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.