Komnis Posted October 8, 2015 Posted October 8, 2015 (edited) Is there a way to make a skill animation loop? In order to do 2 times an animation for 1 skill? For example when i want to cast triple slash in one cast character will do the same animation 2 times. Or i need to "program" it from pack? -Gracia Final Edited October 8, 2015 by Komnis Quote
DONALD TRUMP 2016 Posted October 8, 2015 Posted October 8, 2015 On 10/8/2015 at 2:55 PM, Komnis said: Or i need to "program" it from pack? yes in client files (lineage skillEffect?) you can copy the script for the _ta emitter and make the part you copied spawn after the first sequence Quote
SillverShadow Posted October 8, 2015 Posted October 8, 2015 an other way is to use callskill as endeffect and make it cast the skill 3 times xD Quote
Komnis Posted October 8, 2015 Author Posted October 8, 2015 (edited) On 10/8/2015 at 10:23 PM, le memer master said: yes in client files (lineage skillEffect?) you can copy the script for the _ta emitter and make the part you copied spawn after the first sequence can you show me in photos how to do that because i dont understand. :/ On 10/8/2015 at 11:32 PM, SillverShadow said: an other way is to use callskill as endeffect and make it cast the skill 3 times xD can you show me too how i can do that? it may be usefull. :) Edited October 9, 2015 by Komnis Quote
SillverShadow Posted October 9, 2015 Posted October 9, 2015 (edited) here is an example you want a skill to repeat itself 3 time so you make 3 skills with the same animation and do this <skill id="1" levels="1" name="test1"> <set name="abnormalLvl" val="2" /> <set name="abnormalTime" val="2" /> <set name="abnormalType" val="PD_UP_SPECIAL" /> <set name="affectLimit" val="10-25" /> <set name="affectRange" val="600" /> <set name="effectPoint" val="-7985" /> <set name="hitTime" val="2000" /> <set name="icon" val="icon.skill0368" /> <set name="magicLvl" val="85" /> <set name="mpConsume" val="35" /> <set name="operateType" val="A2" /> <set name="reuseDelay" val="30000" /> <set name="rideState" val="NONE" /> <set name="targetType" val="AURA" /> <for> <effect name="Debuff"> <mul stat="mDef" val="0.93" /> <sub stat="runSpd" val="10" /> </effect> </for> <endEffects> <effect name="CallSkill"> <param skillId="2" skillLevel="1" /> </effect> </endEffects> </skill> <skill id="2" levels="1" name="test2"> <set name="abnormalLvl" val="2" /> <set name="abnormalTime" val="2" /> <set name="abnormalType" val="PD_UP_SPECIAL" /> <set name="affectLimit" val="10-25" /> <set name="affectRange" val="600" /> <set name="effectPoint" val="-7985" /> <set name="hitTime" val="2000" /> <set name="icon" val="icon.skill0368" /> <set name="magicLvl" val="85" /> <set name="mpConsume" val="35" /> <set name="operateType" val="A2" /> <set name="reuseDelay" val="30000" /> <set name="rideState" val="NONE" /> <set name="targetType" val="AURA" /> <for> <effect name="Debuff"> <mul stat="mDef" val="0.93" /> <sub stat="runSpd" val="10" /> </effect> </for> <endEffects> <effect name="CallSkill"> <param skillId="3" skillLevel="1" /> </effect> </endEffects> </skill> <skill id="3" levels="1" name="test3"> <set name="abnormalLvl" val="2" /> <set name="abnormalTime" val="2" /> <set name="abnormalType" val="PD_UP_SPECIAL" /> <set name="affectLimit" val="10-25" /> <set name="affectRange" val="600" /> <set name="effectPoint" val="-7985" /> <set name="hitTime" val="2000" /> <set name="icon" val="icon.skill0368" /> <set name="magicLvl" val="85" /> <set name="mpConsume" val="35" /> <set name="operateType" val="A2" /> <set name="reuseDelay" val="30000" /> <set name="rideState" val="NONE" /> <set name="targetType" val="AURA" /> <for> <effect name="Debuff"> <mul stat="mDef" val="0.93" /> <sub stat="runSpd" val="10" /> </effect> </for> dont put end effect here so it doesnt do anything and the loop stops </skill> keep in mind that if you want the skill to do what it does only 1 time and the other times it casts it does nothing just dont put <effect name="Debuff"> <mul stat="mDef" val="0.93" /> <sub stat="runSpd" val="10" /> </effect> only in the first one. Edited October 9, 2015 by SillverShadow Quote
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