|
You last visited: Today at 07:59
Advertisement
Linking .efp Files together
Discussion on Linking .efp Files together within the SRO PServer Questions & Answers forum part of the SRO Private Server category.
11/16/2022, 20:29
|
#1
|
elite*gold: 115
Join Date: Apr 2020
Posts: 25
Received Thanks: 5
|
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!
|
|
|
11/17/2022, 02:21
|
#2
|
elite*gold: 0
Join Date: Sep 2018
Posts: 419
Received Thanks: 939
|
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.
|
|
|
11/17/2022, 08:43
|
#3
|
elite*gold: 115
Join Date: Apr 2020
Posts: 25
Received Thanks: 5
|
Quote:
Originally Posted by JellyBitz
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!
|
|
|
11/18/2022, 13:50
|
#4
|
elite*gold: 0
Join Date: Mar 2010
Posts: 733
Received Thanks: 87
|
Quote:
Originally Posted by OracleSilkroad
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
|
|
|
 |
Similar Threads
|
.efp files edit
05/06/2012 - SRO Private Server - 1 Replies
Hello guys i need program to convert or edit .efp files.
Anyone got it ?
|
Where system_enchant....._01.efp files are?
03/01/2012 - SRO Private Server - 2 Replies
They are Itemoption files from media but i explore media completly but i found notthing.
ITEM_CH_BOW_12_A system\system_enchantbow_a_01.ef p 190 Bone01 none 8 100 100
so it should be in system\ folder but in media i found only one system folder in interface\system, but it isn't it.
|
[PK2 Edit] EFP Files
05/31/2011 - SRO Coding Corner - 10 Replies
im working on pk2 edit so fare we changed all china item styles and the hole client layout
but now i wanna know how to edit efp files or how to add your own 3d textures (obj to bms)
Preview: YouTube - ‪Vengard Online new pk2 Trailer v.02‬‏
New Underbar
http://imagehoster.divine-rapier.net/bild.php/50, ubnewmainbarnewO3U15.jpg
New Loading Screens this one is for cons
http://imagehoster.divine-rapier.net/bild.php/60, loaderconsGXZ9E.jpg
Working on changing Mobs...
|
[PK2 Edit] EFP Files
05/30/2011 - SRO Private Server - 7 Replies
im working on pk2 edit so fare we changed all china item styles and the hole client layout
but now i wanna know how to edit efp files or how to add your own 3d textures (obj to bms)
Preview: YouTube - ‪Vengard Online new pk2 Trailer v.02‬‏
New Underbar
http://imagehoster.divine-rapier.net/bild.php/50, ubnewmainbarnewO3U15.jpg
New Loading Screens this one is for cons
http://imagehoster.divine-rapier.net/bild.php/60, loaderconsGXZ9E.jpg
Working on changing Mobs...
|
>pk2< .efp files
04/28/2009 - SRO Private Server - 9 Replies
Hi guys.I hope someone can help me...:p
I must know what program i need to edit .efp files(skill animations from Particles.pk2)
Can enyone tell me pls the name of the program i need?:bandit:
Thanks in advance :mofo:
|
All times are GMT +1. The time now is 08:02.
|
|