jeisonrs 0 Posted July 9, 2011 Share Posted July 9, 2011 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
Malachor 11 Posted July 10, 2011 Share Posted July 10, 2011 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
jeisonrs 0 Posted July 10, 2011 Author Share Posted July 10, 2011 (edited) 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 Thanks again! Edited July 10, 2011 by jeisonrs Link to comment
Malachor 11 Posted July 10, 2011 Share Posted July 10, 2011 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
jeisonrs 0 Posted July 10, 2011 Author Share Posted July 10, 2011 (edited) 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 If a mod comes by, you can close the topic. Edited July 10, 2011 by jeisonrs Link to comment
Dewberry 0 Posted July 10, 2011 Share Posted July 10, 2011 adjusting the speeds of all summons would be good. not just the skellies but revives. and the inquisitor summons also would be good Link to comment
JKtheWonderguy 3 Posted July 10, 2011 Share Posted July 10, 2011 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
Malachor 11 Posted July 11, 2011 Share Posted July 11, 2011 If you got the summon skellies to a workable speed That's easy, start with the character's speeds, or make them higher. Link to comment
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