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NevesOma

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Everything posted by NevesOma

  1. In some cases this is not enough. Therefore, everything needs to be done manually.
  2. https://gyazo.com/9fb252765ab4bcff304b5bed764bc332 https://gyazo.com/2f7e390f1a36a2c7c043bd8e5588b642 Found a free minute and check out your boss. In this case, he has enough height to hit the character ( his first or second attacks ). Because it hits the right point. About sounds, yes, there are a lot of sounds on the timeline. For one action, there can be more than 5 or ten of them. And there are many actions. In the same place for the attack and they can be. Sounds from npcgrp work when you hit a mob and it makes the desired sound. Maybe you just want the sound of hitting a mob? ( except for his sounds when he screams when he hits ).
  3. This I mean about a universal solution and not about specifically that he hit any character. Because there are transformations, etc. Therefore, I meant a universal solution so that the mob hit exactly downward ( regardless of the size of the target ). Solution in your case: If you need this mob to hit specifically characters ( we take into account the size of characters ) then you need to edit its animation from zero ( I also do this ) and change its attack so that it hits below. In this case, you need to make a new attack, or change the one that is now ( in 3Ds Max or another software ). But everything needs to be done logical, because the mob is big and it should look beautiful when attacked.
  4. Example: https://gyazo.com/c6e33f6d5977e0dd2bf20302a7536379 Here's an example about the ratio of the size of a mob to a smaller mob. Here I assume that nothing can be changed if the mob is very huge. because we can't do 2 animations depending on the target size. As for the sounds, yes, you have already been sent a link to the manual from @GLOin this thread, it works. You can try. Sounds are also difficult to add, but possible.
  5. 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StartSpinRange=(X=(Min=0.0,Max=1.0),Y=(Min=0.0,Max=0.0),Z=(Min=0.0,Max=0.0)) UseRegularSizeScale=false UniformSize=true SizeScale(0)=(RelativeTime=0.0,RelativeSize=0.8) SizeScale(1)=(RelativeTime=0.11,RelativeSize=1.5) SizeScale(2)=(RelativeTime=0.2,RelativeSize=1.9) SizeScale(3)=(RelativeTime=0.41,RelativeSize=2.2) SizeScale(4)=(RelativeTime=1.0,RelativeSize=2.5) StartSizeRange=(X=(Min=10.5,Max=10.5),Y=(Min=10.5,Max=10.5),Z=(Min=10.5,Max=10.5)) InitialParticlesPerSecond=1000.0 AutomaticInitialSpawning=false Texture=Texture'LineageEffectsTextures.etc.fx_m_t0152' LifetimeRange=(Min=0.3,Max=0.3) End Object Emitters(8)=SpriteEmitter'SpriteEmitter21' Begin Object Class=SpriteEmitter Name=SpriteEmitter22 UseColorScale=true ColorScale(0)=(RelativeTime=0.0,Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.471429,Color=(B=212,G=212,R=212,A=255)) ColorScale(2)=(RelativeTime=1.0,Color=(B=255,G=255,R=255,A=255)) ColorScaleRepeats=100.0 FadeOutStartTime=0.06 FadeOut=true MaxParticles=1 RespawnDeadParticles=false Name="point" StartLocationOffset=(X=0.0,Y=0.0,Z=2.0) SpinParticles=true SpinCCWorCW=(X=0.0,Y=0.5,Z=0.5) UseSizeScale=true UseRegularSizeScale=false UniformSize=true SizeScale(0)=(RelativeTime=0.0,RelativeSize=1.0) SizeScale(1)=(RelativeTime=0.39,RelativeSize=0.9) SizeScale(2)=(RelativeTime=1.0,RelativeSize=0.01) StartSizeRange=(X=(Min=5.0,Max=5.0),Y=(Min=5.0,Max=5.0),Z=(Min=5.0,Max=5.0)) InitialParticlesPerSecond=1000.0 AutomaticInitialSpawning=false Texture=Texture'LineageEffectsTextures.Particles.fx_m_t0137' TextureUSubdivisions=4 TextureVSubdivisions=4 UseRandomSubdivision=true SubdivisionEnd=1 LifetimeRange=(Min=0.5,Max=0.5) End Object Emitters(9)=SpriteEmitter'SpriteEmitter22' Begin Object Class=SpriteEmitter Name=SpriteEmitter23 UseDirectionAs=PTDU_Normal UseColorScale=true ColorScale(0)=(RelativeTime=0.0,Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.221429,Color=(B=207,G=132,R=48,A=255)) 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  6. e_u093_a: LineageEffectsTextures.utx - here you can find textures for this move click. It's editable, not easy, but possible. Example of my works:
  7. Lineage 2 Client Modifications.

  8. Lineage 2 Free Client modifications. Npcs, weapons, armors, costumes, any effects, etc in my profile ( my shares ).

  9. Unfortunately, you cannot do this without the necessary knowledge. After all, the file must be made for a specific version of the protocol in order for it to work correctly, or the accessories must be manually transferred.
  10. Try L2UI_CT1.utx HeadDisplay_DF_Target_Target HeadDisplay_DF_Target_Normal HeadDisplay_DF_Target_Attack
  11. l2ui.utx attack / target / normal textures.
  12. Dethrone Divine monsters ( NPCs )

     

  13. Dethrone Npcs ( monsters )

     

  14. Aegis weapons ( Improved high levels ) with effects

     

  15. New Bow equip animation!

     

  16. Aegis suit for all chronicles Lineage 2

     

  17. Valakas armor, Fafurion armor, Antaras armor for all chronicles. Like suits too.

    daSkCnhPmtrJemAJPPjLdL2hYM7Rj75Gnrq8QvwH

  18. You mean eye effect like in this video? Maybe Asuki add it without eye effects, it looks nice too.
  19. Special NPC with Effects example

     

  20. A year ago I made support for Kamael cloaks like default classes. It worked. :) But for the full result you need to make edits for many animations.
  21. There is a possibility of editing simulations, but this information is very closed and it's difficult to do. About your question about kamaels wings, it's not the same like cloak "animation". It uses skeletal animation. But you also won't be able to change it so easily, there are many conditions.
  22. innadrile_eva_waterGarden_S.eva_mainroom_05 innadrile_eva_waterGarden_S.eva_mainroom_04 innadrile_eva_waterGarden_S = usx file. Experiment. But I guess you will need some more changes for the water. :)
  23. New dark Wyvern style example:

     

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