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ac_ngjc250

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  1. Solid and Brief answer, Great! Can't express my gratitude enough! Best regards.
  2. Oh bro! thank you so much. I have found them in AnimationCombo.dat in Interlude. it looks like below. combo_begin name=[D] anim0=[CastMidAnimName] anim1=[CastEndAnimName] anim2=[MagicNoTargetAnimName] loop=1 combo_end Now the problem is: I am handling with High Five, there is no AnimationCombo.dat in High Five's system folder. so where can i find the information in High Five? Thanks again.
  3. *7 different annimation for char manifest , can be different for using different weapons if i am correct the code U will show for an female kamael with arbalet the animation from Death Roullete skill while the code L2 will do nothing i tink, the L2 code is used for skills that dont need animations i tink what if i add a new animation named "XSpAtk01", how to set the ani_char value?
  4. what does animation=[t] this mean? and A,D,N,W ? the animation seq name is not like this, how does it map to the real anim seq name like spatk01, spatk02?
  5. Here is a line from skillgrp.dat. I'm completely confused with the "animation=[D]" skill_begin skill_id=1011 skill_level=1 icon_type=1 operate_type=0 mp_consume=10 cast_range=600 cast_style=1 hit_time=5.0 is_magic=1 animation=[D] ... In skillgrp.dat, skill's animation values are like below which are meaningless 1, A, B, C, C2, D, D2, DD, DI, E, E2, F2, G, H, H2, K, K2, L, L2, M,MIX51, MIX52, Mix53, MIX54, MIX55, MIX56, MIX57, Mix58, Mix59, MIX60,Mix01, Mix02, Mix03, Mix04, Mix05, Mix06, Mix07, Mix08, Mix09,N, O, P, Q, R, S, U, V, W, X, Y, Z, f, i, j, ms01, t But actually the animation seq namea are like below which could be seen by exported from .ukx files. SpAtk01_1HS,SpAtk01_2HS,SpAtk01_Bow,SpAtk01_Dual_Dagger,SpAtk01_Dual,SpAtk01_Pole,SpAtk02_1HS,SpAtk02_Bow,SpAtk03_1HS,SpAtk03_2HS,SpAtk03_Bow, SpAtk03_Dual,SpAtk03_Pole,SpAtk04_1HS,SpAtk04_Bow,SpAtk05_Pole,SpAtk06_Hand,SpAtk06_Pole,SpAtk07_1HS,SpAtk07_2HS,SpAtk07_Dual,SpAtk08_Dual………… My question is that if i create a custom animation seq named SupperCoolSpAtk, then how should i edit the skill data in skillgrp.dat file? skill_begin skill_id=1011 skill_level=1 icon_type=1 operate_type=0 mp_consume=10 cast_range=600 cast_style=1 hit_time=5.0 is_magic=1 animation=[?] ... And please do not suggest other way like changing my SupperCoolSpAtk to some existing seq name lilke SpAtk01_1HS. I want to keep all the existing seq names untouched, and figure out how to map values in skillgrp.dat to actual seq names. Thank you! Any clue will be appreciate. Help please.
  6. it's crazy, what editor are you using to opening the .unr file? do i have decrypt the .unr file before open it in the editor?
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