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archeart

remove meteor and ice meteor skill animation

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archeart

as the titles says I want to take the effects out

 

after a few hours of using the skills I get dizzy so would be nice if I could take them out

 

 

is it possible and if so please tell me how.

 

 

THANKS :P

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KingFran

Imagine , how expers are .

 

Do not think we need that change , maybe you need something to care on your eyes...

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Marçal

You can do it by yourself. There some months I'm not seeing any meteor ::) ::)

 

Go to your game folder.  Wartale -> Effect -> Particle e rename the folder Script to Script2. (It will turn off some skill's effects, ice meteorite for example).

 

 

Your eyes will be gratefull. And also it low the lag a bit.

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Crius

I don't know the files for Mage Meteorite, but IM uses two files you can find in the ..\Effect\Particle\Script\ folder. ChaosKaraMeteo.part defines how the falling meteors should look, ChaosKaraMeteoHit.part defines the impact effect on the ground. You can either remove/rename them (make a backup) to remove the effect entirely, or edit the content to make it less offensive to the eye. The light flash or sounds can't be edited with these files though, so that is there to stay unless you remove the files completely. These files are also used by the special attack of the Chaos Cara in the Ice maps.

 

Personally, I like to have some feedback that IM was cast, but I don't want to play wearing sunglasses, so I remove all the content from ChaosKaraMeteoHit.part (removes the impact effect) and changed the content of ChaosKaraMeteo.part to:

 

particlesystem "FireJet" 1.00 {
  position = XYZ(0,50,-50)

  eventsequence "Smoke" {
    sourceblendmode = BLEND_INVSHADOW
    numparticles = 3
    gravity = XYZ(0,-10,0)
    emitrate = 20
    loops = 100
    lifetime = Random(0.1,0.5)
    texture = "effect\\particle\\MonParticle01.bmp"
    initial color = rgba(55,55,25,200)
    initial size = 6
    initial velocity = XYZ(random(-40,40),random(30,50),random(-40,40))
    fade so final color = rgba(0,0,0,0)
    fade so final size = 80
    }

  eventsequence "UpFire" {
    sourceblendmode = BLEND_LAMP
    numparticles = 8
    gravity = XYZ(0,-10,0)
    emitrate = 100
    loops = 200
    lifetime = Random(0.1,0.6)
    texture = "effect\\particle\\fire_003.bmp"
    emitradius = xyz(random(-10,10),random(-10,10),random(-10,10))
    initial color = rgba(30,50,250,255)
    initial size = 7
    initial partAngleZ = random(0,360)
    initial velocity = XYZ(random(-40,40),random(-40,40),random(-40,40))
    fade so final color = rgba(50,80,255,0)
    fade so final size = 4
    }

}

 

Basically, cuts the size and number of particles down to 1/10th of the original. It is still visible and not very pretty, but it won't blind you. I've been meaning to tune it some more to make it a bit more meteor-like and bring back the impact effect, but not have quite the giant blue fireball that the default is, but I haven't bothered yet.

 

Other skills, including Mage Meteorite can be edited in the same way, but you'll have to find the files first and not all effects are controlled by these files. For example, I changed the color of Extinction, made the VL heart icon bigger and easier to see (helps me see when I need to cast it on someone), and removed a lot of effects that I didn't need/want. Many effects are not controlled by these files though, so it's not possible to clean up as much as you might want. It's also not particularly well described what does what, so a lot of experimenting may be required.

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Rhyax

can you tell me how to remove mage's buffs effects? I rly hate this green bubble around me xD

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dekusuta03

guys i need quick fix :D how to remove just the effects of meteor for mage and prs

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Glamorous

IceMeteorite I Know.

But, how to remove the Meteorite (Mage Skill)?

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Crius

Mage Meteorite particles are controlled by the ..\Effect\Particle\Script\TerrainFire.part file. Remove it or clear the content to remove the effect. Alternatively, here's my modification to it to make it a bit less bothersome on the eyes but without removing the effect entirely:

particlesystem "FireJet" 1.00 {
  position = XYZ(0,50,-50)

  eventsequence "Smoke" {
    sourceblendmode = BLEND_INVSHADOW
    numparticles = 30
    gravity = XYZ(0,-10,0)
    emitrate = 20
    loops = 100
    lifetime = Random(0.1,0.4)
    texture = "effect\\particle\\MonParticle01.bmp"
    initial color = rgba(255,255,255,200)
    initial size = 30
    initial velocity = XYZ(random(-40,40),random(30,50),random(-40,40))
    fade so final color = rgba(0,0,0,0)
    fade so final size = 40
    }

  eventsequence "UpFire" {
    sourceblendmode = BLEND_LAMP
    numparticles = 30
    gravity = XYZ(0,-10,0)
    emitrate = 100
    loops = 200
    lifetime = Random(0.1,0.3)
    texture = "effect\\particle\\fire_003.bmp"
    emitradius = xyz(random(-3,3),random(-3,3),random(-3,3))
    initial color = rgba(255,100,50,255)
    initial size = 25
    initial partAngleZ = random(0,360)
    initial velocity = XYZ(random(-40,40),random(-40,40),random(-40,40))
    fade so final color = rgba(255,0,0,0)
    fade so final size = 13
    }

     eventsequence "Smoke" {
    sourceblendmode = BLEND_INVSHADOW
    numparticles = 30
    gravity = XYZ(0,-10,0)
    emitrate = 10
    loops = 100
    lifetime = Random(0.2,0.4)
    texture = "effect\\particle\\MonParticle01.bmp"
    emitradius = xyz(random(-5,5),random(-5,5),random(-5,5))
    initial color = rgba(255,255,255,20)
    initial partAngleZ = random(0,360)
    initial size = 50
    initial velocity = XYZ(random(-40,40),random(30,50),random(-40,40))
    fade so final color = rgba(0,0,0,0)
    fade so final size = 45
    }

}

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Crius

Also, in case anyone is still interested, updated IM visuals. Roughly in line with the Meteorite changes:

 

ChaosKaraMeteo.part:

particlesystem "FireJet" 1.00 {
  position = XYZ(0,50,-50)
  
    eventsequence "Smoke" {
    sourceblendmode = BLEND_INVSHADOW
    numparticles = 30
    gravity = XYZ(0,-10,0)
    emitrate = 60
    loops = 100
    lifetime = Random(0.1,0.45)
    texture = "effect\\particle\\MonParticle01.bmp"
    initial color = rgba(55,55,25,200)
    initial size = 10
    initial velocity = XYZ(random(-40,40),random(30,50),random(-40,40))
    fade so final color = rgba(0,0,0,0)
    fade so final size = 40
    }
  
  
  eventsequence "UpFire" {
    sourceblendmode = BLEND_LAMP
    numparticles = 40
    gravity = XYZ(0,-10,0)
    emitrate = 100
    loops = 200
    lifetime = Random(0.05,0.10)
    texture = "effect\\particle\\fire_003.bmp"
    emitradius = xyz(random(-4,4),random(-4,4),random(-4,4))
    initial color = rgba(30,50,250,255)
    initial size = 20
    initial partAngleZ = random(0,360)
    initial velocity = XYZ(random(-40,40),random(-40,40),random(-40,40))
    fade so final color = rgba(50,80,255,0)
    fade so final size = 10
    }

}

 

ChaosKaraMeteoHit.part:

particlesystem "FireJet" 1.00 {
  position = XYZ(0,0,0)
  
  eventsequence "Light1" {
    sourceblendmode = BLEND_LAMP
    numparticles = 1
    gravity = XYZ(0,0,0)
    emitrate = 40
    loops = 1
    lifetime = Random(0.5,1)
    texture = "effect\\particle\\flare.bmp"
    initial color = rgba(30,80,255,200)
    initial size = 80
    initial velocity = XYZ(0,0,0)
    initial partAngleZ = random(0,360)
    fade so final color = rgba(0,0,0,0)
    fade so final size = 40
    }
   eventsequence "Second" {
    sourceblendmode = BLEND_INVSHADOW
    numparticles = 5
    gravity = XYZ(0,-10,0)
    emitradius = xyz(random(-15,15),random(-15,15),random(-15, 15))
    emitrate = 150
    loops = 1
    lifetime = Random(0.2,0.4)
    texture = "effect\\particle\\MonParticle01.bmp"
    initial color = rgba(255,255,255,255)
    initial size = random(10,15)
    initial velocity = XYZ(random(-15,15),random(20,50),random(-15,15))
    fade so final color = rgba(0,0,0,0)
    fade so final size = 20
    }

   eventsequence "faeries" {
    sourceblendmode = BLEND_LAMP
    loops = 1
    numparticles = 10
    gravity = XYZ(0,-10,0)
    emitrate = 150
    emitradius = xyz(random(--18,18),random(-20,10),random(-18,18))
    lifetime = random(0.2,0.6)
    texture = "effect\\particle\\dust2.bmp"
    initial size = random(10,20)
    initial color = rgba(30,80,255,200)
    initial velocity = XYZ(random(-20,20),random(10,80),random(-20,20))
    fade so final color = rgba(0,0,200,0)
    fade so final size = 10
    }

    eventsequence "FireJet" {
    sourceblendmode = BLEND_LAMP
    numparticles = 10
    gravity = XYZ(0,-150,0)
    emitrate = 200
    loops = 1
    lifetime = Random(0.5,2)
    texture = "effect\\particle\\fire-1.bmp"
    initial color =  rgba(30,80,255,200)
    initial size = random(10,20)
    emitradius = xyz(random(--20,20),random(-10,20),random(-20,20))
    initial velocity = XYZ(random(-30,30),random(30,90),random(-30,30))
    fade so final color = rgba(0,0,0,0)
    fade so final size = 1
    }
}

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