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 Post subject: Pk2 Skill editing references and variables>question
PostPosted: Sun Nov 25, 2007 9:49 am 
Hi, I'm New Here
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Joined: Nov 2007
Posts: 1
Moin
I have a mayor question :

There are some chances in skilleffect.txt like start offset and target offset
a lot of them are strange there is a list of every entry:

//SkillName:ÆÄÀÌ¾î º¼ such stuff :D
SkillEffectID:SKILL_EU_WIZARD_FIREA_POINT_A
AniType:Ready,Shot,S-Return(Fire Trap) usw
StartEvent:when 1. Animation is finished 2. Animation starts i think
DMG Event: False/True?? What happen if i chance that
DamageType: NOR|CRI|HWAN for what is that??? :?
Scale: maybe how big the animation is
ID: for what is that :? :?
Attach: that :? :?
Trade:that :? :?
Kill: and that :banghead:
CrateCnt and Fade: 1000,1000 example whats that??Seems to be some variables
ActType:At Target,At one follow = where it appear
MovType,Speed: MOV_NONE,0,0,0 strange entry :?:
Param: 0,0,0 some variables too allways the same
Act Option: false,0,0,0,0,false
Obj Path: skill\europe\ path where the animations datas are stored
OdjName: skill_cast_foot_fire_a.efp the thing that fly to the enemy
StartBone: none always none :?:
StartOffset: X,Y,Z koordinates where the animation starts 0,0,0 is direct at the enemy or player depending on ActType

TargetBone none always none :?:
TargetOffset: X,Y,Z koordinates where the animation impact or end same as StartOffset

OBjName2: Animation data for impact effectslike explosions etc
Rotate: allways 0 seems to be rotation
Script: does nothing i thing always none
SndBegin: sound file for anim start
SndEnd: sound file for impact or anim end


//SkillName SkillEffectI AniType StartEvent DMG Event DamageType Scale ID Attach Trade Kill CreateCnt Fade ActType MovType,Speed Param Act Option Obj Path ObjName StartBone StartOffset TargetBone TargetOffset ObjName2 Rotate Script SndBegin SndEnd


TRY1: Wizzard Europe skill fire bolt
There shoult be 5 bolts flying to the enemy instead of 1

ÆÄÀ̾î SKILL_EU_WIZARD_FIREA_POINT_A READY 0 FALSE NOR|CRI|HWAN none 1 0 0 0 1 1000,1000 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false skill\europe\ skill_cast_foot_fire_a.efp none 0,0,0 none 0,0,0 none 0 none skill2\usk_wizard_fire_ready_a.wav none



ÆÄÀ̾î SKILL_EU_WIZARD_FIREA_POINT_A SHOT 1 FALSE NOR|CRI|HWAN none 0 0 0 1 1 0,5 AT_ONE_FOLLOW MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false skill\europe\ skill_cast_firebolt_motion_shoot.efp none 0,18,-8 none 0,0,0 none 0 none skill2\usk_wizard_fire_ball_a.wav none



ÆÄÀÌ¾î º¼Æ®_2 SKILL_EU_WIZARD_FIREA_POINT_A SHOT 2 FALSE NOR|CRI|HWAN none 0 0 0 1 1 0,10 AT_ONE_FOLLOW MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false skill\europe\ skill_cast_firebolt_motion_shoot.efp none 0,0,-8 none 0,0,0 none 0 none skill2\usk_wizard_fire_ball_a.wav none



ÆÄÀÌ¾î º¼Æ®_2 SKILL_EU_WIZARD_FIREA_POINT_A SHOT 3 FALSE NOR|CRI|HWAN none 0 0 0 1 1 0,15 AT_ONE_FOLLOW MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false skill\europe\ skill_cast_firebolt_motion_shoot.efp none 18,18,-8 none 0,0,0 none 0 none skill2\usk_wizard_fire_ball_a.wav none



ÆÄÀÌ¾î º¼Æ®_2 SKILL_EU_WIZARD_FIREA_POINT_A SHOT 4 FALSE NOR|CRI|HWAN none 0 0 0 1 1 0,20 AT_ONE_FOLLOW MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false skill\europe\ skill_cast_firebolt_motion_shoot.efp none -18,18,-8 none 0,0,0 none 0 none skill2\usk_wizard_fire_ball_a.wav none



ÆÄÀÌ¾î º¼Æ®_2 SKILL_EU_WIZARD_FIREA_POINT_A SHOT 5 FALSE NOR|CRI|HWAN none 0 0 0 1 1 0,25 AT_ONE_FOLLOW MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false skill\europe\ skill_cast_firebolt_motion_shoot.efp none 0,-18,-8 none 0,0,0 none 0 none skill2\usk_wizard_fire_ball_a.wav none


This are the sparks that come out from the fireball
ÆÄÀÌ¾î º¼Æ®_3 (Event) SKILL_EU_WIZARD_FIREA_POINT_A SHOT 1 TRUE NOR|CRI|HWAN none 0 0 0 0 1 0,0 AT_MOV_1TAR MOV_STRAIGHT,0,250,250 0,0,0 false,0,0,0,0,false skill\europe\ wizard_fire_bolt_a.efp Bip01 L Hand 0,0,-2 none 0,12,-2 none 0 none none skill2\usk_wizard_fire_hit_a.wav




This is the meteor entry i beleive :D
There shoult be 4 Meteors falling down instead of one
¸ÞÅ׿À___ÆÄÀÌ¾î ¸àÅ»¸®½ºÆ®60 SKILL_EU_WIZARD_FIREA_POINT_B READY 0 FALSE NOR|CRI|HWAN none 1 0 0 0 1 1000,1000 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false skill\europe\ skill_cast_foot_fire_a.efp none 0,0,0 none 0,0,0 none 0 none skill2\usk_wizard_fire_ready_a.wav none


¸ÞÅ׿À_2 (Event) SKILL_EU_WIZARD_FIREA_POINT_B SHOT 1 TRUE NOR|CRI|HWAN none 0 0 0 0 1 0,100 AT_TARGET MOV_STRAIGHT,0,200,300 0,0,0 false,0,0,0,0,false skill\europe\ wizard_fire_bolt_b.efp none -26,100,14 none 0,0,0 skill\europe\wizard_fire_bolt_hit_b.efp 0 SCT_SHAKECAM_MOV1 skill2\usk_wizard_fire_ball_b.wav none


¸ÞÅ׿À_2 (Event) SKILL_EU_WIZARD_FIREA_POINT_B SHOT 1 TRUE NOR|CRI|HWAN none 0 0 0 0 1 0,100 AT_TARGET MOV_STRAIGHT,0,200,300 0,0,0 false,0,0,0,0,false skill\europe\ wizard_fire_bolt_b.efp none 26,100,14 none 0,0,0 skill\europe\wizard_fire_bolt_hit_b.efp 0 SCT_SHAKECAM_MOV1 skill2\usk_wizard_fire_ball_b.wav none


¸ÞÅ׿À_2 (Event) SKILL_EU_WIZARD_FIREA_POINT_B SHOT 1 TRUE NOR|CRI|HWAN none 0 0 0 0 1 0,100 AT_TARGET MOV_STRAIGHT,0,200,300 0,0,0 false,0,0,0,0,false skill\europe\ wizard_fire_bolt_b.efp none -26,100,-14 none 0,0,0 skill\europe\wizard_fire_bolt_hit_b.efp 0 SCT_SHAKECAM_MOV1 skill2\usk_wizard_fire_ball_b.wav none


¸ÞÅ׿À_2 (Event) SKILL_EU_WIZARD_FIREA_POINT_B SHOT 1 TRUE NOR|CRI|HWAN none 0 0 0 0 1 0,100 AT_TARGET MOV_STRAIGHT,0,200,300 0,0,0 false,0,0,0,0,false skill\europe\ wizard_fire_bolt_b.efp none 26,100,-14 none 0,0,0 skill\europe\wizard_fire_bolt_hit_b.efp 0 SCT_SHAKECAM_MOV1 skill2\usk_wizard_fire_ball_b.wav none


Silkroad start correctly but it only shows the normal fire bolt skill> no mess with extract, inject :roll:
Could i have forgotten something in the short entrys :?

thx for answer


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