Jump to content

How to modify run speed of Skeletons?


Recommended Posts

Hello.

 

I want to know how to modify the run speed of the skeletons from the

buff Nether Allegiance of Shadow Warrior.

There was a topic here some time ago, but I guess it got deleted for whatever reason because I searched it

and I couldn't find it.

 

Thanks in advance.

Link to comment

If you search in scripts\shared\spells.txt for

sk_ap_kohorte

and look at

entry2 = {"et_summon_soldier", 2000, 588, 0, 8 },

The second value 588 is the id of the skeletons in scripts\server\creatures.txt

The line below id = 588, is itemtype_id = 3250, which is used in scripts\shared\creatureinfo.txt

And there you'll find the walkSpeed, and runSpeed.

Change them, and away you go :)

Link to comment

Thanks a lot for the help, that buff is kinda useless without changing the skeletons speed,

you kill all the enemies before they get to them.

 

BTW, you know how to change Ancient Bark animation?

I just want to swap animations with Acute Mind.

I know the CM-Patch changed it, but for me it's still ugly :P

 

Thanks again!

Edited by jeisonrs
Link to comment

Have you looked at this topic? http://darkmatters.org/forums/index.php?/topic/18503-possible-to-change-a-combat-arts-animation/

From that, it appears that you just need

animType

animTypeRide

animTypeSpecial

Of the combat art you want to change the animations to(Acute Mind) and copy them over the combat art you want to them in(Ancient Bark).

But I haven't tried it though.

Link to comment

Yes, but how can I know the animation type for the Ancient Bark or the Acute Mind?

I have to play with them all until I find it, or there's some way to know it?

 

There's more than 300 entryes for each character in the "animation.txt".

Those are ALL animations of a character, moving, running, attacking, defending, etc.

And I'm sure I didn't messed with that file when I did that before.

 

EDIT: Okay, I know how I did it now.

I identified the Ancient Bark buff name by searching for it's sound file,

the Ancient Bark name in the files is "Wacherverstand", then I just swaped

names with Acute Mind (again identifying it's name by it's sound file) in the "spells.txt"

 

Thanks again for the help with the skeletons :D

 

 

If a mod comes by, you can close the topic.

Edited by jeisonrs
Link to comment

No need to close the topic. Still has use.

 

If you got the summon skellies to a workable speed (which I intended to do myself at some point) post your values and share with us all benefits :)

Post your exact code changes, so we can cut and paste em.

 

Same w the speed of other summons, dryads/inquisitors/shadow warriors etc

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...
Please Sign In or Sign Up