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Blitzkrieg

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  1. You're doing something wrong. Npcgrp, npcname and raiddata are enough to make it work. Watch out for duplicate IDs.
  2. Problem lies on the item's type fed by the server and interface's tooltip. Solution A) Change item's type from accessory to armor in your server's scripts and make sure you add the p. def value to your armorgrp. or B) Edit tooltip itself based on item ID to make it display p.def instead of m.def stat [spoiler]// 2. ARMOR case ITEM_ARMOR: bLargeWidth = true; // Sheild if (Item.SlotBitType == 256 || Item.SlotBitType == 128) //SBT_LHAND or SBT_RHAND { //Shield Defense AddTooltipItemOption(95, String(GetShieldDefense(Item.CrystalType, Item.Enchanted, Item.ShieldDefense)), true, true, false); //Shield Defense Rate AddTooltipItemOption(317, String(Item.ShieldDefenseRate), true, true, false); //Avoid Modify AddTooltipItemOption(97, String(Item.AvoidModify), true, true, false); //Weight AddTooltipItemOption(52, String(Item.Weight), true, true, false); } // Magical Armor else if (IsMagicalArmor(Item.ClassID)) { //Slot Type if (Len(SlotString)>0) AddTooltipItemOption(0, SlotString, false, true, false); //MP Bonus AddTooltipItemOption(388, String(Item.MpBonus), true, true, false); //Physical Defense AddTooltipItemOption(95, String(GetPhysicalDefense(Item.CrystalType, Item.Enchanted, Item.PhysicalDefense)), true, true, false); //Weight AddTooltipItemOption(52, String(Item.Weight), true, true, false); } // Physical Armor else { //Slot Type if (Len(SlotString)>0) AddTooltipItemOption(0, SlotString, false, true, false); //Physical Defense AddTooltipItemOption(95, String(GetPhysicalDefense(Item.CrystalType, Item.Enchanted, Item.PhysicalDefense)), true, true, false); //Weight AddTooltipItemOption(52, String(Item.Weight), true, true, false); } break; // 3. ACCESSARY case ITEM_ACCESSARY: bLargeWidth = true; //Slot Type if (Len(SlotString)>0) AddTooltipItemOption(0, SlotString, false, true, false); //Masical Defense AddTooltipItemOption(99, String(GetMagicalDefense(Item.CrystalType, Item.Enchanted, Item.MagicalDefense)), true, true, false); //Weight AddTooltipItemOption(52, String(Item.Weight), true, true, false); break;[/spoiler]
  3. I believe in order to create animations from scratch you need 3ds max / Maya or similar software. I'm not aware with the process of it. Maybe search for "skin morph modifier". What you could probably do and get away with it is what I show you in the video. Keep in mind that the bone remains rotated throughout the whole animation, so there might be a frame that it looks bad.
  4. Regarding sounds, you can check this guide: I wouldn't edit the animation itself, it's probably a rabbit hole you don't wanna delve into. An easier solution would be to use a different weapon, for example a scythe with a downwards edge curve. Don't forget you should also scale the weapon accordingly, so that it covers more space and thus hit the target more realistically. Scaling can be done either via the editor or the class properties of the npc (weaponscale).
  5. For Interlude and below it's not possible to add a new mount without replacing the strider. In higher chronicles you may use the transformation mounts without any limitations.
  6. Hey, this thread is about using SpecialCamera function. It is particurarly useful if you're interested in providing a quality custom raid boss. The final result can be further enchanced with proper client editing. The function consists of 12 arguments. 1st argument: The npcthat the camera effects will work in relation to. If your npc will be moving while the camera effect is taking place, I would advise to use a dummy npc for the camera so that it works as a global coordinate system. 2nd argument: Distance from the npc. 3rd argument: Yaw angle. 4th argument: Pitch angle. 5th argument: The timeframe that the camera effect must reach its specified values (which means it affects the "acceleration" of the effect). Though I've noticed it doesn't work properly all the time. 6th argument: The radius in which it will affect the players. 7th argument: The time that the camera will be in place and thus not allowing players to do any moves. 8th argument: It's kinda responsible for horizontal translation 9th argument: Responsible for vertical translation 10th argument: Whether or not you'd like the black frames up and down shown in the image. 11th argument: It kind of mirrors the camera effect (if set to 1), the exact opposite stated effect takes place. 12th argument: Haven't figured it out. Here's a draft video of what I came up with for a specific zombie event.
  7. For Awakening, Harmony & Tauti: https://mega.nz/file/nN8mzDYS#WEp9B71jungZxQECHkm-5vPvSl2r-iTxLJygfTzPrtU
  8. Find your editor's logongrp.ddf and replace INT with FLOAT.
  9. This thread is about first stage Scarlet Van Halisha ( on foot -NPCID: 29046, class: follower_of_frintessa). Many think that the walking boss is two different NPCs, but it's actually one. It simply has two sets of animations, one set without wings on its back, and one set with wings. How the boss utilizes the different sets of animations Frst of all, we inspect lineagemonster3.int: [follower_of_frintessa] Animations ending with _1HS are the ones without wings, whereas Animations ending with _2HS have the wings sticking out. Animations with [0] index are used when the boss doesn't hold any weapon (I think). Animations with [1] index are used when the boss holds a weapon with handess =1 Animations with [2] index are used when the boss holds a weapon with handess = 2 The initial weapon that the boss is holding (slot_rhand=[follower_of_frintessa_calibur]) has 8204 ID and has indeed handess = 1 Through AI the boss changes weapon: EquipItem (@sword_of_frintessa). This weapon has 7903 ID and as expected, handess = 2. How the boss gets bigger through the transition In AI we can see the following line: AddUseSkillDesire(myself.sm, @s_frintessa_daemon_morph1, @ST_HEAL, @AMT_MOVE_TO_TARGET, 1000000); s_frintessa_daemon_morph1 has a skill ID of 5017. In mobskillanimgrp.dat we can find the following: 29046 5017 social02 a,s_frintessa_daemon_morph1\0 a,follower_of_frintessa\0 a,LineageMonster3.follower_of_frintessa\0 Studying this specific animation with l2editor, we can see that it uses the bonescale animnotify. Photo How the boss utilizes the rush/charge skill The boss normally has a forward charge skill (ID: 5015, effect: {i_fly_self;straight;pull;400} ) that consists of 3 phases: Initial animation, boss disappearance and lastly landing animation. In skillgrp.dat we can see that the animation letter that is asigned to skill 5015 is "A". This means the following: combo_begin name=[A] anim0=[CastShortAnimName] anim1=[CastEndAnimName] anim2=[MagicNoTargetAnimName] loop=1 combo_end We can observe the 3 stages that were described before. The names of these animations correspond to the animations in lineagemonster3.int, so basically: SpAtk01_2HS, AtkWait_2HS and SpAtk02_2HS. In order to make the boss disappear in the second part of the animation (AtkWait_2HS), bhidden unrealscipt variable is used in the npc's class. Here's the full class script so you can study it yourselves: [follower_of_frintessa] What about the debris falling after the raid ended? Interestingly the teleport cube is responsible for this. Here's its script:
  10. Is it possible to add music? If yes, could you provide the IDs for musicinfo.dat?
  11. Hi, I'd like to share my test results regarding see_creature handler and Lookneighbor () function and get some more input or get a discussion going regarding the way they work. Test performed: Change AI and type of NPC and check how it detects PC and another NPC (citizen). Platform: GF PTS (Emca's Extender). Results 1) For Boss type NPC Without LookNeighbor: Boss detects PC (see_creature initialization) for radius = agro_range (npcdata parameter) and keeps detecting it even with the slightest PC movement. It will not detect PC if PC stops moving. NPC is not detected at all. With LookNeighbor: Boss detects PC (see_creature initialization) for radius = agro_range (npcdata parameter) and keeps detecting it even with the slightest PC movement. It also spots immobile PC / NPC. This happens every 30 seconds and if you want it to work again you need to have LookNeighbor run continuously in a timer loop. Basically see_creature checks if lookneighbor has been executed and sets it to zero after execution. 2) For Warrior / citizen type NPC Without LookNeighbor: Warrior / citizen detects PC (see_creature handler) inside radius of ~ 400 (standard). In order to detect it again, PC must leave radius (move further away) and enter again. With LookNeighbor: See_creature handler is initialized (for ~ 400 standard radius) and it spots both PC / NPC. This happens every 30 seconds and if you want it to work again you need to have LookNeighbor run continuously in a timer loop. Overall, I found no use of Lookneighbor argument (I initially thought it would be the radius that NPC is looking for other npcs). Whether I used 20 or 2000 values, I had the same results. This is further confirmed by the behavior of guards at gludio airship attacking zealot of silen. I spawned a zealot of silen outside of the broadcast range script (ai_fanatic_of_silen) to avoid alerting the guards. When the guard (ai_guard_of_airharbor1) got close, he ignored the zealot even though there is this code: EventHandler NODE_ARRIVED (script_event_arg1, script_event_arg2) { LookNeighbor (1000); } I believe this happened because of guard's bad timing ( 30 seconds expired and see_creature got initialized when he got out of 400 radius range, therefore he didn't attack zealot). I ran this test more times and there were a few cases that he did attack, so it's indeed a timing thing. Video link regarding this behavior: https://www.youtube.com/watch?v=ju3obIkaMTc
  12. It's the infamous l2off spiritshot lag. Some say it was a bug, some claim it was a feature to avoid nuke spamming. Not sure what the current status on ncsoft servers is now, but I believe this bug/feature did exist till freya/h5.
  13. Add passive auto-learn skill to players with p_weight_penalty effect.
  14. There is indeed such a thing and it's called split9. The original texture that you exported makes use of this and is stretched, that's why the new texture appears smaller and repeats itself. To make it work, you can use l2pe and fiddle with the values shown in the image below. Keep in mind that once you open and resave package in the editor, these properties will be lost and you will have to add them again.
  15. EventHandler CREATED(i0, c0) { c0 = GetCreatureFromID(myself.sm.summoner_id); } You really should study existing retail AI and scripts, almost all your topics can be answered by having a look there :)
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