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skill_require_db it's gone?


Gladius

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Hey guys ... I just noticed a big change in the rAthena database...
I went to look for the file: skill_require_db.txt where is it?

I looked in the emulator folders, and found this link, from: csv2yaml.cpp
 

// Skill database data to memory
static void skill_txt_data(const std::string& modePath, const std::string& fixedPath) {
    skill_require.clear();
    skill_cast.clear();
    skill_castnodex.clear();
    skill_unit.clear();
    skill_copyable.clear();
    skill_nearnpc.clear();

    if (fileExists(modePath + "/skill_require_db.txt"))
        sv_readdb(modePath.c_str(), "skill_require_db.txt", ',', 34, 34, -1, skill_parse_row_requiredb, false);
    if (fileExists(modePath + "/skill_cast_db.txt"))
        sv_readdb(modePath.c_str(), "skill_cast_db.txt", ',', 7, 8, -1, skill_parse_row_castdb, false);
    if (fileExists(modePath + "/skill_castnodex_db.txt"))
        sv_readdb(modePath.c_str(), "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, false);
    if (fileExists(modePath + "/skill_unit_db.txt"))
        sv_readdb(modePath.c_str(), "skill_unit_db.txt", ',', 8, 8, -1, skill_parse_row_unitdb, false);
    if (fileExists(fixedPath + "/skill_copyable_db.txt"))
        sv_readdb(fixedPath.c_str(), "skill_copyable_db.txt", ',', 2, 4, -1, skill_parse_row_copyabledb, false);
    if (fileExists(fixedPath + "/skill_nonearnpc_db.txt"))
        sv_readdb(fixedPath.c_str(), "skill_nonearnpc_db.txt", ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, false);
}


None of the files listed there exist anymore.
Some configurations are included in the new skill_db.yml, but what about the others?

How can I change the skill requirements now?

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Emulator/db/(path/skill_db.yml

###########################################################################
# Skill Database
###########################################################################
#
# Skill Settings
#
###########################################################################
# - Id                        Unique skill ID.
#   Name                      Skill Aegis name.
#   Description               Skill description.
#   MaxLevel                  Max skill level.
#   Type                      Skill type. (Default: None)
#   TargetType                Skill target type. (Default: Passive)
#   DamageFlags:              Skill damage properties.
#   Flags:                    Skill information flags.
#   Range:                    Skill range. (Default: 0)
#     - Level                 Skill level.
#       Size                  Range at specific skill level.
#   Hit                       Skill hit type. (Default: Normal)
#   HitCount:                 Skill hit count. (Default: 0)
#     - Level                 Skill level.
#       Count                 Number of hits at specific skill level.
#   Element:                  Skill element. (Default: Neutral)
#     - Level                 Skill level.
#       Element               Element at specific skill level.
#   SplashArea:               Skill splash area of effect. (Default: 0)
#     - Level                 Skill level.
#       Area                  Splash area at specific skill level.
#   ActiveInstance:           Maximum amount of active skill instances that can be on the ground. (Default: 0)
#     - Level                 Skill level.
#       Max                   Active instances at specific skill level.
#   Knockback:                Amount of tiles the skill knockbacks. (Default: 0)
#     - Level                 Skill level.
#       Amount                Knockback count at specific skill level.
#   CopyFlags:                Determines if the skill is copyable. (Optional)
#     Skill:                  Type of skill that can copy.
#     RemoveRequirement:      Remove a requirement type. (Optional)
#   NoNearNPC:                Determines if the skill can be used near a NPC. (Optional)
#     AdditionalRange         Number of cells from an NPC where the skill can be cast. (Optional)
#     Type:                   Type of NPC.
#   CastCancel                Cancel cast when hit. (Default: true)
#   CastDefenseReduction      Defense reduction rate during skill cast. (Default: 0)
#   CastTime:                 Time to cast the skill in milliseconds. (Default: 0)
#     - Level                 Skill level.
#       Time                  Cast time at specific skill level in milliseconds.
#   AfterCastActDelay:        Time the character cannot use skills in milliseconds. (Default: 0)
#     - Level                 Skill level.
#       Time                  After cast action delay at specific skill level in milliseconds.
#   AfterCastWalkDelay:       Time before the character can move again in milliseconds. (Default: 0)
#     - Level                 Skill level.
#       Time                  After cast walk delay at specific skill level in milliseconds.
#   Duration1:                Duration of the skill in milliseconds. (Default: 0)
#     - Level                 Skill level.
#       Time                  Skill duration at specific skill level in milliseconds.
#   Duration2:                Duration of the skill in milliseconds. (Default: 0)
#     - Level                 Skill level.
#       Time                  Skill duration at specific skill level in milliseconds.
#   Cooldown:                 Time before the character can use the same skill again in milliseconds. (Default: 0)
#     - Level                 Skill level.
#       Time                  Cooldown at specific skill level in milliseconds.
#   FixedCastTime:            Time that is fixed during cast of the skill in milliseconds. (Default: 0)
#     - Level                 Skill level.
#       Time                  After cast action delay at specific skill level in milliseconds.
#   CastTimeFlags:            Effects of the skill's cast time. (Optional)
#   CastDelayFlags:           Effects of the skill's delay. (Optional)
#   Requires:                 List of requirements to cast the skill. (Optional)
#     HpCost:                 HP required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              HP required at specific skill level.
#     SpCost:                 SP required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              SP required at specific skill level.
#     HpRateCost:             HP rate required to cast. If positive, uses current HP, else uses Max HP. (Default: 0)
#       - Level               Skill level.
#         Amount              HP rate required at specific skill level.
#     SpRateCost:             SP rate required to cast. If positive, uses current SP, else uses Max SP. (Default: 0)
#       - Level               Skill level.
#         Amount              SP rate required at specific skill level.
#     MaxHpTrigger:           Maximum amount of HP to cast the skill. (Default: 0)
#       - Level               Skill level.
#         Amount              Maximum HP trigger required at specific skill level.
#     ZenyCost:               Zeny required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              Zeny required at specific skill level.
#     Weapon:                 Weapon required to cast. (Default: All)
#     Ammo:                   Ammo required to cast. (Default: None)
#     AmmoAmount:             Ammo amount required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              Ammo amount required at specific skill level.
#     State                   Special state required to cast. (Default: None)
#     Status:                 Status change required to cast. (Default: nullptr)
#     SphereCost:             Spirit sphere required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              Spirit sphere required at specific skill level.
#     ItemCost:               Item required to cast. (Default: 0)
#       - Item                Item name.
#         Amount              Item amount.
#     Equipment:              Equipped item required to cast. (Default: nullptr)
#   Unit:                     Skill unit values. (Optional)
#     Id                      Skill unit ID.
#     AlternateId:            Alternate skill unit ID. (Default: 0)
#     Layout:                 Skill unit layout. (Default: 0)
#       - Level               Skill level.
#         Size                Unit layout at specific skill level.
#     Range:                  Skill unit range. (Default: 0)
#       - Level               Skill level.
#         Size                Unit range at specific skill level.
#     Interval                Skill unit interval in milliseconds. (Default: 0)
#     Target                  Skill unit target type. (Default: All)
#     Flag:                   Skill unit flags. (Default: None)
###########################################################################

https://github.com/rathena/rathena/blob/master/db/re/skill_db.yml

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Skill_db and other got merge to skill_db.yml

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Did anyone read what I asked?

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Did you read the answers?

#   Requires:                 List of requirements to cast the skill. (Optional)
#     HpCost:                 HP required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              HP required at specific skill level.
#     SpCost:                 SP required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              SP required at specific skill level.
#     HpRateCost:             HP rate required to cast. If positive, uses current HP, else uses Max HP. (Default: 0)
#       - Level               Skill level.
#         Amount              HP rate required at specific skill level.
#     SpRateCost:             SP rate required to cast. If positive, uses current SP, else uses Max SP. (Default: 0)
#       - Level               Skill level.
#         Amount              SP rate required at specific skill level.
#     MaxHpTrigger:           Maximum amount of HP to cast the skill. (Default: 0)
#       - Level               Skill level.
#         Amount              Maximum HP trigger required at specific skill level.
#     ZenyCost:               Zeny required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              Zeny required at specific skill level.
#     Weapon:                 Weapon required to cast. (Default: All)
#     Ammo:                   Ammo required to cast. (Default: None)
#     AmmoAmount:             Ammo amount required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              Ammo amount required at specific skill level.
#     State                   Special state required to cast. (Default: None)
#     Status:                 Status change required to cast. (Default: nullptr)
#     SphereCost:             Spirit sphere required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              Spirit sphere required at specific skill level.
#     ItemCost:               Item required to cast. (Default: 0)
#       - Item                Item name.
#         Amount              Item amount.
#     Equipment:              Equipped item required to cast. (Default: nullptr)

 

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7 hours ago, xVaan said:

Did you read the answers?


#   Requires:                 List of requirements to cast the skill. (Optional)
#     HpCost:                 HP required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              HP required at specific skill level.
#     SpCost:                 SP required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              SP required at specific skill level.
#     HpRateCost:             HP rate required to cast. If positive, uses current HP, else uses Max HP. (Default: 0)
#       - Level               Skill level.
#         Amount              HP rate required at specific skill level.
#     SpRateCost:             SP rate required to cast. If positive, uses current SP, else uses Max SP. (Default: 0)
#       - Level               Skill level.
#         Amount              SP rate required at specific skill level.
#     MaxHpTrigger:           Maximum amount of HP to cast the skill. (Default: 0)
#       - Level               Skill level.
#         Amount              Maximum HP trigger required at specific skill level.
#     ZenyCost:               Zeny required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              Zeny required at specific skill level.
#     Weapon:                 Weapon required to cast. (Default: All)
#     Ammo:                   Ammo required to cast. (Default: None)
#     AmmoAmount:             Ammo amount required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              Ammo amount required at specific skill level.
#     State                   Special state required to cast. (Default: None)
#     Status:                 Status change required to cast. (Default: nullptr)
#     SphereCost:             Spirit sphere required to cast. (Default: 0)
#       - Level               Skill level.
#         Amount              Spirit sphere required at specific skill level.
#     ItemCost:               Item required to cast. (Default: 0)
#       - Item                Item name.
#         Amount              Item amount.
#     Equipment:              Equipped item required to cast. (Default: nullptr)

 

LOL ?

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Before the skill and item requirements were in: skill_require_db.txt
Exemple:

image.png.2052034d59009044af8092a1abce6ce6.png
 

Skill_db.yml has only item / hp or sp requirements.
Where are the skill requirements?
 

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Pre-requisites have always been in skill_tree.txt.

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I found the solution ...

There is no more skill_require_db.txt. It is now configurable in groups.conf
You must use the field: skill unconditional in the permissions.

Change to true if you want to remove the restrictions.

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Quote

Hey guys ... I just noticed a big change in the rAthena database...
I went to look for the file: skill_require_db.txt where is it?

I looked in the emulator folders, and found this link, from: csv2yaml.cpp

That is what you are asking for this post so we answer . It should be solve already

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