Newbie Spellweaver
- Joined
- Jan 1, 2024
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Hey everyone,
I’ve been digging deep into Trickster for quite a while,
and I hope this guide helps anyone looking to add "new skills" to the game.
First, each ESAction partition has unique four-digit codes,
and these codes define specific functions and forms in the memory
stack through function definitions.
You can modify these by changing the internal client register values
and using a debugging program—but keep in mind the .exe file size
must remain the same for things to work properly.
Second, you can convert the libconfig.dat file to an XML format
using a totool editor to access these ESAction codes.
Inside the XML, you can alter the skill tables (skillparam2)
by changing the ESAction entries from floats or ints.
Lastly, it's not easy to change the ESAction register values directly.
Instead, you have to replace values in the client data’s cake.xml, .nri files,
and the libconfig.dat's skillparam2 table.
By doing this, you can change the skill’s actions,
motion effects, and even functional parameters.
Bottom line: I wasn’t able to add completely new skills,
but I managed to overlay effects on existing ESAction
codes to achieve a "new skill" performance.
This will serve as a way to expand the game's content volume in a different way.
I’ve been digging deep into Trickster for quite a while,
and I hope this guide helps anyone looking to add "new skills" to the game.
First, each ESAction partition has unique four-digit codes,
and these codes define specific functions and forms in the memory
stack through function definitions.
You can modify these by changing the internal client register values
and using a debugging program—but keep in mind the .exe file size
must remain the same for things to work properly.
Second, you can convert the libconfig.dat file to an XML format
using a totool editor to access these ESAction codes.
Inside the XML, you can alter the skill tables (skillparam2)
by changing the ESAction entries from floats or ints.
Lastly, it's not easy to change the ESAction register values directly.
Instead, you have to replace values in the client data’s cake.xml, .nri files,
and the libconfig.dat's skillparam2 table.
By doing this, you can change the skill’s actions,
motion effects, and even functional parameters.
Bottom line: I wasn’t able to add completely new skills,
but I managed to overlay effects on existing ESAction
codes to achieve a "new skill" performance.
This will serve as a way to expand the game's content volume in a different way.
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