📑SkillDamage
Adjusts the damage of a specific skill against players, against monsters, and when used by a monster/boss. In the default file, all example lines are commented out (//) — meaning no adjustments are active by default, and all skills use the normal multiplier (100%). The file consists of 2 blocks, each identified by its block number (0 or 1) alone on a line and ending with end.
Section 0 — Direct Skill Damage
Column
Accepted Values
Description
Skill
ID of an Index from Skill.txt
The adjusted skill.
DamageRatePVP
Number (%)
Damage multiplier of this skill when used against a player. 100 = normal.
DamageRatePVM
Number (%)
Damage multiplier of this skill when used against a monster. 100 = normal.
DamgeRateMVP
Number (%)
Damage multiplier of this skill when used by a monster/boss. 100 = normal.
Section 1 — Skill Effect Damage (Damage over Time)
Uses the same three columns as Block 0 (EffectRatePVP/EffectRatePVM/EffectRateMVP), but instead of modifying the direct hit damage, it affects the damage of the effect caused by the skill (e.g., the damage tick from Poison). Despite the "Effect" label in the file header, the first column here is still the skill's Index (Skill.txt), not an Index from Effect.txt.
Notes
Any skill that does not appear in either of the two blocks will always use
100%(no adjustment) for both direct damage and effect damage.The comments in the default file (e.g.,
//1 100 100 100 //POISON) are just examples of how to fill out the settings — to actually activate an adjustment, the line must be uncommented (by removing the leading//).
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