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Linking .efp Files together

Discussion on Linking .efp Files together within the SRO PServer Questions & Answers forum part of the SRO Private Server category.

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Linking .efp Files together

Hey there,


I hope you're all doing fine! Maybe one of you geniuses out there knows an answer to the issue I brought upon myself...

I'm currently experimenting with new skills and new skill effects and am trying to sort of "link" two existing .efp-files together. The idea is to have an area of effect, just like the CH harmony therapy series but for EU with customised effects.

I was trying to fiddle around with those skills, e.g.:

1 043__동화치료술 SKILL_CH_WATER_HARMONY_A 0 FALSE 1 DEFAULT ANI_READY01 ANI_WAIT03 ANI_SKILL_4 none none none none none 0 0,0,0,0 ONE none none none none none [here is where the .efp is referenced] none 0 1

And while it's easy to simply replace the .efp-reference for another one, I was wondering if and how it would be possible to put another .efp-reference there, so to 'add' another effect on top of the already existing one. So, for the example above, to add a second effect on top of the already existing one, which is the first harmony therapy circle.

I've already tried to add another line but that didn't do anything. It looked like the second line overwrote the one above.

Any ideas?


Thank you in advance!
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Old 11/17/2022, 02:21   #2
 
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skilleffects.txt it's subdivided into three #section, I'll try to be short.

characterInfo it's where you define the objects by codename, their name distance, effect on hit, location from hit, object replacement when it dies, dark enviroment, etc. Also important, you can define object groups to make it easier when you have to add the same effect/sound to multiples objects.

skillaniset2 define the skill by codename and links them to their respective animation, you can also define the effect on hit, light, and maybe more stuff here but that's the most important I know.

skilleffectset defines all effects attached to the skill previously defined, you'll decide the behavior from the effect (SHOT, ACT_L, ...) and his position as event, if it is going to be a visual effect or hit effect (FALSE/TRUE), their offset from source/target bone, sounds, script from scale/camera, etc.
You can add as many effects as you wish, the times (miliseconds which events are triggered) are handled by the linked animation inside their BSR.

I guess you want to add effects into skilleffectset. By the way, not all effects can be used as ACT_L, some of them will not be displayed for some reason.
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Old 11/17/2022, 08:43   #3
 
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Quote:
Originally Posted by JellyBitz View Post
skilleffects.txt it's subdivided into three #section, I'll try to be short.

characterInfo it's where you define the objects by codename, their name distance, effect on hit, location from hit, object replacement when it dies, dark enviroment, etc. Also important, you can define object groups to make it easier when you have to add the same effect/sound to multiples objects.

skillaniset2 define the skill by codename and links them to their respective animation, you can also define the effect on hit, light, and maybe more stuff here but that's the most important I know.

skilleffectset defines all effects attached to the skill previously defined, you'll decide the behavior from the effect (SHOT, ACT_L, ...) and his position as event, if it is going to be a visual effect or hit effect (FALSE/TRUE), their offset from source/target bone, sounds, script from scale/camera, etc.
You can add as many effects as you wish, the times (miliseconds which events are triggered) are handled by the linked animation inside their BSR.

I guess you want to add effects into skilleffectset. By the way, not all effects can be used as ACT_L, some of them will not be displayed for some reason.
Thank you very much for the in-depth explanation!

I think what I would like to know is that if it is possible to add a second effect in the skillaniset. Let me try to give an example:

Harmony Therapy A's skillaniset looks like this:

PHP Code:
1    023__조화치료술    SKILL_CH_WATER_HARMONY_A    0    FALSE    1    DEFAULT    ANI_READY01    ANI_WAIT03    ANI_SKILL_4    none    none    none    none    none    0    0,0,0,0    ONE    none    none    none    none    none    skill\china\water_harmony_keep_a.efp    none    0    1 
Its skilleffectset looks like this:

PHP Code:
023__조화치료술1    SKILL_CH_WATER_HARMONY_A    READY    0    FALSE    none    none    1    0    0    0    1    500,500    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    
023__조화치료술2    SKILL_CH_WATER_HARMONY_A    READY    0    FALSE    none    none    1    0    0    0    1    0,0    AT_LOOP    MOV_NONE,0,0,0    0,0,0    false,0,0,0,0,false    skill\china\    water_motion_keep.efp    Bip01 R Hand    0,0,0    none    0,0,0    none    0    none    none    none    
023__조화치료술3    SKILL_CH_WATER_HARMONY_A    READY    0    FALSE    none    none    1    0    0    0    1    0,0    AT_LOOP    MOV_NONE,0,0,0    0,0,0    false,0,0,0,0,false    skill\china\    water_motion_keep.efp    Bip01 L Hand    0,0,0    none    0,0,0    none    0    none    none    none    
023__조화치료술4    SKILL_CH_WATER_HARMONY_A    SHOT    0    FALSE    none    none    0    0    0    1    1    0,0    AT_ONE_FOLLOW    MOV_NONE,0,0,0    0,0,0    false,0,0,0,0,false    none    none    none    0,0,0    none    0,0,0    none    0    none    skill\Csk_Heal_Johwa.wav    none    
023__조화치료술5    SKILL_CH_WATER_HARMONY_A    ACT_S    0    FALSE    none    none    0    0    0    0    1    0,0    AT_ONE_FOLLOW    MOV_NONE,0,0,0    0,0,0    false,0,0,0,0,false    skill\china\    water_harmony_effect_a.efp    Bip01    0,0,0    none    0,0,0    none    0    none    skill\Csk_Heal_Johwa_Act.wav    none 
I know that the actual .efp responsible for the circle is referenced in its skillaniset as water_harmony_keep_a.efp. In this example, if I'm not completely mistaken, the skilleffectset, handles a) the timing of the buff, i.e., how long it takes for the actual effect to start appearing, b) the effects of the buff initiation (Force/Water) as well as c) the effect that shows on every character that enters the circle ("water_harmony_effect_a.efp").

My question now would be if it is somehow possible to add another effect on on top of the already existing circle referenced in the skillaniset. Say, for example, some lighting effect right at the center of it or just generally another .efp.


I hope this helped clear things up!
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Old 11/18/2022, 13:50   #4
 
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Quote:
Originally Posted by OracleSilkroad View Post
Thank you very much for the in-depth explanation!

I think what I would like to know is that if it is possible to add a second effect in the skillaniset. Let me try to give an example:

Harmony Therapy A's skillaniset looks like this:

PHP Code:
1    023__조화치료술    SKILL_CH_WATER_HARMONY_A    0    FALSE    1    DEFAULT    ANI_READY01    ANI_WAIT03    ANI_SKILL_4    none    none    none    none    none    0    0,0,0,0    ONE    none    none    none    none    none    skill\china\water_harmony_keep_a.efp    none    0    1 
Its skilleffectset looks like this:

PHP Code:
023__조화치료술1    SKILL_CH_WATER_HARMONY_A    READY    0    FALSE    none    none    1    0    0    0    1    500,500    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    
023__조화치료술2    SKILL_CH_WATER_HARMONY_A    READY    0    FALSE    none    none    1    0    0    0    1    0,0    AT_LOOP    MOV_NONE,0,0,0    0,0,0    false,0,0,0,0,false    skill\china\    water_motion_keep.efp    Bip01 R Hand    0,0,0    none    0,0,0    none    0    none    none    none    
023__조화치료술3    SKILL_CH_WATER_HARMONY_A    READY    0    FALSE    none    none    1    0    0    0    1    0,0    AT_LOOP    MOV_NONE,0,0,0    0,0,0    false,0,0,0,0,false    skill\china\    water_motion_keep.efp    Bip01 L Hand    0,0,0    none    0,0,0    none    0    none    none    none    
023__조화치료술4    SKILL_CH_WATER_HARMONY_A    SHOT    0    FALSE    none    none    0    0    0    1    1    0,0    AT_ONE_FOLLOW    MOV_NONE,0,0,0    0,0,0    false,0,0,0,0,false    none    none    none    0,0,0    none    0,0,0    none    0    none    skill\Csk_Heal_Johwa.wav    none    
023__조화치료술5    SKILL_CH_WATER_HARMONY_A    ACT_S    0    FALSE    none    none    0    0    0    0    1    0,0    AT_ONE_FOLLOW    MOV_NONE,0,0,0    0,0,0    false,0,0,0,0,false    skill\china\    water_harmony_effect_a.efp    Bip01    0,0,0    none    0,0,0    none    0    none    skill\Csk_Heal_Johwa_Act.wav    none 
I know that the actual .efp responsible for the circle is referenced in its skillaniset as water_harmony_keep_a.efp. In this example, if I'm not completely mistaken, the skilleffectset, handles a) the timing of the buff, i.e., how long it takes for the actual effect to start appearing, b) the effects of the buff initiation (Force/Water) as well as c) the effect that shows on every character that enters the circle ("water_harmony_effect_a.efp").

My question now would be if it is somehow possible to add another effect on on top of the already existing circle referenced in the skillaniset. Say, for example, some lighting effect right at the center of it or just generally another .efp.


I hope this helped clear things up!
you need to create custom effect group for every character bsr file to link with
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