Cruor wrote:
First you have to shorten skilleffect.txt by getting rid of unnecessary things. Then you copy the "shots" from the ice nuke to right underneath the fire or lightning nuke. Then you change the names of those shots to match the fire nuke. Next you change the EFP references of the shots to match the effects you want. There are two EFP references, one for the falling animation, one for impact. Finally you add null bytes at the end of the file to preserve its size and then inject it back into Media.pk2.
Then if you want you can change the colors of things or add custom icons by changing DDJ files but that is a separate matter entirely.
Point is, it's too complicated to explain without a full picture tutorial. Try to be patient, I will write a tutorial eventually.
I'll try to elaborate.
First you need to have basic knowledge about editing your pk2 files, I suggest looking in the sticky for help.
Now heres a step by step way to edit your skills, I'm to lazy to add in screenshots though.
Starting off: Firstly you should have a hexeditor, that is able to "paste over" "Search/Find" etc. And a Pk2 Extracter for opening up Media.pk2.
#1 Extract Media.pk2 using the Extractor provided in the sticky.
#2 Open the skillEffect.txt ->> Media/ResInfo/Skilleffect.txt
#3 Now is the tricky part. Firstly decide on what you want to make, I'll show you the "Meteor-Rain" since it's fairly easy. Search for "Cold_Gigongsul_B". You'll find 1 entry that is fairly short. Search for it again and you'll find a bigger entry with much more data.
#4 Under "Cold_Gigongsul_B" you'll see more entries of it, these are the 'shots'. You need to copy from the first shot to the last. They shouldn't be hard to find, as in the text you can see the word "shot". Theres quite a few of them too.
EDIT: Heres a pic = ) You need to copy all those shots from the start to the end.
#5 Now scroll back up to the top, and do a search for "Fire_Gigongsul_C", you'll see one short entry, search for it again, you'll find a larger entry. Right under it, paste the shots you just copied from the cold skill. Next place your cursor infront of "Fire_Gigongsul_C" and go to -> Edit -> Replace.
#6 Now that the replace box is open, and your cursor is infront of "Fire_Gigongsul_C", type "Cold_Gigongsul_B" in the -Find What- selection, and place "Fire_Gigongsul_C" in the selection under it.
#7 Now press -Find Next-, it should select "Cold_Gigongsul_B" that is right under the "Fire_Gigongsul_C" nuke. Press replace, and continue to press replace until you can't find any more to replace.
#8 Now scroll back up to the start, and do a search for "Fire_Gigongsul_C". The first entry you find is short, you need to copy it all.
It should look something VERY close to this
Code:
±¤Æø Æø¿°ÆÄ SKILL_CH_FIRE_GIGONGSUL_C 0 FALSE 1 DEFAULT ANI_READY02 ANI_WAIT02 ANI_SKILL_2 none none none none hiteffect\hit_4_fire_attack_a.efp 0 0,0,0,0 ONE mirage_texture_fire.ddj none none none LIGHT_4 none Yaw 1
#9 Scroll back up to the top and do a search for "Spear_Shoot_A" (or B if you have book 2 Spear throw) if you are a spear/glaive user
OR
"SWORD_GEOMGI_A" (or b..c etc, depending on book - I think this is the first ranged attack you get for blade..or the second, I'm not entirely sure.) if you are a blader.
If you are a Bow, do a search for Bow_Critical_A (or b..or...c..depends on what book [this is the first skill])
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I'm not entirely sure about the sword, or bow skills. If someone could test them for me I'd be greatful.
#10 Now, paste the "Fire_gigongsul_C" entry you just copied over which ever entry you just looked for.
#11 With the text you just pasted, change the text "Fire_gigongsul_C" into either
Spear_shoot_A (or..b)
Sword_geomgi_a (or..b..c..d..etc)
Bow_Critical_a (or b..c..-.-)
#12 Now we are done the hard part! Scroll down all the way to the bottem. You should see a short entry that has to do with potions. Above it is a pretty big entry, many of which have "//" infront of them. Delete everything that has "//" infront of it in that entry. You should of deleted this
Code:
//ÃâÇ÷(»óÅÂÀÌ»ó) PARAM_BLOOD ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false battle\ status_bad_bleeding.efp @Bip01 0,0,0 none 0,0,0 none 0 none none none
//Àẹ(»óÅÂÀÌ»ó) PARAM_TIME_BOMB ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false battle\ status_bad_hide.efp none 0,25,0 none 0,0,0 none 0 none none none
//¼ö¸é(»óÅÂÀÌ»ó) PARAM_SLEEP ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false battle\ status_bad_sleep.efp none 0,25,0 none 0,0,0 none 0 none none none
//Áúº´(»óÅÂÀÌ»ó) PARAM_DISEASE ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false battle\ status_bad_disease.efp @Bip01 0,0,0 none 0,0,0 none 0 none none none
//È¥¶õ(»óÅÂÀÌ»ó) PARAM_CHAOS ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false battle\ status_bad_confusion.efp @Bip01 0,0,0 none 0,0,0 none 0 none none none
//°øÆ÷(»óÅÂÀÌ»ó) PARAM_FEAR ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false battle\ status_bad_temptation.efp @Bip01 0,0,0 none 0,0,0 none 0 none none none
//¼Ó¹Ú(»óÅÂÀÌ»ó) PARAM_ROOT ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false battle\ status_bad_root.efp none 0,0,0 none 0,0,0 none 0 none none none
//±Ù½Ã(»óÅÂÀÌ»ó) PARAM_MYOPIA ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false battle\ status_bad_myopia.efp @Bip01 0,0,0 none 0,0,0 none 0 none none none
//¼®Èon(»óÅÂÀÌ»ó) PARAM_STONE ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false battle\ status_bad_stone_on.efp none 0,0,0 none 0,0,0 none 0 none none none
//¼®Èoff(»óÅÂÀÌ»ó) PARAM_STONE DEACT 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false battle\ status_bad_stone_off.efp none 0,0,0 none 0,0,0 none 0 none none none
//µÐÈ(»óÅÂÀÌ»ó) PARAM_SLOW ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP 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 none none
//ºÎÆÐ(»óÅÂÀÌ»ó) PARAM_CURSE_PD ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP 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 none none
//¼è¾à(»óÅÂÀÌ»ó) PARAM_CURSE_MD ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP 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 none none
//¹«·Â(»óÅÂÀÌ»ó) PARAM_CURSE_STR ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP 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 none none
//ºÐ¿(»óÅÂÀÌ»ó) PARAM_CURSE_INT ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP 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 none none
//°øÈ²(»óÅÂÀÌ»ó) PARAM_CURSE_HP ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP MOV_NONE,0,0,0 0,0,0 false,0,0,0,0,false battle\ status_bad_panic.efp @Bip01 0,0,0 none 0,0,0 none 0 none none none
//¿¬¼Ò(»óÅÂÀÌ»ó) PARAM_CURSIE_MP ACT_L 0 FALSE none CHAR_BASE 0 0 0 0 1 500,0 AT_LOOP 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 none none
#13 Now, save the file (DO NOT OVER WRITE THE FILE INCASE YOU MAKE A MISTAKE!). Open it up with a hexEditor, and scroll to the bottem. Add Null bytes (00) in the Hex part until you have the File size matched to the original.
#14 Now, to inject it back into media.pk2! Open up media.pk2 in a HexEditor, do a search for
Code:
23 73 65 63 74 69 6f 6e 09 63 68 61 72 61 63 74
in hexadecimal mode. TWICE. It is the SECOND ENTRY!! NOT THE FIRST!
Open up your Skilleffect.txt in another window of the HexEditor, and click -> Edit-> SelectAll -> Copy.
Now go back to your Media.pk2 in the HexEditor, place your cursor right infront of the "23" from what you searched, and click "Paste Over". Save it (MAKE SURE YOU'VE MADE A BACKUP!!!) and test =)
I made this fairly fast, so sorry if it's a little messy.
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Pk2 Skill editing - You can do a lot more, although it requires testing, and time. My first attempt ended up with a the starting of the nuke animation (The hands moving in a circle) and then when my character pushed his hands out to 'shoot' the nuke, and glaive came out xD.
About the EFP references. As Cruor stated, the first one is for the falling animation (like the fire ball falling from the sky) and the second is the animation when the target gets hit (the fire balls splattering on the ground). You can also change the sounds that are made, you'll notice the Ice nuke text that was copied has .wav sounds attached, you can delete them or change them to any other sound you can find in the Pk2 file.
When you search for a skill from the start of the document, you end up with a smaller text, I'm fairly sure that this is the starting animation for your skill (When I only switched the fire-nuke skill [short text] with the Spear throw [short text] I ended up with hand motions, then a spear being shot out -.-), the larger text is the rest. I'm not 100% sure about this, but it's the only explanation I can give because I'm not that advanced >.>
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Notes:
-You will most likely NOT be able to do this if you don't have past experience in Pk2 editing.
-ALWAYS make a backup of the files you edit. ALWAYS.
-If at first you don't succeed, try again. If you continue to fail, hit your head a few times and give up.
-If you don't understand it, then I suggest not messing with your files, because god knows what could happen.
-Please don't PM me asking how to do this -.-
-If you do succeed, take your knowledge of changing skills and GO WILD!\
-Here is the fire-rain skill, with a little bit less shots =)
http://www.youtube.com/watch?v=fD3kxzZRkrk
-Thanks to Cruor for the short guide, and the Fire-Rain skill!