Making New Combo action

Posts 115 of 15 · Page 1 of 1
Making New Combo action
We can edit skills by edit scripts, also change activate conditions of attack motion. it mean 'we can make our own combo attack'
Why don't you make something good combo for fun?



Here is most useful code.

Code:
"0" "AE_ACTIVATE_STATE_CHANGE_CONDITION	#"

Sources what used in this post

Code:
pc_kalok_attack_motion.txt - Sequences are in there.
player_action_state_kalok.txt - States are in there.
action_table_player.txt - Values about cur_action_info
Item_data.txt - SP skill's conditions are here.

I'll use Kalok's Dropkick for sample.


Here is code in pc_kalok_attack_motion.txt

Code:
"battle_attack_run_sprint"
{
	"0"	"AE_CAMERA_EFFECT	fov_zoom_begin 1.5 0.15"
	"0"	"AE_CUSTOM_MOTION	RESET_BODY_POSE_PARAMS"
	"0"	"AE_CUSTOM_MOTION	FACE_TO_PRE_INPUTTED_ANGLE"
	"0"	"AE_SET_CUR_ACTION_INFO	battle_strong_attack_warstomp"

	// DMG Endurance mode
	"0"	"AE_CUSTOM_MOTION	ENABLE_ENDURE_MODE"
	"31"
	{
		"event"	"AE_CUSTOM_MOTION	ENABLE_ENDURE_MODE"
		"is_finally"	"1"
	}

	"0"	"AE_KEY_CLEAR"

	"7"	"AE_WEAPON_START_ATTACK	multiple attack start"
	"7"	"AE_WEAPON_ENABLE_ATTACK_POINT	0"
	"7"	"AE_WEAPON_ENABLE_ATTACK_POINT	1"
	"7"	"AE_WEAPON_ENABLE_ATTACK_POINT	2"
	"7"	"AE_WEAPON_ENABLE_ATTACK_POINT	3"
	"12"
	{
		"event"	"AE_WEAPON_END_ATTACK	attack end"
		"is_finally"	"1"
	}

	"31"	"AE_ENABLE_HITBOX_ATTACK_GROUP	all_body kalok_attack_run_sprint"
	"31"	"AE_MODIFY_HITBOX_ATTACK_GROUP_SCALE	all_body 4"
	"37"
	{
		"event"	"AE_DISABLE_HITBOX_ATTACK_GROUP	all_body"
		"is_finally"	"1"
	}

	"45"	"AE_ENABLE_HITBOX_ATTACK_GROUP	all_body kalok_attack_run_sprint"
	"45"	"AE_MODIFY_HITBOX_ATTACK_GROUP_SCALE	all_body 4"
	"56"
	{
		"event"	"AE_DISABLE_HITBOX_ATTACK_GROUP	all_body"
		"is_finally"	"1"
	}

	"0"	"AE_CUSTOM_WEAPON_EVENT	visible"

	"0"	"AE_CUSTOM_MOTION	ENABLE_SUPER_ARMOR_NO_DOWN_MODE"
	"56"
	{
		"event"	"AE_CUSTOM_MOTION	DISABLE_SUPER_ARMOR_NO_DOWN_MODE"
		"is_finally"	"1"
	}

	"0"	"AE_SET_CONDITION	COND_ATTACK"
	"0"	"AE_STATE_SET_CONDITION	As_Cond_ScalablePlayRateByAtkSpeed"	// 변신시 공속 증가
	"$endframe-1$"
	{
		"event"	"AE_STATE_CLEAR_CONDITION	As_Cond_ScalablePlayRateByAtkSpeed"
		"is_finally"	"1"
	}

	"55"	"AE_CL_PLAY_EFFECT	effects/player/kalok_runattack_dust.efx"
	"12"	"AE_CL_PLAY_EFFECT	effects/player/pc_fiona_attack_hammer_strong_02.efx"
	"20"	"AE_CL_PLAY_EFFECT	effects/player/kalok_attack_strong_02_dust.efx"


	"12"	"AE_CL_PLAY_EFFECT	effect_vibration 700 500 1000"
	"53"	"AE_CL_PLAY_EFFECT	effect_vibration 2000 500 7000"
	"0"	"AE_FLEX_FADE_IN	upperlid_hi"
	// "0"	"AE_CLEAR_CONDITION	COND_DRINKING_POTION"
	"0"	"AE_CLEAR_CONDITION	COND_AUTORUN"

	"0"	"AE_CL_PLAYSOUND	Player.Kalok.Attackstrong"
	"10"	"AE_CL_PLAYSOUND	step_lv1"
	"28"	"AE_CL_PLAYSOUND	swing_lv5"
	"56"	"AE_CL_PLAYSOUND	step_lv2"

	"20"	"AE_ACTIVATE_STATE_CHANGE_CONDITION	SpeedyMove"
	"117"	"AE_ACTIVATE_STATE_CHANGE_CONDITION	BattleIdle"
	"117"	"AE_ACTIVATE_STATE_CHANGE_CONDITION	BattleRun"
	"117"	"AE_ACTIVATE_STATE_CHANGE_CONDITION	SprintRun"
	"117"	"AE_ACTIVATE_STATE_CHANGE_CONDITION	SprintRunGamePad"
	"$ref_group$"
	{
		"name"	"acivate_hand_actions"
		"force_frame"	"108"
	}
	"11"	"AE_METAMORPHOSIS	additive_attack"	// 변신 후 추가 공격 가능
}
In original source, we can't try more attack except SpeedyMove, because there isn't codes what make it possible.

So, add these codes in there.

Code:
"20"	"AE_ACTIVATE_STATE_CHANGE_CONDITION	AttackMelee_01"
"20"	"AE_ACTIVATE_STATE_CHANGE_CONDITION	AttackStrong_02"
Eventually, You can use AttackMelee_01 and AttackStrong_02 by 'press normal attack key' and 'smash key'. (also, you can find more specific info in file named player_action_state_#.txt. It means you can edit a lot of conditions, properties, outputs about that .)

Next, I'll show you how can edit attributes(dmg, side effect) of hit

Code:
	"0"	"AE_SET_CUR_ACTION_INFO	battle_strong_attack_warstomp"
You can find info about that in action_table_player.txt. I want to change this attack type to Dark knight's active skill. That's easy. Just change the name, like this.

Code:
"0"	"AE_SET_CUR_ACTION_INFO	dark_knight_2_skill_tentacle"
You can change it any type, even you make special one. Just add your own action_table in your action_table_player.txt file.



Here is video about using new combination attack skill, be made by this method.






Thank you for reading, and sorry about my poor English.


ps. If I use Lann or Fiona's motion, it'll be better, does it?
Really nice and usefull video
Could make our own game at this rate *~*

good job on finding this, is it possible to have attack combos for other class?
for example evie using a fiona motion move such as stigma hammer?
Quote Originally Posted by ririyaolisun View Post
Could make our own game at this rate *~*

good job on finding this, is it possible to have attack combos for other class?
for example evie using a fiona motion move such as stigma hammer?
you can't. If you want to do that, you have to edit their .mdl files. It is very hardwork(but I know there is a man like god who can edit it by using valve SDK and some graphic tools like 3D max)
So modifying skills and this combo stuff is only possible so far?
what the dualspear lethita evasion skiill name?

hard to find

and how edit to weapons cool effect?
if anyone here manages to make a game using that it will prob be Hell
The animations depicted in that video are awesome.
Was that shield charge when Karok does those moves with his pillar?
Quote Originally Posted by ririyaolisun View Post
So modifying skills and this combo stuff is only possible so far?
In video, it made by just edit scripts



Quote Originally Posted by Zergodius View Post
what the dualspear lethita evasion skiill name?

hard to find

and how edit to weapons cool effect?

Do you mean Lann's skill about windmillspeedymove? or whatever, open your file named 'player_action_state_lethita.txt'. There is 'state' to lead 'sequence'
Code:
below "StateChangeConditionDefine" category,

		"SpeedyMove"
		{
			"priority"	"1"
			//"next_state"	"SpeedyMove"
			"command"		"+IN_JUMP/.*(TIME/.*){2,}"
			"required_key_states"	"-IN_ATTACK"	
			"state_options"
			{
				"is_weapon"	"weapon_dualsword"
			}			
		}
		"WindmillSpeedyMove"
		{
			"priority"	"3"
			//"next_state"	"SpeedyMove"
			"command"		"+IN_JUMP/.*(TIME/.*){2,}"
			"required_key_states"	"-IN_ATTACK"			
		}	
		"SlipThroughN"
		{
			"required_skill"	"skill_lethita_slipthrough.1"
			"priority"	"3"						
			"required_move_keys"	"1"	
			"command"		"(TIME/)*+IN_JUMP/"			
		}		
		"SlipThroughS"
		{
			"required_skill"	"skill_lethita_slipthrough.1"
			"priority"	"2"						
			"command"		"(TIME/)*+IN_JUMP/"			
		}	

and below "StateDefine"

		"SpeedyMove"
		{
			"property"
			{
				"is_rotate_transition"	"0"
				"is_rotateable"			"0"
				"is_movable"			"0"
				"stamina_need"
				{
					"load"	"minstamina	$skill_lethita_slipdash.min_stamina"					
					"eval"	"minstamina"
				}
			}
			"output"
			{
//				"selectweapon"	"weapon_defaultsword"
//				"attack"	     	"quaternary"
//				"attack_option"	"speedymove"
//				"sequence"	"speedymove"
				"selectweapon"	"weapon_defaultsword"
				"attack"	"quaternary"				
				"conditional_output"
				{
					//default output -> "state_options" 없이 맨 마지막에 써준다
					"attack_option"	"speedymove"
					"sequence"	"speedymove"
				}
				
				// 마우스 모드 개선안에 따라 옵션 켰을 때 화면 쪽으로 align 하기 위함.
				"auto_target"
				{
					"is_enable"	"1"
					"distance"	"0"
					"angle"		"0"					
				}
			}
		}
		
		"WindmillSpeedyMove"
		{
			"property"
			{
				"is_rotate_transition"	"0"
				"is_rotateable"			"0"
				"is_movable"			"0"				
				"stamina_need"
				{
					"load"	"minstamina	$skill_lethita_slipdash.min_stamina"
					"eval"	"minstamina"
				}
			}
			"output"
			{
//				"selectweapon"	"weapon_defaultsword"
//				"attack"	     	"quaternary"
//				"attack_option"	"speedymove"
//				"sequence"	"speedymove"
				"selectweapon"	"weapon_defaultsword"
				"attack"	"quaternary"				
				"conditional_output"
				{
					"state_options"
					{
						"is_weapon"	"weapon_dualspear"
					}					
					"sequence"	"battle_idle_lower"
				}
				"conditional_output"
				{
					//default output -> "state_options" 없이 맨 마지막에 써준다
					"attack_option"	"speedymove"
					"sequence"	"windmillspeedymove"
				}
				
				// 마우스 모드 개선안에 따라 옵션 켰을 때 화면 쪽으로 align 하기 위함.
				// "auto_target"
				// {
					// "is_enable"	"1"
					// "distance"	"0"
					// "angle"		"0"					
				// }
			}
		}		
		"SlipThroughN"
		{
			"property"
			{
				"is_rotate_transition"	"0"
				"is_rotateable"			"0"
				"is_movable"			"0"
				"stamina_need"
				{
					"load"	"addstamina		$skill_lethita_slipthrough.stamina_usage_increment"										
					"eval"	"14 + addstamina"
				}
			}
			"output"
			{
				"selectweapon"	"weapon_defaultsword"
				"attack"	     	"quaternary"
				"attack_option"	"speedymove"
				"sequence"	"slipthrough_N"
			}
		}
		
		
		
		"SlipThroughS"
		{
			"property"
			{
				"is_rotate_transition"	"0"
				"is_rotateable"			"0"
				"is_movable"			"0"
				"stamina_need"
				{
					"load"	"addstamina		$skill_lethita_slipthrough.stamina_usage_increment"										
					"eval"	"14 + addstamina"
				}
			}
			"output"
			{
				"selectweapon"	"weapon_defaultsword"
				"attack"	     	"quaternary"
				"attack_option"	"speedymove"
				"sequence"	"slipthrough_S"
			}
		}
Can you see this? You have to see carefully about 'condition options'. There 4 states have exactly same command to use skill. 'Evasion skill key("command" "(TIME/)*+IN_JUMP/) But you can use skill just only one in one situation. It is selected by conditions(required skill, priority, key states). In Lann's case, If you equip dualspears, you will use 'windmillspeedymove' when you press evasion skill key. (See its conditional_output - state_option)

Next, you can find 'sequence' in pc_lethita_motion.txt and can edit it.

Effects are loaded by this script.
Code:
"#frame#"	"AE_CL_PLAY_EFFECT	effects/#directory name(player, mosnter)#/#effect name#.efx"
Just find, and use it.

Quote Originally Posted by LordInferno View Post
if anyone here manages to make a game using that it will prob be Hell
Yeah...


Quote Originally Posted by qtimporta View Post
The animations depicted in that video are awesome.
I think so. Devcat make always awesome stuff!

Quote Originally Posted by Milanor View Post
Was that shield charge when Karok does those moves with his pillar?

Yup.
Can you please make a tutorial for Lann?
Quote Originally Posted by kainz View Post
Can you please make a tutorial for Lann?
Yup, sure I will.
Thanks.. btw you have a msn?
Quote Originally Posted by kainz View Post
Thanks.. btw you have a msn?
I don't have. Why? If you want to get more info, just leave pm.
Posts 115 of 15 · Page 1 of 1
This thread is closed for replies.

Tags for this Thread

None

Need help?