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Posted (edited)

Did you try it? Interface.xdat isn't encrypted so you don't need to decrypt it with any software

what the name from Texture on LineageEffects?

i export all textures, now i need check the name for edit color

Edited by arturo134
Posted

what the name from Texture on LineageEffects?

i export all textures, now i need check the name for edit color

 

1: find it in skillgrp

2: find the class it uses (skill.xxx skill.4 skill.mo.4 etc like that)

3: find the script of the class

4: it will show you what effects are used for when

5: find script for the effect which will show you which textures and meshes are used for each emitter

Posted (edited)

1: find it in skillgrp

2: find the class it uses (skill.xxx skill.4 skill.mo.4 etc like that)

3: find the script of the class

4: it will show you what effects are used for when

5: find script for the effect which will show you which textures and meshes are used for each emitter

I even found the id of skill, but have not found what texture it uses , the id of the skill is in 1553 skillgrp.dat file

 

1553 1 1 0 194 900 16 3.00000000 1 G 1553 icon.skill1553 0 0 0 a,none\0 0 8 10 0 a,none\0

 

now where i find icon.skill1553?

Edited by arturo134
Posted

icon = icon.utx ...............

class l2_1553_skill extends L2SkillEffect;

defaultproperties
{
    Desc="힐"
    SkillID=1011
    Begin Object Class=L2EffectEmitter Name=L2EffectEmitter0
        AttachOn=AM_Trail
        bSpawnOnTarget=False
        offset=(X=0.0,Y=0.0,Z=-1.0)
        ScaleSize=1.0
        EffectClass=Class'LineageEffect.wh_sec_heal_ca'
        SimpleEffectClass=Class'LineageEffect.wh_sec_heal_ca_simple'
    End Object
    CastingAction=L2EffectEmitter'L2EffectEmitter0'
    Begin Object Class=L2EffectEmitter Name=L2EffectEmitter3
        AttachOn=AM_RH
        bSpawnOnTarget=False
        bOnMultiTarget=True
        bChaining=True
        bChanneling=True
        EffectClass=Class'LineageEffect.d_s_u812_ybeam_a'
        SimpleEffectClass=Class'LineageEffect.d_s_u812_ybeam_a_simple'
    End Object
    ChannelingAction(0)=L2EffectEmitter'L2EffectEmitter3'
    Begin Object Class=L2EffectEmitter Name=L2EffectEmitter7
        AttachOn=AM_Trail
        EffectClass=Class'LineageEffect.d_s_u812_ybeam_ta'
        SimpleEffectClass=Class'LineageEffect.d_s_u812_ybeam_ta_simple'
    End Object
    ChannelingAction(1)=L2EffectEmitter'L2EffectEmitter7'
    Begin Object Class=L2EffectEmitter Name=L2EffectEmitter1
        AttachOn=AM_Trail
        bOnMultiTarget=True
        offset=(X=0.0,Y=0.0,Z=-1.0)
        SpawnDelay=1.0
        EffectClass=Class'LineageEffect.d_chainhealafter_ta'
        SimpleEffectClass=Class'LineageEffect.d_chainhealafter_ta_simple'
    End Object
    ShotAction(0)=L2EffectEmitter'L2EffectEmitter1'
    Begin Object Class=L2EffectEmitter Name=L2EffectEmitter4
        AttachOn=AM_Trail
        bSpawnOnTarget=False
        bOnMultiTarget=True
        bChaining=True
        bChanneling=True
        EffectClass=Class'LineageEffect.d_s_u812_ybeam_b'
        SimpleEffectClass=Class'LineageEffect.d_s_u812_ybeam_b_simple'
    End Object
    ShotAction(1)=L2EffectEmitter'L2EffectEmitter4'
    Begin Object Class=L2EffectEmitter Name=L2EffectEmitter2
        AttachOn=AM_Trail
        bOnMultiTarget=True
        EffectClass=Class'LineageEffect.d_s_u812_ybeam_ta'
        SimpleEffectClass=Class'LineageEffect.d_s_u812_ybeam_ta_simple'
    End Object
    ShotAction(2)=L2EffectEmitter'L2EffectEmitter2'
    Begin Object Class=L2EffectEmitter Name=L2EffectEmitter6
        AttachOn=AM_Trail
        bOnMultiTarget=True
        ScaleSize=1.5
        EffectClass=Class'LineageEffect.d_chainheal_ta'
        SimpleEffectClass=Class'LineageEffect.d_chainheal_ta_simple'
    End Object
    ShotAction(3)=L2EffectEmitter'L2EffectEmitter6'
    Begin Object Class=L2EffectEmitter Name=L2EffectEmitter5
        AttachOn=AM_Trail
        bOnMultiTarget=True
        ScaleSize=1.0
        SpawnDelay=1.0
        EffectClass=Class'LineageEffect.su_focus_ta'
        SimpleEffectClass=Class'LineageEffect.su_focus_ta_simple'
    End Object
    ShotAction(4)=L2EffectEmitter'L2EffectEmitter5'
}

EffectClass=Class'LineageEffect.wh_sec_heal_ca'

let's use that for a example

class wh_sec_heal_ca extends Emitter;

defaultproperties
{
	Begin Object Class=MeshEmitter Name=MeshEmitter10
		StaticMesh=StaticMesh'LineageEffectsStaticmeshes.White.white_center01'
		UseMeshBlendMode=false
		RenderTwoSided=true
		UseColorScale=true
		ColorScale(0)=(RelativeTime=0.0,Color=(B=125,G=125,R=125,A=0))
		ColorScale(1)=(RelativeTime=0.507143,Color=(B=168,G=168,R=168,A=0))
		ColorScale(2)=(RelativeTime=1.0,Color=(B=125,G=125,R=125,A=0))
		ColorScaleRepeats=40.0
		Opacity=0.8
		FadeOutStartTime=2.604
		FadeOut=true
		FadeInEndTime=0.588
		FadeIn=true
		MaxParticles=1
		RespawnDeadParticles=false
		Name="Base"
		StartLocationOffset=(X=0.0,Y=0.0,Z=1.5)
		SpinParticles=true
		SpinCCWorCW=(X=1.0,Y=0.0,Z=0.0)
		SpinsPerSecondRange=(X=(Min=0.02,Max=0.02),Y=(Min=0.0,Max=0.0),Z=(Min=0.0,Max=0.0))
		UseSizeScale=true
		UseRegularSizeScale=false
		SizeScale(0)=(RelativeTime=0.0,RelativeSize=0.5)
		SizeScale(1)=(RelativeTime=0.07,RelativeSize=1.0)
		SizeScale(2)=(RelativeTime=1.0,RelativeSize=1.05)
		StartSizeRange=(X=(Min=0.23,Max=0.23),Y=(Min=0.23,Max=0.23),Z=(Min=0.23,Max=0.23))
		InitialParticlesPerSecond=500.0
		AutomaticInitialSpawning=false
		DrawStyle=PTDS_Brighten
		LifetimeRange=(Min=4.3,Max=4.3)
	End Object
	Emitters(0)=MeshEmitter'MeshEmitter10'
	Begin Object Class=MeshEmitter Name=MeshEmitter13
		StaticMesh=StaticMesh'LineageEffectsStaticmeshes.White.white_sideRing'
		UseMeshBlendMode=false
		RenderTwoSided=true
		UseColorScale=true
		ColorScale(0)=(RelativeTime=0.0,Color=(B=231,G=231,R=231,A=255))
		ColorScale(1)=(RelativeTime=0.485714,Color=(B=200,G=200,R=200,A=255))
		ColorScale(2)=(RelativeTime=1.0,Color=(B=255,G=255,R=255,A=255))
		ColorScaleRepeats=30.0
		Opacity=0.8
		FadeOutStartTime=2.318
		FadeOut=true
		FadeInEndTime=1.026
		FadeIn=true
		MaxParticles=1
		WeatherSoundCheck=true
		RespawnDeadParticles=false
		Name="swirl1"
		StartLocationOffset=(X=0.0,Y=0.0,Z=0.25)
		SpinParticles=true
		SpinCCWorCW=(X=1.0,Y=0.0,Z=0.0)
		SpinsPerSecondRange=(X=(Min=0.02,Max=0.02),Y=(Min=0.0,Max=0.0),Z=(Min=0.0,Max=0.0))
		StartSpinRange=(X=(Min=1.0,Max=1.0),Y=(Min=0.0,Max=0.0),Z=(Min=0.0,Max=0.0))
		UseRegularSizeScale=false
		StartSizeRange=(X=(Min=0.21,Max=0.21),Y=(Min=0.21,Max=0.21),Z=(Min=0.21,Max=0.21))
		InitialParticlesPerSecond=500.0
		AutomaticInitialSpawning=false
		DrawStyle=PTDS_Brighten
		LifetimeRange=(Min=3.8,Max=3.8)
		InitialDelayRange=(Min=0.3,Max=0.3)
		VelocityLossRange=(X=(Min=0.0,Max=0.0),Y=(Min=0.0,Max=0.0),Z=(Min=0.0,Max=1.0))
	End Object
	Emitters(1)=MeshEmitter'MeshEmitter13'
	Begin Object Class=MeshEmitter Name=MeshEmitter14
		StaticMesh=StaticMesh'LineageEffectsStaticmeshes.White.white_centerRing'
		UseMeshBlendMode=false
		RenderTwoSided=true
		UseColorScale=true
		ColorScale(0)=(RelativeTime=0.0,Color=(B=255,G=255,R=255,A=255))
		ColorScale(1)=(RelativeTime=0.482143,Color=(B=167,G=167,R=167,A=255))
		ColorScale(2)=(RelativeTime=1.0,Color=(B=255,G=255,R=255,A=255))
		ColorScaleRepeats=40.0
		Opacity=0.5
		FadeOutStartTime=1.74
		FadeOut=true
		FadeInEndTime=0.348
		FadeIn=true
		MaxParticles=1
		RespawnDeadParticles=false
		Name="shield"
		StartLocationOffset=(X=0.0,Y=0.0,Z=0.5)
		SpinParticles=true
		SpinCCWorCW=(X=1.0,Y=0.0,Z=0.0)
		SpinsPerSecondRange=(X=(Min=-0.02,Max=-0.02),Y=(Min=0.0,Max=0.0),Z=(Min=0.0,Max=0.0))
		UseRegularSizeScale=false
		StartSizeRange=(X=(Min=0.172,Max=0.172),Y=(Min=0.172,Max=0.172),Z=(Min=0.172,Max=0.172))
		InitialParticlesPerSecond=100.0
		AutomaticInitialSpawning=false
		DrawStyle=PTDS_Brighten
		LifetimeRange=(Min=2.9,Max=2.9)
		InitialDelayRange=(Min=0.38,Max=0.38)
	End Object
	Emitters(2)=MeshEmitter'MeshEmitter14'
	Begin Object Class=SpriteEmitter Name=SpriteEmitter2
		UseDirectionAs=PTDU_Normal
		ColorScale(0)=(RelativeTime=0.0,Color=(B=255,G=255,R=255,A=255))
		ColorScale(1)=(RelativeTime=1.0,Color=(B=255,G=255,R=255,A=255))
		Opacity=0.5
		FadeOutStartTime=1.33
		FadeOut=true
		FadeInEndTime=0.35
		FadeIn=true
		MaxParticles=1
		RespawnDeadParticles=false
		Name="Ring"
		StartLocationOffset=(X=0.0,Y=0.0,Z=5.5)
		SpinParticles=true
		SpinCCWorCW=(X=0.0,Y=0.5,Z=0.5)
		SpinsPerSecondRange=(X=(Min=0.02,Max=0.02),Y=(Min=0.0,Max=0.0),Z=(Min=0.0,Max=0.0))
		StartSpinRange=(X=(Min=-1.0,Max=1.0),Y=(Min=0.0,Max=0.0),Z=(Min=0.0,Max=0.0))
		UniformSize=true
		StartSizeRange=(X=(Min=19.0,Max=19.0),Y=(Min=19.0,Max=19.0),Z=(Min=19.0,Max=19.0))
		InitialParticlesPerSecond=500.0
		AutomaticInitialSpawning=false
		DrawStyle=PTDS_Brighten
		Texture=Texture'LineageEffectsTextures.Particles3.fx_m_t7009'
		LifetimeRange=(Min=3.5,Max=3.5)
		InitialDelayRange=(Min=0.35,Max=0.35)
	End Object
	Emitters(3)=SpriteEmitter'SpriteEmitter2'
	bLightChanged=true
	bNoDelete=false
	bSunAffect=true
	DrawScale=0.1
} 

        StaticMesh=StaticMesh'LineageEffectsStaticmeshes.White.white_center01'

white_center01 uses

[[bNoDynamicShadowCast=false, EnableCollisionforShadow=false, EnableCollision=false, Material=LineageEffectsTextures.Particles3.fx_m_t7010], [bNoDynamicShadowCast=false, EnableCollisionforShadow=false, EnableCollision=false, Material=LineageEffectsTextures.Particles3.fx_m_t7014], [bNoDynamicShadowCast=false, EnableCollisionforShadow=false, EnableCollision=false, Material=LineageEffectsTextures.Particles.fx_m_t0004]] 

LineageEffectsTextures.Particles3.fx_m_t7010

LineageEffectsTextures.Particles3.fx_m_t7014

LineageEffectsTextures.Particles.fx_m_t0004

 

white_sidering uses

[[bNoDynamicShadowCast=false, EnableCollisionforShadow=false, EnableCollision=false, Material=LineageEffectsTextures.Particles3.fx_m_t7013], [bNoDynamicShadowCast=false, EnableCollisionforShadow=false, EnableCollision=false, Material=LineageEffectsTextures.Particles3.fx_m_t7011]] 

LineageEffectsTextures.Particles3.fx_m_t7013

LineageEffectsTextures.Particles3.fx_m_t7011

 

LineageEffectsTextures.Particles3.fx_m_t7009

  • 1 month later...
Posted

Pretty nice help from  le memer master

If i want the casting skill animation for longer time to see, i should change values in LineageEffect.u or is it possible to make some change in LineageSkillEffect.u?  The reason why I ask, bacause I would like to see longer animation in some skill, and shorter in some others, which use the same part in LineageEffect.u. For example a lot of heal skill use the Class'LineageEffect.wh_sec_heal_ca, but i wanna edit only the "Major Heal" casting effect. Or in this case I have to "duplicate" the Class'LineageEffect.wh_sec_heal_ca somehow and rename it?

Posted

I don't wanna open a brand new topic for this small question, also linked with editing. In hex editor I have tried to replace some part and got error. Is it possible to paste the upper picture 4 value into the place of underpicture 3 value?

 

iMrrUfs.jpg

Posted

I don't wanna open a brand new topic for this small question, also linked with editing. In hex editor I have tried to replace some part and got error. Is it possible to paste the upper picture 4 value into the place of underpicture 3 value?

 

iMrrUfs.jpg

you can do it if know which byte is necessary copy and paste there, if not sure your client won't open or just give criticalerror, you can try this, copy the bytes from

 

Offset: 39950 to Offset: 3301F and if all be ok, your client run.

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