add/remove butterflies

09/02/2005 07:55 username1#1
1-open up your handy ini folder and find npc.ini
2-choose an npc you want to add butterflies to and where it says "effect=none", change 'none' to 'flying'

basically just an amusing little trick... it adds the butterflies and flowers from around the lovestone to any npc you want

it can also remove the butterflies from the lovestone in the market, which i think *might* reduce lag when you enter. i havent fully tested lag with this, but if it works it could save alot of trouble (unless im the only one that lags out right when i enter the market :ops:)
09/02/2005 08:15 SunGate#2
it works on me, a minor less in lag but its good enough coz im running multiple CO ;)
09/02/2005 08:28 username1#3
thanks for the positive feedback :P

also, if you open ActionMap3DEffect.ini and change 'ShowTime' for 'Dust' and 'RunDust' from 1 to 0 (i just copied it into microsoft word and did find and replace), it will show the dust animation when you take off rather than land.

its hard to explain and even harder to take a screen shot of... but when you jump, once you hit the ground it sends out a ring of dust. by changing the values to 0, it plays that animation right when you jump instead of when you land.

i havent messed with this enough to fully understand it, but i saw someone asking about a hack to show dust where someone will land (good for pking) and i figured this might be a nice place to start :P
09/02/2005 12:34 ultimatedestroyer#4
Hmmmm great work, many people have been searching for the dust animation including me, good work..
09/02/2005 14:16 pWn0r#5
Quote:
Originally posted by username1@Sep 2 2005, 08:28
thanks for the positive feedback :P

also, if you open ActionMap3DEffect.ini and change 'ShowTime' for 'Dust' and 'RunDust' from 1 to 0 (i just copied it into microsoft word and did find and replace), it will show the dust animation when you take off rather than land.

its hard to explain and even harder to take a screen shot of... but when you jump, once you hit the ground it sends out a ring of dust. by changing the values to 0, it plays that animation right when you jump instead of when you land.

i havent messed with this enough to fully understand it, but i saw someone asking about a hack to show dust where someone will land (good for pking) and i figured this might be a nice place to start :P
hey great work jesus if it realli works

but theres alot of rundust and showtime for it

do i change all from 1 to 0 ?
09/02/2005 17:03 username1#6
Quote:
Originally posted by pWn0r+Sep 2 2005, 14:16--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (pWn0r @ Sep 2 2005, 14:16)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin--username1@Sep 2 2005, 08:28
thanks for the positive feedback :P

also, if you open ActionMap3DEffect.ini and change 'ShowTime' for 'Dust' and 'RunDust' from 1 to 0 (i just copied it into microsoft word and did find and replace), it will show the dust animation when you take off rather than land.

its hard to explain and even harder to take a screen shot of... but when you jump, once you hit the ground it sends out a ring of dust. by changing the values to 0, it plays that animation right when you jump instead of when you land.

i havent messed with this enough to fully understand it, but i saw someone asking about a hack to show dust where someone will land (good for pking) and i figured this might be a nice place to start :P
hey great work jesus if it realli works

but theres alot of rundust and showtime for it

do i change all from 1 to 0 ? [/b][/quote]
thats what i did... i just copied it into word and did find and replace to change "=1" to "=0" :P crude but effective... i havent changed each value individually get. i did, however, try changing the "index" value to the number for blood... but it only got rid of the dust animation instead of making blood where you walk :rolleyes: also, if you change the effect to 2 it will get rid of the animation :hm: not sure what to do now...
09/02/2005 23:37 pWn0r#7
Quote:
Originally posted by username1+Sep 2 2005, 17:03--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (username1 @ Sep 2 2005, 17:03)</td></tr><tr><td id='QUOTE'>
Quote:
Originally posted by -pWn0r@Sep 2 2005, 14:16
<!--QuoteBegin--username1
Quote:
@Sep 2 2005, 08:28
thanks for the positive feedback :P

also, if you open ActionMap3DEffect.ini and change 'ShowTime' for 'Dust' and 'RunDust' from 1 to 0 (i just copied it into microsoft word and did find and replace), it will show the dust animation when you take off rather than land.

its hard to explain and even harder to take a screen shot of... but when you jump, once you hit the ground it sends out a ring of dust. by changing the values to 0, it plays that animation right when you jump instead of when you land.

i havent messed with this enough to fully understand it, but i saw someone asking about a hack to show dust where someone will land (good for pking) and i figured this might be a nice place to start :P

hey great work jesus if it realli works

but theres alot of rundust and showtime for it

do i change all from 1 to 0 ?
thats what i did... i just copied it into word and did find and replace to change "=1" to "=2" :P crude but effective... i havent changed each value individually get. i did, however, try changing the "index" value to the number for blood... but it only got rid of the dust animation instead of making blood where you walk :rolleyes: also, if you change the effect to 2 it will get rid of the animation :hm: not sure what to do now... [/b][/quote]
1 to 0

or 1 to 2 ?
09/03/2005 00:36 username1#8
ah, thanks for catching that, yes i meant change 1 to 0 (edited post)

after experimenting with it more this is what i know:

show time:
0 = right when the effect happens
1 = after the effect happens

so if you look at the values, blood and feather always happens right when a monster dies. run dust, dust and watersplash happen after the effect (after you jump, etc)

effect- effect is actually the animation that plays when one of the following happens:
blood = when a monster dies (the blood animation)
feather = when a bird monster dies (robins, pheasants, etc)
run dust = trail left behind when running
dust = cloud of dust when you land
watersplash = both the trail when you run on the edge of water and the splash when you land

so to make it bleed when you run (see picture) you change "dust" and "rundust" to "blood"
*note, if you use find-and-replace like i mentioned before, you have to replace "rundust" first and then "dust" or else it changes some things twice and you end up with Effect=BloodBlood

sooooo... you can also make dust apear when someone/something dies or make feathers when you splash in the water, its all up to you :bandit:

as for being able to see dust where someone is going to land, i have not found any way to do this yet. that doesnt mean there isnt a way, it just means im too stupid to find it if its there :)
09/03/2005 01:08 username1#9
ps: making your path bloody lags a ton (could be useful for those tricks that require a slow computer)
09/03/2005 01:21 ultimatedestroyer#10
Wow well done, anything more you can like changing the blood trails to a different color/side to decrease lag?
09/03/2005 07:43 username1#11
Quote:
Originally posted by ultimatedestroyer@Sep 2 2005, 16:21
Wow well done, anything more you can like changing the blood trails to a different color/side to decrease lag?
thats a good idea, and i think i saw the feather animation in a folder somehwere a few days ago but ive forgotten where. just did a search and it didnt come up with anything... but i think it was a c3 anyway so >:o
09/03/2005 23:47 ultimatedestroyer#12
Yeah well good work man, keep it up! =D
06/22/2006 19:17 bigassmuffin#13
Last post being 9 months ago, does anyone know if this still works, cause htis is pretty kool!
06/23/2006 23:33 roundknot#14
I experimented with this a bit, here are two pictures of emo.ini with showtime on and off:
showtime = 0
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showtime = 1 (BELOW)
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Now that I can see them side by side "showtime = 0" maybe affects it, but its still a close call. idk
Anyway you can get it to work. (OMG GIANT PHEASANT!) So I think it might be possible to change it to your own animation which would be great for tracking players. A flash where they land would be cool, but it would be annoying in populated places so it would have to have full togglability. (Although it does not show on concrete because there is no dust) As for a dust hack, I pulled out all the stops on this one and tried -1 for showtime. Didn't work.
Edit 1: I also found one more value for effect in the npc.ini (back to the original topic), its attackup1
Edit 2: LOL want a trail? Replace "Effect=RunDust" with "Effect=LevelUp". It shows where they went again about 3 seconds after they were there. (Got Lag? You do now!)
Edit 3: Have you lost your love of Conquer? Try shocking.ini to put the spark back into your game play!
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07/05/2006 01:51 Toxic-Nuker#15
lol, I love it :P