Anyone know, who actually got into skill chaining, that basic_chaincode is necessary "chaining" (as it says) each skill series with the next tier.
100000 SKILL_PUNCH_A_01 [...] 100015
...
100015 SKILL_PUNCH_A2_01 [...] 100030
...
100030 SKILL_PUNCH_A3_01 [...] 0
Tho, it seems like the warrior animation "skill_eu_warrior_twohanda_cry_c.ban" is just a bit buggy.
Without redirecting characters to the animation file, the 3-chain-combo will do its work, hitting the enemy 3 times in a row, but entirely without any animation, but idle staying.
Adding the animation will result showing only 2 indications of 3 hits. The last one will be animated, but the damage "popup" won't be shown at all.
Lv 120+ skills like the shielded 3 combo hit, 1 handed 4 combo skill, 2 handed 3 combo skill as well, even the 4 combo or 5 combo dual axe skills are working fine.
Anyone know actually how to solve this?
Small demonstration:
NVM. Fixed it. The *.ban file was just lacking some definitions.
Yes, like editing the *.bmt files (changing *.ddj or *.efp names/declarations), you are able to edit those files in an editor as well, for instance with Notepad++.
You just have to know what you are actually doing, without effing up anything.
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