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Skill Icons and Animation
Discussion on Skill Icons and Animation within the Dekaron Private Server forum part of the Dekaron category.
08/09/2011, 23:04
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#1
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Skill Icons and Animation
Hello,
I've been looking all day to find the link between Skill icon indexes and it's animation. Let's say Imbibe's skill icon index is 303, how can i make it 200, is it possible?. Im talking about the skill icon indexes that we use in status.csv in skill folder.
PS: im thinking is in property>effect folder?
Thanks
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08/10/2011, 01:22
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#2
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There should be a tut some where in the forumm,, but it will take a lot of search time..
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08/10/2011, 02:19
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#3
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Quote:
Originally Posted by BioNicX
Hello,
I've been looking all day to find the link between Skill icon indexes and it's animation. Let's say Imbibe's skill icon index is 303, how can i make it 200, is it possible?. Im talking about the skill icon indexes that we use in status.csv in skill folder.
PS: im thinking is in property>effect folder?
Thanks
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Its in modeleffect.csv
As an example, my Bounce defender skill icon is 194,
And you wanna link it to the right effect,
19,194,0,1,11,24,1,500,1,con_BounceDefender_Resist Monster_action
19,194,0,2,11,24,2,4000,0,con_BounceDefender_Resis tMonster_keep
19,194,0,3,11,24,3,1000,1,con_BounceDefender_Resis tMonster_finish
Then it would be like this, the 2nd coloumn is how you link skill icons to effects.
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08/10/2011, 02:53
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#4
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I can't find Imbibe in there for some reason, its icons suppose to be 272.
Thanks Harmony, you've been a great help to me and to my project!.
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08/10/2011, 05:10
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#5
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Quote:
Originally Posted by BioNicX
I can't find Imbibe in there for some reason, its icons suppose to be 272.
Thanks Harmony, you've been a great help to me and to my project!.
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You can't find it because Korea didn't release it in their modeleffect.csv, apparently they have some files like meshes/effects etc which are getting read by the client in an other way.
Anyways you'll have to make the line yourself, but just because I'm that nice I already made it for you,
Code:
19,Replace with Icon Index,0,1,11,1287,1,1000,1,Imbibe
Let me know if it doesn't work.
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08/10/2011, 14:34
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#6
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Thanks for the line. I got the first action animation working. But i couldnt get the second "keep" to work. You know the rings that go up and down.
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08/10/2011, 16:37
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#7
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Quote:
Originally Posted by BioNicX
Thanks for the line. I got the first action animation working. But i couldnt get the second "keep" to work. You know the rings that go up and down.
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This line is supposed to be for the Ringns.
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08/10/2011, 17:03
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#8
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Is possible add skill icon and effect of the alloken there?.. I dont understand how add the line..
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08/10/2011, 18:09
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#9
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Quote:
Originally Posted by [DEV]Harmony
This line is supposed to be for the Ringns.
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hmm, i can only see the animation for the first , i cant see the rings around my body after the buff. I must did something wrong.
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08/10/2011, 18:13
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#10
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I'll check if the line is right when im at home, currently at work so I can't test it. I'll reply later back.
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08/10/2011, 21:01
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#11
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Someone can tell me what's mean: code1, code2, code3, code4, eff_cate, eff_id, eff_scene, eff_time, eff_loop.
Please I need to know that..
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08/10/2011, 21:54
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#12
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Quote:
Originally Posted by Josinho
Someone can tell me what's mean: code1, code2, code3, code4, eff_cate, eff_id, eff_scene, eff_time, eff_loop.
Please I need to know that..
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code 1= not sure
code 2= Icon Index
code 3= not sure
code 4= not sure
the rest are self explanatory.
1,3,4 ask harmony he will know for sure
@Harmony
Hey do you mind PM-ing me your msn?
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08/11/2011, 04:03
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#13
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Code 1 is the category for visual effects that pertain to your character (buff-wise).
Code 2 is the shared index for status icons.
Code 3 is always 0.
Code 4.. I don't remember/know.
It isn't the same for every line in modeleffect, however (most lines don't refer to buff effects, so they wouldn't have any need for a status icon index).
eff_cate is the category of the visual effect (<cate> #).
eff_id is the id of the visual effect (<effect> id #).
eff_scene is the specific scene of the visual effect (<scene> sceneid #) -- usually refers to the starting effect, the ending effect and the reoccurring effect.
eff_time is a timer for when the effect operates.
eff_time is to indicate whether the effect should loop (in the case of glows you receive from candy) or trigger only once (in the care of one-time effects that take place before the reoccurring effect).
Or so I think, anyway. Haven't done this in a while. It's easy to grasp the concepts needed to edit effects by simply going over the lines already present in modeleffect.
The following line adds an effect to the list of IDs usable with NPCs.
Code:
25,4,1,8,11,1337,1,2000,0,Teleport Magic Hand
The following line adds an effect to the list of IDs usable with specific equipment (wings, weapons, etc.. -- not armor, accessories or costumes).
Code:
31,1,4,0,5,2008,1,2000,0,Sum_Wing02_T
Anyway, Harmony knows more about this stuff than I do. You should probably check out his blog.
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