
// Allows players to skip menu when casting Teleport level 1
// Menu contains two options. "Random" and "Cancel"
skip_teleport_lv1_menu: yes

1. Ensure that your GM have selected "yes" to the skip_teleport_lv1_menu option. (server side configuration) By default, eA has set it to "no". However, I have noticed several servers/GMs have chosen to enable skip_teleport_lv1_menu after receiving feedback/suggestion from its players.

2. Add the following in C:\Program Files\Ragray\data\leveluseskillspamount.txt

Quote
AL_TELEPORT#
10#
9#
@


http://www.eathena.ws/board/index.php?s=d7701573cbff7188cedafe03e4c61422&showtopic=220255
« Last Edit: Jun 23, 2009, 06:29 am by bleu »

Offline petz

Re: Creative Editing: Unlocking Skill Levels
« Reply #4 on: Dec 07, 2010, 10:26 am »
this doesn't works with renewal patch ?

Offline Nekac1

Re: Creative Editing: Unlocking Skill Levels
« Reply #5 on: Dec 07, 2010, 04:50 pm »
skillnametable.txt and leveluseskillamount.txt is no more used in renewal

You have to edit data/lua files/skillinfoz/skillinfolist.lua (in any text editor, e.g. notepad)

Find your skill (e.g. Violent Gate - SA_VIOLENTGALE = SKID.SA_VIOLENTGALE) and you will found this

Code: [Select]
[SKID.SA_VIOLENTGALE] = {
"SA_VIOLENTGALE";
SkillName = "Violent Gale",
MaxLv = 5,
_NeedSkillList = {
{ SKID.SA_LIGHTNINGLOADER,2 }
}
},

If you want to make it level selectable, just add SpAmount after MaxLv so it looks like this:

Code: [Select]
[SKID.SA_VIOLENTGALE] = {
"SA_VIOLENTGALE";
SkillName = "Violent Gale",
MaxLv = 5,
SpAmount = { 66, 62, 58, 54, 50 },
_NeedSkillList = {
{ SKID.SA_LIGHTNINGLOADER,2 }
}
},

Hope you can understand my chaotic explanation
(Signature:) is meaningless
Zereges, Ekirei

Offline petz

Re: Creative Editing: Unlocking Skill Levels
« Reply #6 on: Dec 08, 2010, 11:34 am »
thank you very much !!!  ;D

Offline kimmylee

Re: Creative Editing: Unlocking Skill Levels
« Reply #7 on: Jan 21, 2011, 04:56 pm »
are the sp levels customizeable? or is it server side? example = set sp to 1,2,3,4 etc or is this not possible

also is there a file that allow u to add status icons to certain skills that do not show any icon? like for example mental strength, the monk skill?

Offline Nekac1

Re: Creative Editing: Unlocking Skill Levels
« Reply #8 on: Jan 21, 2011, 06:20 pm »
1. No its server-side, you can edit number which will be shown to you, but it will be "fake".
2. Also server-side (and idk how :))
(Signature:) is meaningless
Zereges, Ekirei

Offline kimmylee

Re: Creative Editing: Unlocking Skill Levels
« Reply #9 on: Jan 21, 2011, 06:30 pm »
ah ic ty sucks there no status icons for alot of skills :(

Offline chambalelong07

Re: Creative Editing: Unlocking Skill Levels
« Reply #10 on: Feb 17, 2011, 06:25 am »
Thanks  alot sir! god bless
« Last Edit: Feb 17, 2011, 11:29 pm by chambalelong07 »

Offline Nekac1

Re: Creative Editing: Unlocking Skill Levels
« Reply #11 on: Feb 17, 2011, 10:36 am »
Grimtooth:

For Renewal - data\lua files\skillinfoz\skillinfolist.lua edit this
Code: [Select]
[SKID.AS_GRIMTOOTH] = {
"AS_GRIMTOOTH";
SkillName = "Grimtooth",
MaxLv = 5,
SpAmount = { 3, 3, 3, 3, 3 },
_NeedSkillList = {
{ SKID.AS_CLOAKING,2 },
{ SKID.AS_SONICBLOW,5 }
}

For Non-Renewal Client - data\leveluseskillspamount.txt add this
Code: [Select]
AS_GRIMTOOTH#
3#
3#
3#
3#
3#
@
[/quote]
(Signature:) is meaningless
Zereges, Ekirei