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skillgrp.dat and custom animation

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Here is a line from skillgrp.dat. I'm completely confused with the "animation=[D]"

skill_begin    skill_id=1011    skill_level=1    icon_type=1    operate_type=0    mp_consume=10    cast_range=600    cast_style=1    hit_time=5.0    is_magic=1    animation=[D]   ...  

 

In skillgrp.dat, skill's animation values are like below which are meaningless
1, A, B, C, C2, D, D2, DD, DI, E, E2, F2, G, H, H2, K, K2, L, L2, M,MIX51, MIX52, Mix53, MIX54, MIX55, MIX56, MIX57, Mix58, Mix59, MIX60,Mix01, Mix02, Mix03, Mix04, Mix05, Mix06, Mix07, Mix08, Mix09,N, O, P, Q, R, S, U, V, W, X, Y, Z, f, i, j, ms01, t

 

But actually the animation seq namea are like below which could be seen by exported from .ukx files.

SpAtk01_1HS,SpAtk01_2HS,SpAtk01_Bow,SpAtk01_Dual_Dagger,SpAtk01_Dual,SpAtk01_Pole,SpAtk02_1HS,SpAtk02_Bow,SpAtk03_1HS,SpAtk03_2HS,SpAtk03_Bow,
SpAtk03_Dual,SpAtk03_Pole,SpAtk04_1HS,SpAtk04_Bow,SpAtk05_Pole,SpAtk06_Hand,SpAtk06_Pole,SpAtk07_1HS,SpAtk07_2HS,SpAtk07_Dual,SpAtk08_Dual…………

 

My question is that if i create a custom animation seq named SupperCoolSpAtk, then how should i edit the skill data in skillgrp.dat file?

skill_begin    skill_id=1011    skill_level=1    icon_type=1    operate_type=0    mp_consume=10    cast_range=600    cast_style=1    hit_time=5.0    is_magic=1    animation=[?]  ... 

 

And please do not suggest other way like changing my SupperCoolSpAtk to some existing seq name lilke SpAtk01_1HS. I want to keep all the existing seq names untouched, and figure out how to map values in skillgrp.dat to actual seq names. Thank you!

 

Any clue will be appreciate. Help please.

Take a look at AnimationCombo.dat.
Those letters are a mix of animations, i.e. 'D' could be SpAtk01+SpAtk02, Mix01 could be SpAtk06+SpAtk07+SpAtk08, and so on.

  • Author

Oh bro! thank you so much. I have found them in AnimationCombo.dat in Interlude. it looks like below.

 

combo_begin    name=[D]    anim0=[CastMidAnimName]    anim1=[CastEndAnimName]    anim2=[MagicNoTargetAnimName]    loop=1    combo_end

 

Now the problem is: I am handling with High Five, there is no  AnimationCombo.dat in High Five's system folder.

so where can i find the information in High Five?

 

Thanks again.

20 hours ago, ac_ngjc250 said:

Oh bro! thank you so much. I have found them in AnimationCombo.dat in Interlude. it looks like below.

 

combo_begin    name=[D]    anim0=[CastMidAnimName]    anim1=[CastEndAnimName]    anim2=[MagicNoTargetAnimName]    loop=1    combo_end

 

Now the problem is: I am handling with High Five, there is no  AnimationCombo.dat in High Five's system folder.

so where can i find the information in High Five?

 

Thanks again.

in the case of h5 client and lower, those 'combos' are completely hardcoded, you can't really make new ones, this is a thing only ever since goddess.

  • Author

Solid and Brief answer, Great!

 

Can't express my gratitude enough!

Best regards.

 

 

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