Thread: Modifying Magic

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  1. #1
    gradienz's Avatar
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    Modifying Magic

    It was tested in KR Mabinogi: Heroes.
    (So I can't convice that will be operate correctly on vindictus or not.)

    OK, let's start.

    First of all, you can select way to edit in two method,
    1. using good stuff lite,
    2. using vzipflip and hfssign
    (Thanks to release this amazing one)
    specific way is...see another tutorial.

    OK.

    Basic sources are pc_evy_motion.txt, pc_evy_staff_magic_motion.txt, and projectile.txt files.

    Revese_gravity and others sp skills are in pc_evy_motion.txt (and emotion too).
    New staff magic is in pc_evy_staff_magic_motion.txt.
    (You know new magic mine, healing pearl, fire bolt, frost fountain, ice spear, blind arrow).
    Kind of subject is in projectile.txt. Bolts, Rocks, Javelin...etc.

    Choose target modifying magic, and make your idea specific how to make your own magic.
    I will copy Klaus's meteo first, and make new projectile, then edit projectile's position and direction.

    In this tutorial, I will edit Reverse Gravity to Reverse Gravity + Call Blizzard by copying Klaus's meteo first, and make new projectile, then edit projectile's position and direction.



    Uploaded with ImageShack.us

    There is reverse_gravity in pc_evy_motion.txt, and then I'll open klaus's attack motion file.
    (You can find troll_klaus.txt and know what text files included by open that one. His meteo skill's script is in _troll_attack_motion.txt)



    Uploaded with ImageShack.us

    Did you see that? I think I found right one. Right?

    Copy from "5" "AE_CL_PLAYSOUND Troll.shout.boss" to "318"and include below brackets (brackets are very important. If you have ever once make or edit scripts... you know what I'm saying) to reverse_gravity like this.



    Uploaded with ImageShack.us

    OK. We can use Klaus's meteo while using Reverse Gravity, but it won't satisfying us. Let's go further.

    It was annoying sound, so I'll delete these troll's playsound scripts (or you can change another one if you want to hear another sound like
    Troll.shout.boss to Player.Evy.StrongAttack)

    and then, we also edit these 'Throwing meteo bolt' script's playing timing to earlier than klaus's doing, and I think dark storm effect will be changed to frost fountain's.

    Like this.



    Uploaded with ImageShack.us

    I'll make my blizzard like meteor rain. First charging sector falling down slow term, and keep going more charging will faster and more much frost will falling.
    So I set blizzard start at 10frame, (there is meteo clouds) 12frame first charging, 112frame second, 212, third, 312 last.
    Sure I changed effect to evy's frost fountain.

    Next, we will throw some projectiles from sky to ground vertically, right?
    It is very important thing is this post. Follow me.

    First, we don't use lock_aim. because 'I don't know how it works!' haha.
    ...Anyway, I think, meteor rain will do not use aiming.
    So, delete all of "AE_LOCK_AIM_PROJECTILE_CUSTOM ----" codes.
    And make projectiles, and set throwing start position, and direction.

    Here is example.

    "12" "AE_CREATE_PROJECTILE blizzard_huge 1"
    "13" "AE_THROW_PROJECTILE 100 0 200 -100 100 0"
    start[X Y Z]Diretion[X Y Z?]

    (But I have one problem. When I set 4th coordinates -100 to 100 It throwed to sky above...I don't convince what they mean)
    It will be created your right side far from you 100 and upside 200, and drop down your behind 100 and right 100.

    If you set there's 6 coordinates to 0 0 2000 0 0 0, it will be created far sky and drop down on your head.

    Make scripts enough to you want.
    *But do not create projectile in same time like this. It won't be throw.

    "195" "AE_CREATE_PROJECTILE darkforce_meteo troll_attack_meteo" // 기준보다 짧게
    "200" "AE_THROW_PROJECTILE 0 0 0 -10 0 0"

    "195" "AE_CREATE_PROJECTILE darkforce_meteo troll_attack_meteo" // 기준보다 짧게
    "200" "AE_THROW_PROJECTILE 0 0 0 -10 0 0"


    The last stuff. Make your own projectile.

    Here we go~

    Open your projectile.txt file.



    Uploaded with ImageShack.us

    Make new projectile like this. Copy and paste is very good method.

    You can set every var what you want. Speed, range, accel, dmg, effect, models...whatever. There is many source.

    Last, applying your own projectile to your create projectile script, like this.



    Uploaded with ImageShack.us

    That's all. Re-pack hfs files, and overwrite it to in your hfs folder.


    In addition, you can be general how you insert these codes to emo_salute
    and change projectile to bomb, javelin, balista, arrows...very easy.

    Sure make new one is possible. But it was...some kind of annoying stuff. You should edit more files for example action_table_player.txt, evy_staff_magic_set.txt. Maybe my next tutorial post will be these stuff.




    Thanks to read my post.



    *My own stuff files has many bugs, so sooner or later I'll fix them and release. You can see that and edit more easily.*
    Last edited by gradienz; 05-05-2011 at 10:58 AM.

  2. The Following 6 Users Say Thank You to gradienz For This Useful Post:

    DanK (05-05-2011),darkwar4ever (05-05-2011),ririyaolisun (05-13-2011),ShutTehFuxUp (05-12-2011),UlRRvtk7 (05-05-2011),unorfind (05-05-2011)

  3. #2
    unorfind's Avatar
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    nice tutorial
    the most annoying part is setting projectiles coordinates

    ps. blizzard_small is ice_small in and blizzard_huge is ice_huge in NA

  4. #3
    Zergodius's Avatar
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    왜안되지했더니
    "한개 빼먹었네요

    좋은강좌 굿굿
    Last edited by Zergodius; 05-05-2011 at 02:28 PM.

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    nvm didnt look hard enough -_-
    Last edited by bulzord; 05-05-2011 at 03:18 PM.

  6. #5
    gradienz's Avatar
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    Quote Originally Posted by unorfind View Post
    nice tutorial
    the most annoying part is setting projectiles coordinates

    ps. blizzard_small is ice_small in and blizzard_huge is ice_huge in NA
    I know there is ice_small and Ice_huge in projectilie.txt file in KR's HFS too. But It is new one, because if I edit those one, quirmigal can do use same source. So I choose the way make new one.

    ps. setting coordinates is....oh holy shit...

    Throwing normal setting throws projectile direct forward(If you set projectile gravity, it will fall naturally). So I think those 3 coordinates are target's coordinates right, but we confused by it has 'threw' already.

    ...I didn't test it, yet. Honestly, I don't know how it works exactly...Is there anyone who can teach those coordinates working?

  7. #6
    LuminousArk's Avatar
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    This is awesome! xD

  8. #7
    Raisinets's Avatar
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    The moment HFS files became possible to modify, I immediately thought of experimenting with something like this, but for Lanns. I'm just glad that what I imagined is actually possible!

    Just imagine, we can have lots of fun by giving our characters different attacks! I'm gonna go try to make a real Paladin type of Lann, one who uses swordsmanship and magic at the same time without having to transform lol
    If you're a cheater, please read "Vindictus Cheater's Guide: The Basics". Play safe, cheat safe!

  9. #8
    gradienz's Avatar
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    Quote Originally Posted by Raisinets View Post
    The moment HFS files became possible to modify, I immediately thought of experimenting with something like this, but for Lanns. I'm just glad that what I imagined is actually possible!

    Just imagine, we can have lots of fun by giving our characters different attacks! I'm gonna go try to make a real Paladin type of Lann, one who uses swordsmanship and magic at the same time without having to transform lol
    I will wait for your awesome stuff!

  10. #9
    raj72616a's Avatar
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    anyone tested whether this works for us version?
    projectile.txt is in 763FD8F12D3D013194261D98B4AEF0FB0F6FBA1B.hfs
    and that file is checked in vindictus and cannot be edited afaik..

  11. #10
    gradienz's Avatar
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    Quote Originally Posted by raj72616a View Post
    anyone tested whether this works for us version?
    projectile.txt is in 763FD8F12D3D013194261D98B4AEF0FB0F6FBA1B.hfs
    and that file is checked in vindictus and cannot be edited afaik..
    you should re-sign by using Fovea's hfssign tool.

    Thanks to Fovea for release amaizing one!!

  12. #11
    raj72616a's Avatar
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    tks for the tips.. so many tools on these boards i don't really know what hfssign was for lol

    i try copying evie's blind arrow to fiona's hammer strong attack and it is working..
    if it's originally a player's projectile then i don't have to modify projectile.txt?

    the coordinates are wrong tho.. almost all blind arrows shoot at the ground....

  13. #12
    unorfind's Avatar
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    Quote Originally Posted by raj72616a View Post
    tks for the tips.. so many tools on these boards i don't really know what hfssign was for lol

    i try copying evie's blind arrow to fiona's hammer strong attack and it is working..
    if it's originally a player's projectile then i don't have to modify projectile.txt?

    the coordinates are wrong tho.. almost all blind arrows shoot at the ground....
    what coordinates you used?

  14. #13
    gradienz's Avatar
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    Quote Originally Posted by raj72616a View Post
    tks for the tips.. so many tools on these boards i don't really know what hfssign was for lol

    i try copying evie's blind arrow to fiona's hammer strong attack and it is working..
    if it's originally a player's projectile then i don't have to modify projectile.txt?

    the coordinates are wrong tho.. almost all blind arrows shoot at the ground....
    Code:
    "10"	"AE_THROW_PROJECTILE"
    It will go straight from set created to set aim lock.

    Code:
    "10"	"AE_THROW_PROJECTILE # # # # # #"
    There six coordinates has mean.

    In regular sequence, they mean set create position [X Y Z] from your character('s bone) and target position [@X @Y @Z] (I can't convince it well, I have a problem to understanding exactly what they do)

    Code:
    "10"	"AE_THROW_PROJECTILE X Y Z @X @Y @Z"
    So, If you set coordinates like this,

    Code:
    "10"	"AE_THROW_PROJECTILE -100 100 1000 # # #"
    It will created far from you behind 100, right 100, upside 1000.

    Second three coordinates are still problem.

    If you set @X to -1000, It will drop down on your behind side, and set this 1000 it will be flying to the sky on your front direction. So I'm confused about that.

    Still I don't know exactly how that coordinates working.

    Just in my work blizzard, I use this

    Code:
    "10"	"AE_THROW_PROJECTILE # # 200 -100 0 0"
    set like this, and modified only first two parameters.

  15. #14
    raj72616a's Avatar
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    i copy evie blind arrow (with all the coordinates) to fiona's hammer charged attack and most bolts hit the ground.. but after i add 30~50 to the Z axis all bolts work correctly

    i tried to copy reverse gravity to fiona.. but it doesn't work.. only have visual effects, but no actual effect..

    i can't get the throw coordinates to work for the blizzard/meteor...
    so i copy blind_arrow projectiles since they auto lock onto enemies.. now it works fine...
    fiona stigma uncharged: blind arrow
    fiona stigma charge 1: titan balista
    fiona stigma charge 2: huge ice block
    fiona stigma charge 3: lightning
    since i copy the projectile behavior from blind arrow, i have to set all of them with radius_damage to work... normal_damage doesn't work..
    and it seems i have to use fixed damage..
    like, i can't use "radius_damage" "100 troll_attack_meteo"
    i have to change them to "radius damage "100"

  16. #15
    unorfind's Avatar
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    Quote Originally Posted by raj72616a View Post
    i copy evie blind arrow (with all the coordinates) to fiona's hammer charged attack and most bolts hit the ground.. but after i add 30~50 to the Z axis all bolts work correctly

    i tried to copy reverse gravity to fiona.. but it doesn't work.. only have visual effects, but no actual effect..

    i can't get the throw coordinates to work for the blizzard/meteor...
    so i copy blind_arrow projectiles since they auto lock onto enemies.. now it works fine...
    fiona stigma uncharged: blind arrow
    fiona stigma charge 1: titan balista
    fiona stigma charge 2: huge ice block
    fiona stigma charge 3: lightning
    since i copy the projectile behavior from blind arrow, i have to set all of them with radius_damage to work... normal_damage doesn't work..
    and it seems i have to use fixed damage..
    like, i can't use "radius_damage" "100 troll_attack_meteo"
    i have to change them to "radius damage "100"
    you cant use monster radius dmg effect but you can use say fire bolt radius damage or ice spear etc

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