[CLASS] Lady Knight v1.03

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Re: [CLASS] Lady Knight

Postby Eittin » Fri Jul 09, 2010 6:49 am

while playing this i ran into an issue that will not let me get back onto my guy. I got lv 6 or so i got the fast attack speed aura i put it on and i noticed that i don't move right or wing or anything. I then found my first pair of boots i put them on and game crashed and i cant get back onto my guy now.

here is the link to my SS i took of my message.

http://i31.tinypic.com/2h6x8nk.jpg

here is the ogre.log file pasted below for you.


10:44:31: Creating resource group General
10:44:31: Creating resource group Internal
10:44:31: Creating resource group Autodetect
10:44:31: SceneManagerFactory for type 'DefaultSceneManager' registered.
10:44:31: Registering ResourceManager for type Material
10:44:31: Registering ResourceManager for type Mesh
10:44:31: Registering ResourceManager for type Skeleton
10:44:31: MovableObjectFactory for type 'ParticleSystem' registered.
10:44:31: OverlayElementFactory for type Panel registered.
10:44:31: OverlayElementFactory for type BorderPanel registered.
10:44:31: OverlayElementFactory for type TextArea registered.
10:44:31: Registering ResourceManager for type Font
10:44:31: ArchiveFactory for archive type FileSystem registered.
10:44:31: ArchiveFactory for archive type Zip registered.
10:44:31: FreeImage version: 3.10.0
10:44:31: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
10:44:31: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
10:44:31: DDS codec registering
10:44:31: Registering ResourceManager for type HighLevelGpuProgram
10:44:31: Registering ResourceManager for type Compositor
10:44:31: MovableObjectFactory for type 'Entity' registered.
10:44:31: MovableObjectFactory for type 'Light' registered.
10:44:31: MovableObjectFactory for type 'BillboardSet' registered.
10:44:31: MovableObjectFactory for type 'ManualObject' registered.
10:44:31: MovableObjectFactory for type 'BillboardChain' registered.
10:44:31: MovableObjectFactory for type 'RibbonTrail' registered.
10:44:31: Loading library .\RenderSystem_Direct3D9
10:44:31: Installing plugin: D3D9 RenderSystem
10:44:31: D3D9 : Direct3D9 Rendering Subsystem created.
10:44:31: D3D9: Driver Detection Starts
10:44:31: D3D9: Driver Detection Ends
10:44:31: Plugin successfully installed
10:44:31: Loading library .\Plugin_ParticleFX
10:44:31: Installing plugin: ParticleFX
10:44:31: Particle Emitter Type 'Point' registered
10:44:31: Particle Emitter Type 'Box' registered
10:44:31: Particle Emitter Type 'Ellipsoid' registered
10:44:31: Particle Emitter Type 'Cylinder' registered
10:44:31: Particle Emitter Type 'Ring' registered
10:44:31: Particle Emitter Type 'HollowEllipsoid' registered
10:44:31: Particle Affector Type 'LinearForce' registered
10:44:31: Particle Affector Type 'ColourFader' registered
10:44:31: Particle Affector Type 'ColourFader2' registered
10:44:31: Particle Affector Type 'ColourImage' registered
10:44:31: Particle Affector Type 'ColourInterpolator' registered
10:44:31: Particle Affector Type 'Scaler' registered
10:44:31: Particle Affector Type 'Rotator' registered
10:44:31: Particle Affector Type 'DirectionRandomiser' registered
10:44:31: Particle Affector Type 'DeflectorPlane' registered
10:44:31: Plugin successfully installed
10:44:31: Loading library .\Plugin_CgProgramManager
10:44:31: Installing plugin: Cg Program Manager
10:44:31: Plugin successfully installed
10:44:31: Loading library .\Plugin_OctreeSceneManager
10:44:31: Installing plugin: Octree & Terrain Scene Manager
10:44:31: Plugin successfully installed
10:44:31: Loading library .\ParticleUniverse
10:44:31: Installing plugin: ParticleUniverse
10:44:31: MovableObjectFactory for type 'PUParticleSystem' registered.
10:44:31: MovableObjectFactory for type 'BoxSet' registered.
10:44:31: MovableObjectFactory for type 'SphereSet' registered.
10:44:31: ParticleUniverse: Particle Renderer Type 'Billboard' registered
10:44:31: ParticleUniverse: Particle Renderer Type 'Box' registered
10:44:31: ParticleUniverse: Particle Renderer Type 'Sphere' registered
10:44:31: ParticleUniverse: Particle Renderer Type 'Entity' registered
10:44:31: ParticleUniverse: Particle Renderer Type 'RibbonTrail' registered
10:44:31: ParticleUniverse: Particle Renderer Type 'Light' registered
10:44:31: ParticleUniverse: Particle Emitter Type 'Point' registered
10:44:31: ParticleUniverse: Particle Emitter Type 'Line' registered
10:44:31: ParticleUniverse: Particle Emitter Type 'Box' registered
10:44:31: ParticleUniverse: Particle Emitter Type 'Circle' registered
10:44:31: ParticleUniverse: Particle Emitter Type 'SphereSurface' registered
10:44:31: ParticleUniverse: Particle Emitter Type 'Vertex' registered
10:44:31: ParticleUniverse: Particle Emitter Type 'MeshSurface' registered
10:44:31: ParticleUniverse: Particle Emitter Type 'Position' registered
10:44:31: ParticleUniverse: Particle Emitter Type 'Slave' registered
10:44:31: ParticleUniverse: Particle Affector Type 'Dummy01' registered
10:44:31: ParticleUniverse: Particle Affector Type 'LinearForce' registered
10:44:31: ParticleUniverse: Particle Affector Type 'Gravity' registered
10:44:31: ParticleUniverse: Particle Affector Type 'ParticleFollower' registered
10:44:31: ParticleUniverse: Particle Affector Type 'Vortex' registered
10:44:31: ParticleUniverse: Particle Affector Type 'Randomiser' registered
10:44:31: ParticleUniverse: Particle Affector Type 'Line' registered
10:44:31: ParticleUniverse: Particle Affector Type 'Scale' registered
10:44:31: ParticleUniverse: Particle Affector Type 'GeometryRotator' registered
10:44:31: ParticleUniverse: Particle Affector Type 'TextureRotator' registered
10:44:31: ParticleUniverse: Particle Affector Type 'TextureAnimator' registered
10:44:31: ParticleUniverse: Particle Affector Type 'Jet' registered
10:44:31: ParticleUniverse: Particle Affector Type 'Align' registered
10:44:31: ParticleUniverse: Particle Affector Type 'FlockCentering' registered
10:44:31: ParticleUniverse: Particle Affector Type 'CollisionAvoidance' registered
10:44:31: ParticleUniverse: Particle Affector Type 'VelocityMatching' registered
10:44:31: ParticleUniverse: Particle Affector Type 'Colour' registered
10:44:31: ParticleUniverse: Particle Affector Type 'SineForce' registered
10:44:31: ParticleUniverse: Particle Affector Type 'Dummy02' registered
10:44:31: ParticleUniverse: Particle Affector Type 'SphereCollider' registered
10:44:31: ParticleUniverse: Particle Affector Type 'PlaneCollider' registered
10:44:31: ParticleUniverse: Particle Affector Type 'BoxCollider' registered
10:44:31: ParticleUniverse: Particle Affector Type 'InterParticleCollider' registered
10:44:31: ParticleUniverse: Particle Affector Type 'PathFollower' registered
10:44:31: ParticleUniverse: Particle Observer Type 'OnExpire' registered
10:44:31: ParticleUniverse: Particle Observer Type 'OnEmission' registered
10:44:31: ParticleUniverse: Particle Observer Type 'OnCount' registered
10:44:31: ParticleUniverse: Particle Observer Type 'OnEventFlag' registered
10:44:31: ParticleUniverse: Particle Observer Type 'OnCollision' registered
10:44:31: ParticleUniverse: Particle Observer Type 'OnVelocity' registered
10:44:31: ParticleUniverse: Particle Observer Type 'OnTime' registered
10:44:31: ParticleUniverse: Particle Observer Type 'OnPosition' registered
10:44:31: ParticleUniverse: Particle Observer Type 'OnClear' registered
10:44:31: ParticleUniverse: Particle Observer Type 'OnQuota' registered
10:44:31: ParticleUniverse: Particle Observer Type 'OnRandom' registered
10:44:31: ParticleUniverse: Particle EventHandler Type 'DoExpire' registered
10:44:31: ParticleUniverse: Particle EventHandler Type 'DoFreeze' registered
10:44:31: ParticleUniverse: Particle EventHandler Type 'DoPlacementParticle' registered
10:44:31: ParticleUniverse: Particle EventHandler Type 'DoStopSystem' registered
10:44:31: ParticleUniverse: Particle EventHandler Type 'DoEnableComponent' registered
10:44:31: ParticleUniverse: Particle EventHandler Type 'DoAffector' registered
10:44:31: ParticleUniverse: Particle EventHandler Type 'DoScale' registered
10:44:31: ParticleUniverse: Particle Extern Type 'Gravity' registered
10:44:31: ParticleUniverse: Particle Extern Type 'SphereCollider' registered
10:44:31: ParticleUniverse: Particle Extern Type 'BoxCollider' registered
10:44:31: ParticleUniverse: Particle Extern Type 'Vortex' registered
10:44:31: ParticleUniverse: Particle Behaviour Type 'Slave' registered
10:44:31: Plugin successfully installed
10:44:31: *-*-* OGRE Initialising
10:44:31: *-*-* Version 1.6.4 (Shoggoth)
10:44:31: Path for saving is ... C:/Documents and Settings/Scott/Application Data/Runic Games/Torchlight/SAVE
10:44:31: Setting YRatio Init - 1
10:45:22: CreateViewports AspectRatio message - 1360 x 768
10:45:22: CreateViewports AspectRatio message AR - 1.77083
10:45:22: GAMEUI AspectRatio message - 1360 x 768
10:45:22: GAMEUI AspectRatio message AR - 1.77083
10:46:10: OGRE EXCEPTION(2:InvalidParametersException): Index out of bounds. in Mesh::getSubMesh at C:\svn\Projects\ogre161\OgreMain\src\OgreMesh.cpp (line 183)
Eittin
 
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Re: [CLASS] Lady Knight

Postby Dusho » Fri Jul 09, 2010 8:05 am

index out of bounds on sub mesh.. huh..
it looks familiar to state after 'mesh freeze' - after freeze, mesh is little bit off (textures are gone and god know what happens to mesh) - if you are in that state and equip something new (that should switch submesh identifier by its material) you can get maybe this out of bounds (engine doesn't work with submesh it excepts to have). You can try to quit and restart the TL after you'll get into character freeze. Second run should be without problem (until you clean mod binaries).
Really can't do more about this if I don't get more info from Runic guys on what is happening and how to avoid this.
Tuishimi wrote:You guys will think I was lying before but...

I reinstalled the mod, and now when I get the freeze, and Torchlight crashes, I start back up, fire up the aura or cast whatever that caused it and it works the next time.

I SWEAR it kept hanging/crashing before. Now it works the second time around.

I DID do one thing differently too; when I added the class I did NOT use ClassCreator to copy armors. I just added it to the selection screen and that was it. So, so far so good... except it does crash the first time I hit any new power. But I can live with that.

No worries, no one will blame you :) . It's fact that TL is behaving strange sometimes after cleaning up mod directory - lags, freezes, crashes.
Another thing - ClassCreator - from what I remember, this program won't allow you to override textures, so it may really break game for this class (same goes for Demonologist and CCCenturion's Paladin I think).
I did make a small program that fixes items for new classes ( viewtopic.php?f=20&t=8905&start=20#p111108 ). Or there is still cienislaws script that can also do this.
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Re: [CLASS] Lady Knight

Postby Phanjam » Mon Jul 19, 2010 7:53 pm

Well, more glitch feedback here. :( But hopefully this will provide another piece of the puzzle...

I have Lady Knight on 2 separate PCs (both Win XP SP2 and comparable HW specs). One install will occasionally have the "skill-triggered" glitch of freezing and sliding around, but she is playable...
Phanjam wrote:
Dusho wrote: - trigger thorns skill -> some noticeable lag occurs and animations are off, textures are off, model goes into bind position and is 'sliding' on movement
- stop game mode
- run game mode
- trigger thorns skill -> now everything works without problem

These are the exact same symptoms of a glitch in CCCenturion's Paladin mod (viewtopic.php?f=20&t=8905), including the "no more problems after second run" part (except of course that it's triggered by a different skill)...

But the install on the other PC just refuses to get past the character creation screen! This is what I get when I select to create Lady Knight...

Image

Sometimes, she is animating and other times she's just in that frozen pose.

Then, when I try to click the difficulty level to finish character creation, the game just crashes.

I have removed ALL other mods from the second install but it doesn't help. Also, restarting with or without clearing the mod cache does not seem to matter - the game just keeps crashing at the same point :cry:
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Re: [CLASS] Lady Knight

Postby Dusho » Tue Jul 20, 2010 9:28 am

uh.. no idea.. never seen this before
maybe some files got corrupted? try downloading again?
other mods are working on your other computer?
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Re: [CLASS] Lady Knight

Postby Phanjam » Tue Jul 20, 2010 6:20 pm

Dusho wrote:uh.. no idea.. never seen this before
maybe some files got corrupted? try downloading again?
other mods are working on your other computer?

yeah, very possible there's a corrupt portion in my download - will download again and check. Yes, other mods were working fine.
If I get a new DL of LadyKnight to run, I'll put mods in with it one by one to check for compatibility issues (I really should get TorchLeech I guess :lol: ).
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Re: [CLASS] Lady Knight

Postby Tuishimi » Tue Jul 20, 2010 11:50 pm

Arg. Well have it working again, but this time without using class creator. I simply hand-edited the files... but... getting shoulders on backs, etc.

I am now working on a program that will simply copy entries from one custom class to another, and vice-versa. So I can run, for example, demonologist and lady knight and it will cross-pollinate the items dat files - or like class creator add the custom class files into the generic ones. I'll see how that works.

Anyway, that's it for now.
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Re: [CLASS] Lady Knight

Postby cienislaw » Wed Jul 21, 2010 12:55 am

Tuishimi wrote:I am now working on a program that will simply copy entries from one custom class to another, and vice-versa. So I can run, for example, demonologist and lady knight and it will cross-pollinate the items dat files - or like class creator add the custom class files into the generic ones. I'll see how that works.


or you can use my wadrobe_fixer - ive found no errors using it to create entries for extra classes. it will easily work with classes with added armour items, you just have to first generate default armour items from main game and then add classes to items from particular class - one batch file, a couple ini files and it will work.
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Re: [CLASS] Lady Knight

Postby Phanjam » Wed Jul 21, 2010 1:22 am

Tuishimi wrote:Arg. Well have it working again, but this time without using class creator. I simply hand-edited the files... but... getting shoulders on backs, etc.

I am now working on a program that will simply copy entries from one custom class to another, and vice-versa. So I can run, for example, demonologist and lady knight and it will cross-pollinate the items dat files - or like class creator add the custom class files into the generic ones. I'll see how that works.

Anyway, that's it for now.

Sounds ambitious! Best of luck to you!
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Re: [CLASS] Lady Knight

Postby Tuishimi » Wed Jul 21, 2010 8:58 am

Naww... but I am writing it in Euphoria, and it will be command line interface because... that's how I roll (read: I am too lazy to create a windowed interface).
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Re: [CLASS] Lady Knight

Postby Dusho » Wed Jul 21, 2010 9:43 am

This cool class compilation mod viewtopic.php?f=20&t=13803 from Jarcho already contains classes merged and working without problems.
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Re: [CLASS] Lady Knight

Postby Tuishimi » Wed Jul 21, 2010 10:41 am

That DOES sound cool. My only problem is I went to a lot of trouble to create my female demonologist. :D It has all the classes I used to have working together (actually I saved off my mod dir with all of them too, just in case I totally mess it up with what I am doing now).
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Re: [CLASS] Lady Knight

Postby Dusho » Wed Jul 21, 2010 11:00 am

Ah.. so you're working on your own class, then this may help:
I also had to create my own item generator to work with adjusted meshes - this creates new entry in item files for your new class - use check boxes only if you have your own location with meshes or textures

Image
Only .exe (requires .net 3.5)
http://www.dusho.net/_archiv/tl/CustomClassItems.exe (30kB)
.exe together with pack of original items from Class Creator (1000+ items)
http://www.dusho.net/_archiv/tl/CustomClassItemsTL.zip (2 MB)
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Re: [CLASS] Lady Knight

Postby Tuishimi » Wed Jul 21, 2010 11:10 am

Dusho wrote:Ah.. so you're working on your own class, then this may help:
I also had to create my own item generator to work with adjusted meshes - this creates new entry in item files for your new class - use check boxes only if you have your own location with meshes or textures

Image
Only .exe (requires .net 3.5)
http://www.dusho.net/_archiv/tl/CustomClassItems.exe (30kB)
.exe together with pack of original items from Class Creator (1000+ items)
http://www.dusho.net/_archiv/tl/CustomClassItemsTL.zip (2 MB)


I have that, I wasn't 100% sure of how it worked.

So it works like this?:

1. base copy of attributes for (ex.) vanquisher
2. override specific locations of meshes and textures as the attribute copy is being made?

I'll give this a shot BEFORE I finish my own code. So I then have to have that generated "mod" of armors sitting in my mod folder, right? Like Class Creator. BUT... do I need to have it load BEFORE the classes?
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Re: [CLASS] Lady Knight

Postby Tuishimi » Wed Jul 21, 2010 11:15 am

Actually let me rephrase...

So, first field, original items. That's the zip file containing the original armors/etc.

Class to copy is, well that is obvious I think. One of the original three.

New class is the new class. Does this work like class creator to simply add the NEW class items to the original armors/units files? Then you need to place that in each extra class, or does it stand as its own mod folder?
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Re: [CLASS] Lady Knight

Postby Tuishimi » Wed Jul 21, 2010 11:39 am

Ohhh! I see, yes this would be great for creating a new class.

What I was trying to do was manually do what ClassCreator does.

I added one additional class first, demonologist. All works well in Torchlight.

I decided next to try adding LadyKnight. Works! But... getting some armor issue. (I manually edited the UI files to add the two classes). BUT I am getting non-character armor drops (for destroyer, etc.) and they go wiggy when I don them. So for some reason the LadyKnight's items specs are not working for the class.

So I am wondering if it is absolutely necessary to have something like a ClassCreator sitting as the first mod in the game to override all the item descriptions or something?
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Re: [CLASS] Lady Knight

Postby cienislaw » Wed Jul 21, 2010 12:09 pm

best thing is to delete all armour items from all classes you want to use together, then generate all needed things using basic 3 class armour items and then generate all missing wardrobe entries for class specific items (demonic gloves for example or those nice stuff Dusho made for Lady Knight). put this all as a separate mod and it will work. if you have a few entries for the same file first or last (really dont remember and im to lazy to check it now) occurence should take place - this rely on mod load order.
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Re: [CLASS] Lady Knight

Postby Dusho » Wed Jul 21, 2010 2:26 pm

as I mentioned, those checkboxes for override matter. e.g. for lady knight I've adjusted wardrobe textures and also meshes - so I had to change (override) location where to look for textures and meshes for my class. If you don't change textures nor meshes, you can have items pointing to same resources as one of the original classes. That could be the reason why it behaves funky for you. Ou.. and it's like 1000 files (1 file for 1 item -all helms, chest, gloves, boots, shoulders) to change, so changing it manually is like committing suicide, very slowly.
If I remember correctly, here cienislaw had really nice table with all classes and whether they are using custom textures or meshes. That python script he has can generate items for all classes in input file..
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Re: [CLASS] Lady Knight

Postby Tuishimi » Wed Jul 21, 2010 7:34 pm

Yeah, I manually changed all the demonologist files to make him a her. :)

But what I was thinking was something slightly different, but nevermind now anyway. I simply reverted to what I had saved off weeks ago and then re-modified demonologist. Looking good.
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Re: [CLASS] Lady Knight

Postby VenomousRacoonKing » Sun Aug 01, 2010 1:14 am

Once placed in the mods folder, I couldn't get this to work in-game because the character didn't show up in the char select screen. ButI have ferretpet installed so it conflicts with it.

However when i tried to load this through TorchED I experienced the same thing as the other users have. No texture, no animation.

This is simple to solve, in your .animation and .material files you left some lines blank. The code should be continuous, otherwise the engine will stop reading at a blank line
The codes should be as such:

ladyknight.material
Spoiler: show
material helmet
{

technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.640000 0.640000 0.640000 1.000000
specular 0.500000 0.500000 0.500000 1.000000 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
}
}
}
material chest
{

technique
{
pass
{
ambient 0.529412 0.529412 0.529412
diffuse 0.529412 0.529412 0.529412
specular 0 0 0 0
emissive 0.5 0.5 0.5
texture_unit
{
texture body.png
}
}
}
}
material gloves
{
technique
{
pass
{
ambient 0.529412 0.529412 0.529412
diffuse 0.529412 0.529412 0.529412
specular 0 0 0 0
emissive 0.5 0.5 0.5
texture_unit
{
texture body.png
}
}
}
}
material boots
{
technique
{
pass
{
ambient 0.529412 0.529412 0.529412
diffuse 0.529412 0.529412 0.529412
specular 0 0 0 0
emissive 0.5 0.5 0.5
texture_unit
{
texture body.png
}
}
}
}
material face
{
technique
{
pass
{
ambient 0.529412 0.529412 0.529412
diffuse 0.529412 0.529412 0.529412
specular 0 0 0 0
emissive 0.5 0.5 0.5
texture_unit
{
texture body.png
}
}
}
}


ladyknight.animation
Spoiler: show
[ANIMATIONS]
[ANIMATION]
<STRING>FILE:ladyknight.skeleton
[KEY]
<STRING>NAME:SPAWNPARTICLE_STOP_ON_DEATH
<STRING>UNITTHEME:SWORDTRAILTHEME
<FLOAT>FRAME:0
<STRING>LAYOUT:media\particles\bladeoflight\bladeglow.layout
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:Bip01 R Hand
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/BONEOFFSET]
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:attack1.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:11
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:8
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:QUICKSWING
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:attack2.skeleton
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:7
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:10
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:block_end.skeleton
[/ANIMATION]
[ANIMATION]
<STRING>FILE:block_loop.skeleton
[/ANIMATION]
[ANIMATION]
<STRING>FILE:block_start.skeleton
[/ANIMATION]
[ANIMATION]
<STRING>FILE:bow1.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:3
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:WARRIORBOWDRAW
[/KEY]
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:11
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:BOWATTACK
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:corruption.skeleton
[/ANIMATION]
[ANIMATION]
<STRING>FILE:crossbow1.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:11.92291
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:10.94647
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:5.601713
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:PISTOLCOCK
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:die1.skeleton
[/ANIMATION]
[ANIMATION]
<STRING>FILE:die2.skeleton
[/ANIMATION]
[ANIMATION]
<STRING>FILE:doublepistol.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:11
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:fidget.skeleton
[/ANIMATION]
[ANIMATION]
<STRING>FILE:fishing_bite.skeleton
[KEY]
<STRING>NAME:HIDEWEAPONS
<FLOAT>FRAME:0
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:2.226982
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:FISHING_BITESPLASH
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:fishing_cast.skeleton
[KEY]
<STRING>NAME:HIDEWEAPONS
<FLOAT>FRAME:0
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:3.340471
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:FISHING_CAST
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:23
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:FISHING_LURESPLASH
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:fishing_catch.skeleton
[KEY]
<STRING>NAME:HIDEWEAPONS
<FLOAT>FRAME:0
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:10.49249
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:FISHING_BITESPLASH
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:fishing_idle.skeleton
[KEY]
<STRING>NAME:HIDEWEAPONS
<FLOAT>FRAME:0
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:idle.skeleton
[/ANIMATION]
[ANIMATION]
<STRING>FILE:lpistol.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:3
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SPAWNPARTICLE
<FLOAT>FRAME:10
<STRING>LAYOUT:media/particles/weapons/pistolmuzzleflash.layout
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:tag_lefthand
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:0.2
<FLOAT>Z:-0.5
[/BONEOFFSET]
[/KEY]
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:11
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:lslash1.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:11
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:8
<INTEGER>PARTICLECOUNT:2
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:2
[/KEY]
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:7
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:SWORDSWING
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:lslash2.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:10
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:8
<INTEGER>PARTICLECOUNT:2
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:2
[/KEY]
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:7
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:lslash3.skeleton
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:7
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:8
<INTEGER>PARTICLECOUNT:2
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:10
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:2
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:lwand1.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:polearm1.skeleton
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:8
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:9
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:11
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:13
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:polearm2.skeleton
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:8
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:9
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:11
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:13
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:polearm3.skeleton
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:8
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:9
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:11
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:13
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:rifle1.skeleton
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:4
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SPAWNPARTICLE
<FLOAT>FRAME:11
<STRING>LAYOUT:media/particles/weapons/riflemuzzleflash.layout
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:tag_righthand
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:1.2
<FLOAT>Z:0
[/BONEOFFSET]
[/KEY]
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:13
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:rpistol.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:3
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SPAWNPARTICLE
<FLOAT>FRAME:10
<STRING>LAYOUT:media/particles/weapons/pistolmuzzleflash.layout
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:tag_righthand
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:0.2
<FLOAT>Z:-0.5
[/BONEOFFSET]
[/KEY]
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:11
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:rslash1.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:11
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:8
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:7
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:rslash2.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:10
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:8
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:7
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:rslash3.skeleton
[KEY]
<STRING>NAME:ATTACKSOUND
<FLOAT>FRAME:7
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:8
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:10
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:run.skeleton
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:5
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:17
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:rwand1.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:special_dash.skeleton
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:3.1606
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:11.6788
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:7.130621
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:15.88009
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:special_dash_end.skeleton
[KEY]
<STRING>NAME:SHOWWEAPONS
<FLOAT>FRAME:0
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:REMOVEPARTICLES
<FLOAT>FRAME:0
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:tag_lefthand
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/BONEOFFSET]
[/KEY]
[KEY]
<STRING>NAME:REMOVEPARTICLES
<FLOAT>FRAME:0
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:tag_righthand
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/BONEOFFSET]
[/KEY]
[KEY]
<STRING>NAME:REMOVEPARTICLES
<FLOAT>FRAME:0
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:Bip01 Spine1
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/BONEOFFSET]
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:special_dash_start.skeleton
[KEY]
<STRING>NAME:HIDEWEAPONS
<FLOAT>FRAME:10.17559
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SPAWNPARTICLE_STOP_ON_DEATH
<FLOAT>FRAME:10.0985
<STRING>LAYOUT:media\particles\playerskills\vanquisherknife.layout
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:tag_righthand
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/BONEOFFSET]
[/KEY]
[KEY]
<STRING>NAME:SPAWNPARTICLE_STOP_ON_DEATH
<FLOAT>FRAME:10.14989
<STRING>LAYOUT:media\particles\playerskills\vanquisherknife.layout
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:tag_lefthand
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/BONEOFFSET]
[/KEY]
[KEY]
<STRING>NAME:SPAWNPARTICLE_STOP_ON_DEATH
<FLOAT>FRAME:10.1242
<STRING>LAYOUT:media\particles\playerskills\hamstring\hamstring.layout
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:tag_righthand
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/BONEOFFSET]
[/KEY]
[KEY]
<STRING>NAME:SPAWNPARTICLE_STOP_ON_DEATH
<FLOAT>FRAME:10.14989
<STRING>LAYOUT:media\particles\playerskills\hamstring\hamstring.layout
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:tag_lefthand
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/BONEOFFSET]
[/KEY]
[KEY]
<STRING>NAME:SPAWNPARTICLE_STOP_ON_DEATH
<FLOAT>FRAME:10.20128
<STRING>LAYOUT:media\particles\playerskills\hamstring\trail.layout
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:Bip01 Spine1
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/BONEOFFSET]
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:7.862955
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:HAMSTRINGSTART
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:special_gen_aoe.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONS
<FLOAT>FRAME:1
<INTEGER>PARTICLECOUNT:2
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONS
<FLOAT>FRAME:23
<INTEGER>PARTICLECOUNT:2
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:special_gen_buff.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:special_gen_cast.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:special_gen_throw.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:12
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:special_needles.skeleton
[KEY]
<STRING>NAME:HIDEWEAPONS
<FLOAT>FRAME:1
<INTEGER>PARTICLECOUNT:2
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:10
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONS
<FLOAT>FRAME:23
<INTEGER>PARTICLECOUNT:2
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:special_stab.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:19.52891
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SPAWNPARTICLE_STOP_ON_DEATH
<FLOAT>FRAME:13.94004
<STRING>LAYOUT:media\particles\playerskills\vanquisherknife.layout
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:tag_lefthand
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/BONEOFFSET]
[/KEY]
[KEY]
<STRING>NAME:SPAWNPARTICLE_STOP_ON_DEATH
<FLOAT>FRAME:13.94004
<STRING>LAYOUT:media\particles\playerskills\vanquisherknife.layout
<INTEGER>PARTICLECOUNT:1
<STRING>BONE:tag_righthand
[BONEOFFSET]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/BONEOFFSET]
[/KEY]
[KEY]
<STRING>NAME:REMOVEANIMATIONPARTICLES
<FLOAT>FRAME:30
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:18.62955
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:TWOHANDTHRUST
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:17.78481
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:VANQUISHEREFFORT
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONS
<FLOAT>FRAME:5.203426
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONS
<FLOAT>FRAME:30
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:19.78587
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:CLEAVE
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:special_sweep.skeleton
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:12.52677
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONS
<FLOAT>FRAME:3.211991
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONS
<FLOAT>FRAME:29.61456
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
[/ANIMATIONS]


However I think this mod is cool and deserves some feedback.

I think the intro should be corrected a little to sound better constructed. I have made my corrections as follows:

Spoiler: show
Ember is power, power that can corrupt even the minds of the Holy Ones, the Priests of the Church. Seeking their truth, their minds became obsessed and blinded by power: Ember.\nHaving alchemists, thieves and mercenaries doing their dirty work, they gathered Ember and used it to control people's minds. They enslaved villages and towns and burned the resisting ones.\nOnly a few could oppose them: the Knights. Once the servants of the Church, now they stood against the clergy they swore to defend.\nBut what can stand against such a force? The church was unstoppable.\nAfter defeat, the once proud and honored legion of noble knights was forced into exile. Hunted by the clergy itself, the knights scattered around the country in refuge.\nWhile wandering, they kept their teachings, helped the poor and fought the injustice.\nNow evil is growing nearby and Torchlight is a place to be...\n\nLet the light burn corrupted souls and protect the righteous ones.


As far as the skills go, I would modify a few things:
Spoiler: show
- the auras seem to have no time limit. There should be one, since there is no way to stop the skill at will
- the images used for the auras look washed out, I think you should make the particle as an additive alpha or something like that, so it looks like light, and not like a rotating image. Also the rotation for the image i think is too slow. Makes it look dull overall. But as far as the initial particle animation and camera shake goes for the aura skills, it's very good.
-I really can't get myself to like the 'throw sword' and 'sword barrier' skills. I guess this is a matter of taste. I think it doesn't look cool.
- for the burst skill, the initial vertical flame effect starts too late. I think you could either tweak this or just remove it altogether because even without it, the skill looks very good.

I really dig the look of the judgment and charge skills.
Torched Templates:
Map Merchant ; Random Talking NPC ;
Rashnu's Tear Dungeon @ viewtopic.php?f=20&t=14861
@ http://vrkmods.viviti.com/
User avatar
VenomousRacoonKing
 
Posts: 172
Joined: Sun Jan 03, 2010 5:01 am
Location: Southern Europe

Re: [CLASS] Lady Knight

Postby Jarcho » Sun Aug 01, 2010 2:09 am

Blank spaces are irrelevant considering the game doesn't read the .animation files. It only reads .adm and .cmp files, which while being encoded, skip over any blank space in the .animation file as if they weren't there (blank spaces being; extra spaces, tabs and returns). Same does for .dat files and .layout (non-CEGUI) files.

For the .material files, it relies on both the '{' and '}' characters to determine how to read it and completely ignores blank spaces. For the CEGUI layouts it uses xml tags like <window> and </window> to determine what it does, and completely ignores blank spaces.
Last edited by Jarcho on Sun Aug 01, 2010 2:19 am, edited 1 time in total.
User avatar
Jarcho
 
Posts: 247
Joined: Thu Apr 29, 2010 10:58 pm
Location: Ontario, Canada

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