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Posted (edited)

good evening.

My question today is this :

if i have an npc that has the following animations : http://prntscr.com/hx7xx9

And i want it to cast a skill x with spatk1 and skill y with spatk2 ( where do i set that?, how do i connect a skill with an spatk animation? )

Also, if i want a monster to attack( normal hits ) using spatk3 where do i set that? 

 

what i tried didnt really help although i got some ideas :(

 

 

i opened devbox and found a random monster that had spatk1 and spatk2

then i tried 2 random skills with that monster and saw that when i cast skill 1( red arrows ) he used spatk1 and when i used skill 2( blue arrows ) he did spatk2

http://prntscr.com/hx81qt

 

then i went into skillgrp and

1: changed cast_style of skill 2 to the same of skill 1 to see if he will do skill 2 with spatk1, it did NOTHING ingame

2: i changed UNK_0 of skill 2 to the same  of skill 1 it did NOTHING again

3:i changed ani_char of skill 2 to the same of skill 1 and it DID it, it cast skill 2 with spatk1

http://prntscr.com/hx80ro

 

btw i made a list of all the possible ani_char that exist in h5 client :

Spoiler
S
X
t
L
D
f
Y
G
j
C
i
E
A
Mix02
Mix07
Mix03
V
Mix04
M
Mix05
Mix06
U
B
Mix01
Mix09
Mix08
K
E
W
N
H
MIX51
K2
Z
MIX54
MIX55
MIX56
MIX52
MIX60
MIX57
Mix58
Mix59
ms01
L2
E2
D2
C2
F2
H2
DD
O
P
Q
R
e

 

to see if this was a rule i found an other random monster with spatk1 and spatk2

i cast the SAME skills with the first npc

( without changing the skills)

and this motherfucker used spatk1 for BOTH skills even though ani_char was different on skill 1 and skill 2

this made me want to eat my keyboard and i came here for help.

 

Please give me any information you have on the 2 questions asked in the beginning of the post

1: how do i connect a skill with an spatk( or any animation )

2: how do i control what animation the monster uses as autoattack

 

Thank you very much.

Edited by SillverShadow
Posted (edited)

auto usually atk01 atk02

casts are usually spatk01 spatk02 spatk03

 

sequences will vary depending on your animation, some wont have a spatk03, some wont have a atk02, some wont even have a spatk (OLD models)

 

edit - what i usually do is view them in nv to determine which anim will fit which skill

Edited by big man bear
Posted

thanks for all the info you gave me till now, i am trying to make a model form an other game to cast skills( if i use spatks as attack animation he does all of them but when casting skills he just stands there, i  think what you said could be the problem coz i used an old orc model with this one and that old one didnt have many spatks( he had one ) but i cant be sure, if you could spare 5 minutes of your time on skype with me i am sure you would be able to spot the problem and i would be thankful :)

 

Let me know if that's possible.

Posted
On 1/10/2018 at 2:11 AM, SillverShadow said:

thanks for all the info you gave me till now, i am trying to make a model form an other game to cast skills( if i use spatks as attack animation he does all of them but when casting skills he just stands there, i  think what you said could be the problem coz i used an old orc model with this one and that old one didnt have many spatks( he had one ) but i cant be sure, if you could spare 5 minutes of your time on skype with me i am sure you would be able to spot the problem and i would be thankful :)

 

Let me know if that's possible.

missing animnotify (attack shot/item is when the shot action of the skill connects with the player or when the projectile launches) - if not defined it is always at the end of the sequence

try atk01 for old models

also make sure theres no cast anim in skillgrp (x j i) or whatever you put it as

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