ac_ngjc250 Posted yesterday at 11:50 AM Posted yesterday at 11:50 AM 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. Quote
911reg Posted yesterday at 03:54 PM Posted yesterday at 03:54 PM 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. 1 Quote
ac_ngjc250 Posted 3 hours ago Author Posted 3 hours ago 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. Quote
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