Bug with the named help

04/19/2018 04:35 loader8#1
i want the name in the red arrow
why is in the middle of the body
who can help me ?
[Only registered and activated users can see links. Click Here To Register...]
04/19/2018 12:38 blapanda#2
The solution lays inside your skilleffects.txt.
There are 3 categories, you may know the most 2 common one for skills, like:

Code:
1	005__내가호흡법	SKILL_CH_WATER_SELFHEAL_A	0	FALSE	1	DEFAULT	ANI_READY04	none	ANI_SKILL_4	none	none	none	none	none	0	0,0,0,0	ONE	none	none	none	none	none	none	none	0	1	

005__내가호흡법	SKILL_CH_WATER_SELFHEAL_A	READY	0	FALSE	none	none	1	0	0	0	1	10,500	AT_LOOP	MOV_NONE,0,0,0	0,0,0	false,0,0,0,0,false	skill\china\	water_assist_motion_wait.efp	none	0,0,4	none	0,0,0	none	0	none	skill\csk_heal_ready.wav	none
The one with the "1 Lvl__Sometext Skillstring" for service activation and declaration and the "Lvl__Sometext Skillstring" for the actual definition of visual skills/appearance effects.

Those are the second and third category.
There is one important one at the very beginning for character/mob/structure/npc/etc meta declaration.

It goes like this:
Code:
MOB_CH_MANGNYANG	MOB_MANGNYANG	1.5	none	none	res\mob\common\mangnyang_die.bsr	none	none	0,10,-6	hit_2_redblood	none	0	0
The stuff after "1.5" is not important in this case.

1.5 is a perfect value for the Mangyang having its name floating right above its head. If you put in a value like "3.5", it will look like this for example:
[Only registered and activated users can see links. Click Here To Register...]

So, find to your "MOB_ARABIA_THIEF_BOSS" string inside your skilleffects.txt and adjust the first figure-value to a higher number.
04/19/2018 16:30 loader8#3
Quote:
Originally Posted by blapanda View Post
The solution lays inside your skilleffects.txt.
There are 3 categories, you may know the most 2 common one for skills, like:

Code:
1	005__내가호흡법	SKILL_CH_WATER_SELFHEAL_A	0	FALSE	1	DEFAULT	ANI_READY04	none	ANI_SKILL_4	none	none	none	none	none	0	0,0,0,0	ONE	none	none	none	none	none	none	none	0	1	

005__내가호흡법	SKILL_CH_WATER_SELFHEAL_A	READY	0	FALSE	none	none	1	0	0	0	1	10,500	AT_LOOP	MOV_NONE,0,0,0	0,0,0	false,0,0,0,0,false	skill\china\	water_assist_motion_wait.efp	none	0,0,4	none	0,0,0	none	0	none	skill\csk_heal_ready.wav	none
The one with the "1 Lvl__Sometext Skillstring" for service activation and declaration and the "Lvl__Sometext Skillstring" for the actual definition of visual skills/appearance effects.

Those are the second and third category.
There is one important one at the very beginning for character/mob/structure/npc/etc meta declaration.

It goes like this:
Code:
MOB_CH_MANGNYANG	MOB_MANGNYANG	1.5	none	none	res\mob\common\mangnyang_die.bsr	none	none	0,10,-6	hit_2_redblood	none	0	0
The stuff after "1.5" is not important in this case.

1.5 is a perfect value for the Mangyang having its name floating right above its head. If you put in a value like "3.5", it will look like this for example:
[Only registered and activated users can see links. Click Here To Register...]

So, find to your "MOB_ARABIA_THIEF_BOSS" string inside your skilleffects.txt and adjust the first figure-value to a higher number.
Thx so much blapanda!
I need to work more with skilleffect.txt I do not know many things from there even
04/19/2018 16:57 blapanda#4
Quote:
Originally Posted by loader8 View Post
Thx so much blapanda!
I need to work more with skilleffect.txt I do not know many things from there even
Once you have the hang of it, you will be able to edit that file as you like.