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UgliBiBagli

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Everything posted by UgliBiBagli

  1. i admire your work and all that but.... i think this is the time for us to tell you the painful truth... its IL for interlude ;_;
  2. basing on the screen posted somewhere in this topic and the weirdly high display position for one of the icons i assume they are just hardcoded to be displayed one above another
  3. you dont see effect of a skill that wasnt used within your rendering range... :| all these timers are based on emitters lifetime
  4. its just adding new/editing existing emitter of seal cast animation, you cant differentiate enemy/friend cast animation for the same skill :x
  5. nope there isnt, not for interlude, best you can do is to read abnormal condition of character (not gonna work in any of the cases mentioned above)
  6. make sure you didnt mess up the performance sliders in general tab
  7. all the .usk files under animations folder can be used with correct call in skillgrp (thats obviously not a problem), all you have to do is to make custom package imports in that .usk file - that allows you to use methods from files other than lineageeffect
  8. dunno if this still works but hey... at least you can give it a try ;) find RightMouse bind and add this set Engine.LineagePlayerController MaxZoomingDist 65535 you probably have different binds there already so dont forget the vertical bar to separate each command
  9. people that have no idea about botting cant really see how bad(easy to bypass) this solution is
  10. this seems like a screen from a completely different share that is not associated with this patch xd anyway nope im not talking about it, what im trying to say the entire time - class icon tooltip wont display correct information :x
  11. no no you got me wrong, im talking about this particular share (i dont even bother with h5 shares xP) what i meant is, this class icon feature is the same piece of code he used for his H5 interface and ITS NOT going to work on interlude, so i guess you should delete that part :x
  12. where is this hostility coming from? im having no problem whatsoever, why would you assume that :/ you should delete the "fix it" part though, as ed didnt even bother to make proper shortcuts (these have been added by another user) also that class icon is reuse of H5 solution that is not going to work properly on interlude - think you shouldve mention that xP
  13. as long as high quality of video is not required to fulfill its purpose i dont see a reason to make fun of it being recorded this way...
  14. it cant be done the way you are asking about, all the emitters are concatenated inside that specific animation you are calling you would either have to replace existing emitters, or rebuild it entirely
  15. as much as i admire everyone sharing their knowledge with the rest of community... i must say, that these splashes are ugly af :-X
  16. it pretty much sounds like the colors of augments (except for the red-ish color) highly doubt theres anything more to achieve with plain .dat editing switch (Quality) { case 1: R = 187; G = 181; B = 138; break; case 2: R = 132; G = 174; B = 216; break; case 3: R = 193; G = 112; B = 202; break; case 4: R = 225; G = 109; B = 109; break; default: R = 187; G = 181; B = 138; break; }
  17. because someone asked about this crap in another topic i suppose
  18. He is not going to "edit" utx, just replace its content with l2tool (im just assuming it works on h5 as it does on interlude oops) Thats true its bad, but we dont know if he wants to create patch for other people or just wants to do a little client modding for his own pleasure. The way he wrote the post makes me think its the latter and in that case i prefer the simplest solutions.
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