Somik Posted August 31, 2015 Posted August 31, 2015 Is it possible to add an animation to a buff, which would work the same as skills like ultimate defense and arcane shield? If yes, what file and which program? As far as i know it's def. not linked to the skillgrp, where you can only change the casting part. Having the same effect as ud on skills like ptud, sword shield, dp, mi etc would be insanely helpful. Quote
Somik Posted August 31, 2015 Author Posted August 31, 2015 L2FileEdit, skillgrp :P If it's really skillgrp, which part/how to edit it? I already tried changing everything and I didn't get the wanted effect, the number infront of the icon is only for casting animation. Quote
vampir Posted August 31, 2015 Posted August 31, 2015 Are you talking about effect that stays on the character for the duration of the buff/debuff? For example stun(when target gets stunned, he gets stars above the char), silence(blue circle above target character), ulitmate defense(bobble on that char that used UD). Quote
vampir Posted August 31, 2015 Posted August 31, 2015 (edited) This data is sent by server(not game client), those animations are called AbnormalEffects. You are admin or the player? Edited August 31, 2015 by vampir Quote
Somik Posted September 1, 2015 Author Posted September 1, 2015 Player. So there is absolutely no way to change it yourself if the server doesen't want to? Quote
vampir Posted September 1, 2015 Posted September 1, 2015 Depends what exactly you wish to do. There are 2 options: 1. Make abnormal effect for the buffs that your Game Client knows. Your client knows: 1. buffs that your own character has 2. Buffs of your party members 3. Buffs of your olympiad opponent 4. In GOD client knows buffs of all nearby players 2. Make abnormal effect for buffs or debuffs of your nearby opponents. If you are playing below GOD, game client doesn't know them at all(except those, for which abnormal effects are already sent by the server). 1. This can be modified by hardcore client modification, i dont think any of current bots allow such possibility. You would need to attach to the game client and listen for the packets that give info about those buffs/debuffs i have talked about. When such info is sent from the server, you would need to modify AbnormalEffects in the Game Client. That's hard thing to be done. 2. Absolutely no way. Quote
Somik Posted September 1, 2015 Author Posted September 1, 2015 (edited) So ur saying that it's doable for olympiad? How difficult is it? if it's anything besides simply changing a line in a file i'm not going to bother. Currently playing purely h5 olympiad, so I wanted to add the ultimate defense animation to buffs which ncsoft heavily failed to make observable, like sword shield, vengeance, party ud, prahnah, mystic immunity etc. Edited September 1, 2015 by Somik Quote
LightFusion Posted September 1, 2015 Posted September 1, 2015 So ur saying that it's doable for olympiad? How difficult is it? if it's anything besides simply changing a line in a file i'm not going to bother. Currently playing purely h5 olympiad, so I wanted to add the ultimate defense animation to buffs which ncsoft heavily failed to make observable, like sword shield, vengeance, party ud, prahnah, mystic immunity etc. thats might be pretty easy, if ultimate defense -function(logic) is described only by LineageSkillEffect.u, you will have only to find its id's in skillgrp, and fully copy the string, then find skill like vengeance - delete it's string, and paste string from ultimate defens, and then change the id from ult to vengeance. But that only the case if ultimate defense is described in lineageSkilleffect.u if its desrbed by engine.dll(native code) and called by skillgrp without LineageSkilleffect, just by name, then you will have problems, cause to remake effect like ultimate defense, you'l have to know the acctualy time that skils need to stay - before it dissapears, and because of such things(these things are dynamic) these effects logic - is desribed in Engine.dll(itself, in hard native code , i can even give you example) And to assure you that if your not a fully knowledgble person of the unreal format, you'l wouldnt be able to do that, unless you pay to someone who knows how to do that(like me) so gl/. Quote
vampir Posted September 1, 2015 Posted September 1, 2015 thats might be pretty easy, if ultimate defense -function(logic) is described only by LineageSkillEffect.u, you will have only to find its id's in skillgrp, and fully copy the string, then find skill like vengeance - delete it's string, and paste string from ultimate defens, and then change the id from ult to vengeance. But that only the case if ultimate defense is described in lineageSkilleffect.u if its desrbed by engine.dll(native code) and called by skillgrp without LineageSkilleffect, just by name, then you will have problems, cause to remake effect like ultimate defense, you'l have to know the acctualy time that skils need to stay - before it dissapears, and because of such things(these things are dynamic) these effects logic - is desribed in Engine.dll(itself, in hard native code , i can even give you example) And to assure you that if your not a fully knowledgble person of the unreal format, you'l wouldnt be able to do that, unless you pay to someone who knows how to do that(like me) so gl/. The problem is, this functionality is not bind to Ultimate Defense in lineageSkillEffect.u but in UserInfo and CharInfo packet sent from server. It is fully triggered by AbnormalEffect variable. Game client even doesn't know which debuff or buff(with abnormal effect) your target has, it just knows that it has to show blue circle above head or invul. Even if you completely disable cast animation in skillgrp(or change it to any other skill), that abnormal effect will still be shown. Quote
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