GLO Posted July 5, 2017 Posted July 5, 2017 that what i tried to explain him but nothing :D no you tried to explain to him that he is using the wrong script
◄√i®uS► Posted July 5, 2017 Posted July 5, 2017 normal......... ca ta1 in green, ta2 in blue nothing wrong with script As I understand it, he wanted the players to cast this skill on others. The skill is prescribed a massive attack, It was necessary to make a simple
SillverShadow Posted July 5, 2017 Author Posted July 5, 2017 the issue is that i want player to cast the skill, he casts it but shows no animation, what big man bill said makes sense BUT what should i put in skillgrp to make it show?
GLO Posted July 5, 2017 Posted July 5, 2017 the issue is that i want player to cast the skill, he casts it but shows no animation, what big man bill said makes sense BUT what should i put in skillgrp to make it show? 1230 - some magic skill line - you can just copy this and replace with your thing (interlood) 1230 1 0 34 900 2 4.00000000 1 E skill.el.1230 icon.skill1230 0 0 0 0 9 11 cast style / script class (in your case replace skill.el.1230 with 5495)
◄√i®uS► Posted July 5, 2017 Posted July 5, 2017 1230 - some magic skill line - you can just copy this and replace with your thing (interlood) 1230 1 0 34 900 2 4.00000000 1 E skill.el.1230 icon.skill1230 0 0 0 0 9 11 cast style / script class (in your case replace skill.el.1230 with 5495) On the chronicles HF5 no skill.usk There is only LineageSkillEffect.u, and the skills are read only from this file It is impossible to make another additional file in the interlude
GLO Posted July 5, 2017 Posted July 5, 2017 On the chronicles HF5 no skill.usk There is only LineageSkillEffect.u, and the skills are read only from this file It is impossible to make another additional file in the interlude i dont have hf so im using interlude as an example, the idea still applies and i mentioned that he should replace the skill.xxx with just 5495
◄√i®uS► Posted July 5, 2017 Posted July 5, 2017 (edited) i dont have hf so im using interlude as an example, the idea still applies and i mentioned that he should replace the skill.xxx with just 5495 If you do not know how it works on the chronicles of HF5, then you do not need to confuse people. In HF5 everything works completely differently, and the name of the file is not written in skillgrp.dat Edited July 5, 2017 by ◄√i®uS►
GLO Posted July 6, 2017 Posted July 6, 2017 If you do not know how it works on the chronicles of HF5, then you do not need to confuse people. In HF5 everything works completely differently, and the name of the file is not written in skillgrp.dat nigga you dont even read LOL interlood 1230 1 0 34 900 2 4.00000000 1 E skill.el.1230 icon.skill1230 0 0 0 0 9 11 hf 1230 1 1 0 34 900 2 4.00000000 1 E 1230 icon.skill1230 0 0 0 a,none\0 0 9 11 0 a,none\0 i want you to go back to google translate and READ my past 3-4 posts again because YOU are the one that is confusing people try 5495 1 1 0 34 900 2 4.00000000 1 E 5495 icon.skill1230 0 0 0 a,none\0 0 9 11 0 a,none\0
◄√i®uS► Posted July 6, 2017 Posted July 6, 2017 The author of the topic asked how to remake the animation of the skill, For that would be when casting skills, the animation from the effect flew to the target. At this point, the skill is massive and the animation happens around the casting. In order to fix this, you need to replace the value bSpawnOnTarget = False and make it bSpawnOnTarget = True You just need to fix the script, Skillgrp.dat to touch do not need to. You need to duplicate it and give it another id
GLO Posted July 6, 2017 Posted July 6, 2017 The author of the topic asked how to remake the animation of the skill, For that would be when casting skills, the animation from the effect flew to the target. At this point, the skill is massive and the animation happens around the casting. In order to fix this, you need to replace the value bSpawnOnTarget = False and make it bSpawnOnTarget = True You just need to fix the script, Skillgrp.dat to touch do not need to. You need to duplicate it and give it another id the issue is that i want player to cast the skill, he casts it but shows no animation, what big man bill said makes sense BUT what should i put in skillgrp to make it show?
◄√i®uS► Posted July 6, 2017 Posted July 6, 2017 Do you have critical days? Why are you so nervous? Why such a font size and red color? Be simpler)) have a good day))
GLO Posted July 6, 2017 Posted July 6, 2017 Do you have critical days? Why are you so nervous? Why such a font size and red color? Be simpler)) have a good day)) you posted 7 times in this topic excluding the one i quoted and missed op's point in every single one somehow i feel even after highlighting what op is trying to do you still dont get it
SillverShadow Posted July 6, 2017 Author Posted July 6, 2017 hahah guys calm down, obviously virus did not understand what i needed, i donthave a problem with the skill being AURA(around the caster ) i just want it to show the animation. coz now it casts the skill , does the damage but SHOWS NOTHING, i will give what big man bill said a try now and let you know if the issue persists. Thank you both for the time you took to reply ::)
SillverShadow Posted July 6, 2017 Author Posted July 6, 2017 Yes what big man bill said was true( 5495 1 1 0 34 900 2 4.00000000 1 E 5495 icon.skill1230 0 0 0 a,none\0 0 9 11 0 a,none\0 ) the skill animation now appears. thank you for the help, lock the topic if you want.
Celestine Posted July 6, 2017 Posted July 6, 2017 Yes what big man bill said was true( 5495 1 1 0 34 900 2 4.00000000 1 E 5495 icon.skill1230 0 0 0 a,none\0 0 9 11 0 a,none\0 ) the skill animation now appears. thank you for the help, lock the topic if you want. Ok.
Recommended Posts