[CN - 2012] Weapon Effects
Does anyone knows what all the values in the ItemActionCondition.shn ItemActionEffect.shn stand for? I mean these 0:1 and so on. I guess it's something like with the Odin Files this From-To thingy. But I really don't know how to find out which number is which type of "Character". (If it's what I think. If they stand for something different, could you please enlighten me? :))
Re: [CN - 2012] Weapon Effects
Quote:
Originally Posted by
Pon3
Does anyone knows what all the values in the ItemActionCondition.shn ItemActionEffect.shn stand for? I mean these 0:1 and so on. I guess it's something like with the Odin Files this From-To thingy. But I really don't know how to find out which number is which type of "Character". (If it's what I think. If they stand for something different, could you please enlighten me? :))
I used to have an excel file (that i got from Myth) that had all the values for almost every file and what each one did. It also had the values for the action system. There was A LOT of different ones and about half didn't work. I would share it but I do not have the excel anymore since i deleted everything related to fiesta off of my pc. Myth MIGHT still have it. If not then the only other person would be Tom (if that is his name cuz i dont remember.)
Basically they mean what effect (apply abstate, heal, damage, etc) to apply to which type of target (friend, enemy, party, self, guild) in what type of condition (attacked, attack, damaged, damage, skill in, skill out, heal in, heal out, run, etc). If you post a picture of the file maybe ill remember exactly what each column is and i can explain how you can use it.
Re: [CN - 2012] Weapon Effects
Re: [CN - 2012] Weapon Effects
Okay files first
- ItemActionCondition.shn is where you set all the settings for what needs to happens so that the item triggers.
- ItemActionEffect.shn is where you set all the settings for what the effect is once the item is triggered.
There are at least 2 more files that also need to be edited when making a new item with an action. One (i think) is called Action.shn. Here you set what ItemAction you want the item to use.
Then there is ItemAction.shn. Here you can make different combinations of ItemActionConditions and ItemActionEffects.
ItemActionCondition.shn
- ConditionID: Unique ID for this ActionCondition. HAS to be unique, you cannot have duplicates.
- SubjectTarget: This is where you set who starts the condition. If im not mistaken the first number is always 0. The second number is who. 1 is ME (me means who ever has the item or abstate on) There is also Enemy, Friend, Guild, Ally, Party. Not sure what those numbers are.
- ConditionActivity: This is what activity like attacking or healing or even running. I dont remember what the 7 means but the second number is a value related to the first number. There are MANY MANY different conditions.
- ObjectTarget: This is who the Activity is targeting. This works the same as SubjectTarget. So if the SubjectTarget is Me, ConditionTarget is Attack, the ObjectTarget has to be enemy because you cant attack an ally.
- ActivityRate: Dont remember what this does
- Range: This is for set effects that reduce stats when an enemy gets near you. This sets the radius around the SubjectTarget.
ItemActionEffect.shn
- EffectID: Unique ID for this ActionEffect. HAS to be unique, you cannot have duplicates.
- EffectTarget: This is where you set who the Effect goes to. This has no relation to SubjectTarget or ObjectTarget. It also works the same as the other two target columns in ItemActionCondition.shn. Again you can have Me, Enemy, Friend, Party, Ally and Target. Target (which i think is 17) will effect what ever you stated in ObjectTarget. So if you have Me - Attack - Enemy as your condition, then have 17 as your EffectTarget. the effect will trigger on the enemy you attacked. Same can be done with Me - Skill - Ally. If you have EffectTarget as 17, when you use a skill on a friend (healing or buffing) it will trigger the effect on the ally that you used the skill on, this will also work with aoe skills. This can also be set to party, meaning you can have a socket that does "When attacking an enemy, you heal party member 10 health", this would be Me - Attack -Enemy then have the EffectTarget as Party to what ever condition you want it to have. Like i said, ObjectTarget can be different than the other 2 target columns in ItemActionCondition.shn.
- EffectActivity: This is where you set what the effect will be, there is heal, damage, abstate, % damage and a bunch of other ones. The second number is a value of the first number. For example 2 means abstate (i think), the second number is the AbstateID of the abstate you want to apply. This column is also used for set effects, dont remember how they work.
- Value: This column is where you set how much damage (if you picked damage as your effect) or how much heal (if you pick heal as your effect) or what abstate Strength from Subabstate to use (if you picked abstate as your effect) if you look at EffectID #46-#50 it has 2:485 (Which is abstate 485) and then values of 1 - 5. This is so that you can make upgraded sockets or tiered sockets with the same effects but stronger.
- Area: If you select your EffectTarget as Ally or Enemy, you can use this as an AOE. Will ONLY work with Ally or Enemy. It will not work with Target (because Target is only the one that you are doing the action on) and it will not work with party.
This is going to be hard to understand at first and it might take you a few days and a lot of testing to get a hang of. The best way to learn is to look for items that are already made. Look for a socket, read the effect it has then look for it in the files. Then look for something different like ally sockets and look at the values, write down what you have found and make an excel file explaining what each value does. This way it will make it easier for you later. Im not 100% sure if the values i mentioned above are correct, like 5 being enemy in target or 2 being abstate. Like i said look for sockets, read the effect, then look for the ActionEffect and the ActionCondition.
Note: All these effect need to include the one using the item or having the abstate on (ME). One of the two target columns in ItemActionCondition NEEEEEDDDSSS to be ME. You cant have a socket that says "when an enemy attacks a friend, friend gets healed". It has to include ME in the condition.
Re: [CN - 2012] Weapon Effects
Very Nice. Now I'm going to figure out what each Value does. Thank you very much for this!! :) It was very helpful
Re: [CN - 2012] Weapon Effects
Write them down. Its easier to make it in an excel to organize it. Why not share your findings here as well.
Re: [CN - 2012] Weapon Effects
Closing seeing as the issue has been resolved.