arthur~ 0 Report post Posted May 25, 2010 http://yfrog.com/50game2010052402331110z The video it's a really cheat, but i will edit this latter (the video), please rate i need your opinion. This is my first try in Skill Skins. Quote Share this post Link to post Share on other sites
BBuddy~ 203 Report post Posted May 25, 2010 sweet teach me that later ;D Quote Share this post Link to post Share on other sites
Gogg 3 Report post Posted May 25, 2010 TSSSSSSSSSS Already told you enough about that Quote Share this post Link to post Share on other sites
[GUSTA] 0 Report post Posted May 25, 2010 cul Quote Share this post Link to post Share on other sites
[- rafa -] 0 Report post Posted May 25, 2010 u.u beatiful skins. 11/10 bitch. Quote Share this post Link to post Share on other sites
gahxd 1 Report post Posted May 25, 2010 lol man! that rulles! =] awesome work Quote Share this post Link to post Share on other sites
[]LoSt°PiKe[] 1 Report post Posted May 25, 2010 Nice man awesome work (o_0) bb Quote Share this post Link to post Share on other sites
RauL~ 1 Report post Posted May 25, 2010 very nice dude ;D i liked it Quote Share this post Link to post Share on other sites
Rkokie 6 Report post Posted May 27, 2010 did you just change the colors? that sucks Skills by DevilMetal from upt (He has some real skills ) Hello again ! This time i bring new animations for the Magician Skills: *Watorado changed to > Lavatwist *Death Ray changed to > Annihilation Beam *Energy Shield changed to > Repulsion Field *Elemental Spirit changed to > Atomic Dawn *Diastrophism changed to > Wrath Shock Wave *Fire Sword changed to > Blaze Sword *Ice Sword changed to > Frost Sword *Flame Wave changed to > Infernal Fire *Meteor changed to > Ion Cannon Curious? See The Movie Link Below ( 10 Minutes Video ) Quote Share this post Link to post Share on other sites
Rkokie 6 Report post Posted May 27, 2010 How he makes custom skills OK... lets start creating your own skill... the first thing you have to do is choose which skill you want to modify.. but is right there when you start to have problems.. because you can't modify ALL the skills, only those "skill animations" that are in the script folder (...UniquePTfolder/Effect/Particle/Script).. To determine which skill are in the script folder it is very simple! DEL IT lol!! yes, but don't forget to make a backup, then enter the game with the character that you want to modify the skill and use the skill that you want to modify and see if it still working correctly... if it is not then you are lucky, and if the skill is working correctly you can't change it using the Script ... Now go to (...UniquePTfolder/Effect/Particle/Script) course don't forget restoring the folder with the files !!! and now you will open this folder and start deleting a few "xxxxxx.part" and login game and see if the animation that you deleted correspond to the skill that you want to modify... Using this method you can determine too which "xxxxxx.part" archive correspond to the skill ( some skills have 2 or 3 or 4 "xxxxxxx.part" to make the complete animation ... for example... Following down This is the meteors that come from the sky and hit the ground - TerrainFire.part This is the explosion of each meteor that hits the ground - FireBigHIt1.part What i did to make the ion cannon... i just deleted the TerrainFiere.part and modifyed the FireBigHIt1.part to look like and Ion Cannon... you can create almost any kind of animation but you have to make lots of tests... and to make a really diferent animation you can create your own Particles that is in the (...UniquePTfolder/Effect/Particle) OK now starting... Lest imagine that you picked Diastrophism to modify... ok this one is not hard to find because it name is "Skill3MagicianDiastrophism1.part" which is very obvious !!! but becarefull!! some names are really obvious but when you change it some times it doesn't work because the name correspond to the name of the skill and not to the skill animation... ok then you chosed dias... now you will open it with the "Notepad"/"Bloco de notas" and you will see this... following down. -----Skill3MagicianDiastrophism1.part----- particlesystem "OmiCronHit1" 1.00 { position = XYZ(0,0,0) eventsequence "faeries" { sourceblendmode = BLEND_LAMP loops = 1 numparticles = 80 gravity = XYZ(0,-20,0) emitrate = 50 emitradius = xyz(random(-80,80),10,random(-80,80)) lifetime = 3 texture = "effect\\particle\\Dust1.bmp" initial size = 70 initial color = rgba(255,150,50,255) initial velocity = XYZ(random(-5,5),random(-5,60),random(-5,5)) fade so at 1.5 color = rgba(0,0,0,0) fade so final size = 12 } eventsequence "Black1" { sourceblendmode = BLEND_LAMP numparticles = 20 gravity = XYZ(0,-220,0) emitradius = xyz(random(-50,50),random(0,30),random(-50, 50)) emitrate = 150 loops = 2 lifetime = Random(0.2, 2) texture = "effect\\particle\\star03Y_01.bmp" initial color = rgba(255,150,50,255) initial size = random(15,20) initial velocity = XYZ(random(-40,40),random(100,150),random(-40,40)) fade so at 0.1 color = rgba(255,150,50,255) fade so final color = rgba(0,0,0,0) fade so final size = 20 } eventsequence "FuryRespawn" { sourceblendmode = BLEND_LAMP particletype = TYPE_TWO loops = 3 delay = 0.05 numparticles = 1 gravity = XYZ(0,0,0) emitrate = 100 emitradius = xyz(0,10,0) lifetime = 0.7 texture = "effect\\particle\\m_futy.bmp" initial size = 50 initial color = rgba(200,200,200,200) initial velocity = XYZ(0,0,0) fade so at 0.1 color = rgba(255,255,255,255) fade so final color = rgba(0,0,0,0) fade so final size = 250 } } } Quote Share this post Link to post Share on other sites
Rkokie 6 Report post Posted May 27, 2010 Don't be afraid it is not so hard as it appears to be... Each "eventsequence" will use the corresponding particle that is writen in "texture = "effect\\particle\\xxxxxx.BMP/TGA" the particles are in the previous folder Each one of this things is a diferent way of view of the particle... you really need to make tests to see which one does... the are plenty diferent eventsequences they all make a diferent view of the particle so... i can't say for you the efect of each one the normal dias uses these eventsequences eventsequence "FuryRespawn" eventsequence "Black1" eventsequence "faeries" Particle: Is a image that when it appear in the game it can move, it can chage its size , change its color , turn , spin , twist But it will act acording the ParticleSystem that this particle is in. ( NEVER CHANGE THE PARTICLE SYSTEM or it won't work ) Sourceblendmode: I don't know a fruiting thing about it !!! But at "= BLEND_LAMP" when a particle is above another that is "= BLEND_LAMP" too , it will be brigther. Exemple: if 100 particle from the same eventsequence are in the same place they will be really brighter ( depending in the "rgba(x,x,x,THIS LAST ONE IS THE BRIGHT INTENSITY") And when the Sourceblendmode is = to BLEND_INVSHADOW insted be brighter it is darker i don't know.. Particletype: I don't know what it does and i even have a idea... if you figure out tell me please Loops: Loop means how many times this eventsequence will repeat ( just work with whole numbers ) EXEMPLE: Loops = 2 ( it will reapeat 2 times ). Loops = 1,2 ( it won't work ) Delay: Is how long it will take to the eventsequence begin ( it works with non-whole numbers ) Numparticles: It is how many particles will appaer in the eventsequence ( it is directly related to emitrate ) Gravity: XYZ (x,y,z) respectively. I will give and exemple because this is kinda hard to explain... if you put XYZ (0,100,0) the particle will accelerated with "100G" it will fall down ,and if you put XYZ (0,-100,0) the particle will accelerate with "-100G" it will "fall" up ! ! !. Emitrate: It means the "spawn" rate of the particle. Exemple: if the "emitrate = 5000" and the "numparticle = 10" you will see only one particle ( all the 10 particles spawned so fast that they are in the same place ), i think you can put random values in emitrate too i never tested... but i'm quite sure that you can put ramdom values ( i will explain how to put random values and what they do in the lifetime ) Emitradius: The emitradius is where the particle will appear. Exemple if the "emitradius = xyz(0,-10,0)" the particles will spawn under the floor, if the "emitradius = xyz(0,0,0)" the particle will spawn in the same heigh of your character feets ( in the line of the floor ) Lifetime: The lifetime if how long the particle will exist. You can use random lifetimes too . Exemple: "lifetime = 0.7"or you can make this "lifetime = random(0.7,1)" now some particles will exist more time than other particles( you can only put 2 values separated with a "," the minimum lifetime and the maximum lifetime ) Texture: The texture is the particle... i allready explained in the Particle Initial size: It IS! the initial size of the particle !!! you can put random values too Initial color: the initial color is allways in rgba(0/255,/0255,/0255,0/255) the first slot is the RED intensity the second slot is the GREEN intensity the third slot is the BLUE intensity and the final slot is the BRIGHT intensity Initial velocity: this works almost the same as gravity , but it doesn't accelerates... you can put random values too. EXEMPLE: "initial velocity = XYZ(random(0,2.2),random(1,2),random(0.1,2)" NOW everithing that have "Initial something" you don't need to put "Final something" or "Fade so final something" or "At value x something" to work. now i will say what is fade so final,fade so at,at value x. EXEMPLE: lifetime = 2 initial size = 50 initial color = rgba(200,200,200,200) initial velocity = XYZ(0,0,0) fade so at 0.1 color = rgba(255,255,255,255) fade so final color = rgba(0,0,0,0) at 1 size = 250 at x something = y means that at the X time it will instantly change the value to y fade so final something = y means that it will gradually change the value to y fade so at x something = y means that the value will gradually change ultil it get the X time OK now i will put another things that dias don't have like... following down. Initial / final / fade so final / at / fade so at partangleX = value x Initial / final / fade so final / at / fade so at partangleY = value x Initial / final / fade so final / at / fade so at partangleZ = value x Initial / final / fade so final / at / fade so at PartAngle = xyz(0,0,0) ( carefull with this one ( it bugs a lot )) Initial / final / fade so final / at / fade so at sizeExt = value x at X eventtimer = Y the partangle is the angle (min value=0 max value=360/-360 ) that the particle will be, simple as that.. if you put initial part angle = 0 and then put the final partangle = 360 the particle will spin... the size Ext is kinda lol... it make the particle stretch how bigger the value it stretch more the "at x eventtimer" is a kind of infinite loop, if the event last x time ( depends on how many particle you put and how much is the emitrate ) when the time get x the time will back or avance to y...( when using this don't use Loop ( just delete the Loop ) ( this is good to use for Buff skills ) everithing that uses "XYZ(...)" you can erese that "XYZ" and put befor the "=" the axis that you want to change If you still reading this , you can add new things on the eventsequence and add new eventsequences too like this.. ( my modifyed diastrophism ) ( don't try to copy this becouse i used other particles that you for sure don't have ) My Diastrophism ( Wrath Shock Wave ) particlesystem "OmiCronHit1" 1.00 { position = XYZ(0,0,0) eventsequence "FuryRespawn" { sourceblendmode = BLEND_LAMP particletype = TYPE_TWO loops = 1 numparticles = 16 gravity = XYZ(0,0,0) emitrate = 200 emitradius = xyz(0,10,0) lifetime = random(0.3,0. texture = "effect\\particle\\flare3.bmp" initial size = 300 initial color = rgba(20,20,20,20) initial velocity = XYZ(0,0,0) fade so at 0.1 color = rgba(100,100,100,100) initial partAngleX = random(360,0) fade so final color = rgba(0,0,0,0) fade so final size = 1 fade so final partangleX = random(0,360) } eventsequence "FuryRespawn" { sourceblendmode = BLEND_LAMP particletype = TYPE_TWO loops = 1 numparticles = 16 gravity = XYZ(0,0,0) emitrate = 200 emitradius = xyz(0,10,0) lifetime = random(0.3,0. texture = "effect\\particle\\flare3.bmp" initial size = 300 initial color = rgba(20,20,20,20) initial velocity = XYZ(0,0,0) initial partangley = 45 fade so at 0.1 color = rgba(100,100,100,100) initial partAngleX = random(360,0) fade so final color = rgba(0,0,0,0) fade so final size = 1 fade so final partangleX = random(0,360) } eventsequence "FuryRespawn" { sourceblendmode = BLEND_LAMP particletype = TYPE_TWO loops = 1 numparticles = 16 gravity = XYZ(0,0,0) emitrate = 200 emitradius = xyz(0,10,0) lifetime = random(0.3,0. texture = "effect\\particle\\flare3.bmp" initial size = 300 initial color = rgba(20,20,20,20) initial velocity = XYZ(0,0,0) initial partangley = 90 fade so at 0.1 color = rgba(100,100,100,100) initial partAngleX = random(360,0) fade so final color = rgba(0,0,0,0) fade so final size = 1 fade so final partangleX = random(0,360) } eventsequence "FuryRespawn" { sourceblendmode = BLEND_LAMP particletype = TYPE_TWO loops = 1 numparticles = 16 gravity = XYZ(0,0,0) emitrate = 200 emitradius = xyz(0,10,0) lifetime = random(0.3,0. texture = "effect\\particle\\flare3.bmp" initial size = 300 initial color = rgba(20,20,20,20) initial velocity = XYZ(0,0,0) fade so at 0.1 color = rgba(100,100,100,100) initial partAngleZ = random(0,360) fade so final color = rgba(0,0,0,0) fade so final size = 1 fade so final partangleZ = random(360,0) } eventsequence "FuryRespawn" { sourceblendmode = BLEND_LAMP particletype = TYPE_TWO loops = 1 numparticles = 25 gravity = XYZ(0,0,0) emitrate = 200 emitradius = xyz(0,0,0) lifetime = 0.5 texture = "effect\\particle\\m_futy - Cópia (2).bmp" initial size = 50 initial color = rgba(20,20,20,20) initial velocity = XYZ(0,0,0) fade so at 0.1 color = rgba(100,100,100,100) initial partAngleZ = random(0,360) fade so final color = rgba(0,0,0,0) fade so final size = 400 } eventsequence "FuryRespawn" { sourceblendmode = BLEND_LAMP particletype = TYPE_TWO loops = 1 numparticles = 25 gravity = XYZ(0,0,0) emitrate = 200 emitradius = xyz(0,0,0) lifetime = 0.5 texture = "effect\\particle\\m_futy - Cópia (2).bmp" initial size = 50 initial color = rgba(20,20,20,20) initial velocity = XYZ(0,0,0) fade so at 0.1 color = rgba(100,100,100,100) initial partAngleX = random(360,0) fade so final color = rgba(0,0,0,0) fade so final size = 400 } eventsequence "FuryRespawn" { sourceblendmode = BLEND_LAMP particletype = TYPE_TWO loops = 1 numparticles = 25 gravity = XYZ(0,0,0) emitrate = 200 emitradius = xyz(0,0,0) lifetime = 0.5 texture = "effect\\particle\\m_futy - Cópia (2).bmp" initial size = 50 initial color = rgba(20,20,20,20) initial velocity = XYZ(0,0,0) fade so at 0.1 color = rgba(100,100,100,100) initial partAngleY = 45 initial partAngleX = random(360,0) fade so final color = rgba(0,0,0,0) fade so final size = 400 } eventsequence "FuryRespawn" { sourceblendmode = BLEND_LAMP particletype = TYPE_TWO loops = 1 numparticles = 25 gravity = XYZ(0,0,0) emitrate = 200 emitradius = xyz(0,0,0) lifetime = 0.5 texture = "effect\\particle\\m_futy - Cópia (2).bmp" initial size = 50 initial color = rgba(20,20,20,20) initial velocity = XYZ(0,0,0) fade so at 0.1 color = rgba(100,100,100,100) initial partAngleY = 315 initial partAngleX = random(360,0) fade so final color = rgba(0,0,0,0) fade so final size = 400 } } OMG.. i don't know more what to say... LOL with all this things that i said try make your own skill and try make diferent things!! come one.. i learned it all alone!! you can do this too... it is very very easy!! ! ! This is the Ion Cannon ( don't try to copy it becouse it won't work correctly wtih out the correct particle ) particlesystem "FireJet" 1.00 { eventsequence "Second" { sourceblendmode = BLEND_INVSHADOW numparticles = 15 delay = 0.8 gravity = XYZ(0,0,0) emitradius = xyz(random(-2,2),random(8,15),random(-2,2)) emitrate = 6 loops = 1 lifetime = Random(2,3) texture = "effect\\particle\\fumaça_meteoro.bmp" initial color = rgba(0,0,0,0) initial size = 20 initial velocity = XYZ(random(-2,2),random(30,40),random(-2,2)) fade so at 1.5 color = rgba(180,180,200,180) fade so at 2 color = rgba(50,50,80,50) fade so final color = rgba(0,0,0,0) fade so final size = 30 } eventsequence "FuryRespawn" { sourceblendmode = BLEND_LAMP particletype = TYPE_TWO loops = 1 delay = 0.25 numparticles = 6 gravity = XYZ(0,0,0) emitrate = 30 emitradius = xyz(0,15,0) lifetime = 0.3 texture = "effect\\particle\\m_futy - Cópia.bmp" initial size = 50 initial color = rgba(10,50,255,225) initial velocity = XYZ(0,0,0) fade so at 0.1 color = rgba(10,255,255,255) fade so final color = rgba(0,0,0,0) fade so final size = 500 } eventsequence "FuryRespawn" { sourceblendmode = BLEND_LAMP particletype = TYPE_TWO loops = 1 delay = 0.0001 numparticles = 1000 gravity = XYZ(0,0,0) emitrate = 2000 emitradius = XYZ(random(-0,0),random(1000,1300),random(-0,0)) lifetime = 0.5 texture = "effect\\particle\\m_futy - Cópia.bmp" initial size = random(40,10) initial color = rgba(40,80,255,255) initial velocity = XYZ(random(-0,0),random(-6000,-6000),random(-0,0)) fade so at 0.1 color = rgba(100,255,255,255) fade so final color = rgba(0,0,0,0) fade so final size = random(40,10) } eventsequence "snow" { sourceblendmode = BLEND_LAMP numparticles = 3000 delay = 0.0001 gravity = XYZ(0,0,0) emitrate = 4000 emitradius = XYZ(random(-3,3),random(1000,1300),random(-3,3)) loops = 1 lifetime = 0.5 texture = "effect\\particle\\flare3 - Cópia.bmp" initial color = rgba(40,80,255,255) initial size = 30 initial velocity = XYZ(random(-0,0),random(-6000,-6000),random(-0,0)) fade so final color = rgba(0,0,0,0) fade so final size = 30 } eventsequence "snow" { sourceblendmode = BLEND_LAMP numparticles = 70 delay = 0.4 gravity = XYZ(0,0,0) emitrate = 100 emitradius = XYZ(random(-5,5),random(10,200),random(-5,5)) loops = 1 lifetime = random(0.8,1. texture = "effect\\particle\\Aurora - Cópia.bmp" initial color = rgba(60,180,255,255) initial size = 10 initial velocity = XYZ(random(-0,0),random(-20,20),random(-0,0)) fade so at 1 color = rgba(0,0,255,255) fade so final color = rgba(0,0,0,0) fade so final size = 1 } eventsequence "snow" { sourceblendmode = BLEND_LAMP numparticles = 70 delay = 0.4 gravity = XYZ(0,0,0) emitrate = 100 emitradius = XYZ(random(-0,0),random(10,200),random(-0,0)) loops = 1 lifetime = random(0.8,1. texture = "effect\\particle\\Aurora - Cópia.bmp" initial color = rgba(60,180,255,255) initial size = 10 initial velocity = XYZ(random(-0,0),random(-20,20),random(-0,0)) fade so at 1 color = rgba(0,0,255,255) fade so final color = rgba(0,0,0,0) fade so final size = 2 } eventsequence "snow" { sourceblendmode = BLEND_LAMP numparticles = 300 delay = 0.5 gravity = XYZ(0,0,0) emitrate = 150 emitradius = XYZ(random(-3,3),random(-0,-0),random(-3,3)) loops = 1 lifetime = random(1,2) texture = "effect\\particle\\fire03_01.bmp" initial color = rgba(20,100,255,255) initial size = 15 initial velocity = XYZ(random(-0,0),random(30,50),random(-0,0)) fade so at 1.5 color = rgba(20,0,255,255) fade so final color = rgba(0,0,0,0) fade so final size = 1 } eventsequence "snow" { sourceblendmode = BLEND_LAMP numparticles = 280 delay = 0.6 gravity = XYZ(0,0,0) emitrate = 150 emitradius = XYZ(random(-10,10),random(-0,-0),random(-10,10)) loops = 1 lifetime = random(1,2) texture = "effect\\particle\\attack02_02.bmp" initial color = rgba(255,255,0,255) initial size = 15 initial velocity = XYZ(random(-0,0),random(5,35),random(-0,0)) fade so at 1.5 color = rgba(255,0,0,255) fade so final color = rgba(0,0,0,0) fade so final size = 1 } eventsequence "FuryRespawn" { sourceblendmode = BLEND_LAMP particletype = TYPE_TWO loops = 1 numparticles = 25 gravity = XYZ(0,0,0) emitrate = 200 emitradius = xyz(0,10,0) lifetime = random(0.3,0.6) texture = "effect\\particle\\ice-at - Cópia.bmp" initial size = 200 initial color = rgba(20,20,20,20) initial velocity = XYZ(0,0,0) fade so at 0.1 color = rgba(100,100,100,100) initial partAngleX = random(360,0) fade so final color = rgba(0,0,0,0) fade so final size = 1 fade so final partangleX = random(0,360) } eventsequence "FuryRespawn" { sourceblendmode = BLEND_LAMP particletype = TYPE_TWO loops = 1 numparticles = 25 gravity = XYZ(0,0,0) emitrate = 200 emitradius = xyz(0,10,0) lifetime = random(0.3,0.6) texture = "effect\\particle\\ice-at - Cópia.bmp" initial size = 200 initial color = rgba(20,20,20,20) initial velocity = XYZ(0,0,0) fade so at 0.1 color = rgba(100,100,100,100) initial partAngleZ = random(0,360) fade so final color = rgba(0,0,0,0) fade so final size = 1 fade so final partangleZ = random(360,0) } } Quote Share this post Link to post Share on other sites
Rkokie 6 Report post Posted May 27, 2010 shit i dunt have more that patch so i dunt have how to show ya the flame wave ='( flamewave is in the vid , it's one of the most awesome skills he got imo. It looks like the part it hits really is on fire for a few sec Quote Share this post Link to post Share on other sites
TieuAnhHung 0 Report post Posted May 27, 2010 thats very nice... to me.. i think wizard should have all type of element including wind ... like each tear should include 4 elements... Quote Share this post Link to post Share on other sites
Aron Ugly 0 Report post Posted May 27, 2010 Fail arthur, u just change color. Quote Share this post Link to post Share on other sites
L 674 Report post Posted May 27, 2010 i liked bro Quote Share this post Link to post Share on other sites
arthur~ 0 Report post Posted May 29, 2010 Fail arthur, u just change color. ah =X, i'm tryng to learn how to change all in this, i mean some work like devilmetal, skills, but its hard! =X ty for rates guys, i like all criticizes, now i will try to learn with devilmetal Quote Share this post Link to post Share on other sites
Lincoln 0 Report post Posted July 1, 2010 Nice work arthur. I remember I changed the diastrophism once, I switched the base color to the chaos cara color and it got blue! Nice work anyway Quote Share this post Link to post Share on other sites