Jump to content

Saiyajinzoningen

Members
  • Posts

    1523
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Saiyajinzoningen

  1. i also tried adjusting the ninja runs however its a little more complex due to positioning of the animations. For example Ninja run backwards imo looks way better than ninja run forward but when i switch em up i get all kinds of weird hijinks Also [storm_kick] is listed as itself and oddly enough i can make other powers use the storm kick animation using that file but i cant change the original storm kick to something else.
  2. UPDATE: These changes are only visible from the players side however all other players/npc's that use the powers that you have adjusted will appear to have the changes as well.
  3. Wow this is great finally someone who understands. Its totally unfair that KB and the end drain on elec are RNG based. None of the other secondary effects of powers are rng. Fire burn dot reliably, rad reduces defense reliably, darkness does its -tohitdebuff reliably, sonic does negative to resist reliably, cold slows reliably, psychic slows recharge reliably, Beam rifle secondary was recently made MORE reliable so it is possible to increase the chances of KB and End drain effects to being more reliable. I have no idea how this could be accomplished perhaps a new accolade or incarnate? heres an Example: 1 get knocked does 1000 times = badge > Accolade "Smackdown" = All smashing attacks now have an additional 30% chance to do 0.67 Knockback to target. 1 knock down foes 1000 times = badge This will boost up those attacks that already have a KB modifier and most of those attacks are smashing attacks. Non smashing attacks are not affected and smashing attacks without a knockback modifier will rarely knockback AND when they do it will be knockdown not knockback. the same formula can be used for electric and electric drain powers.
  4. Sure the path for me is C:\ City of heroes \ Data \ Player_Library \ Animations \ Male The city of heroes folder is where the game is installed You can see the 5 animations i've changed. Here's an example: The [Fly.anim] file is really [flyforward_alt4.anim] This changes my default non combat fly into flypose#4 Ideally i'd also like to change [storm_kick] into [gut_punch] but the changes wont take. If you figure out the trick plz let me know.
  5. UPDATE: modified [Combat fly] to [Fly_forward_pose_2] also located Air superiority animation names [2Hsmash] modified [dragons_tail] successfully
  6. @Eidolor just has a brilliant idea ignore all non-shield animation. they had to redo all the animations for shield so whatever u r looking for is bound to be in there AND because you are on a non shield bearing toon with will still animate just without the shield. This reduces the folder by over 50% good luck!
  7. yeah well as far as i can tell, this thread is all we got lol
  8. i dunno i think confuse should be voluntary as enemies defeated by other enemies give no XP. how about -5% resists instead?
  9. i ran across the them while hunting for animations i believe the path is stage1f > texture_library > V_Mastermind_Pets > sorry cant help more still trying to find that air superiority move
  10. this isnt tough to do, but these changes are client side only, so only the player can see the changes.
  11. if u find/see the air superiority move let me know. many sets use the attack air superiority > flight power pool bone smasher > energy melee radioactive smash > radiation melee haymaker > super strength possibly more, i dunno why such a recycled animation is proving so difficult to find
  12. What i always enjoyed about elec was the fact the shot fired instantly hit the enemy. Unlike other blaster sets where the fired takes time to travel to the enemy. This always made elec feel like a very fast set. You can slot for the elec drain, and while it doesn't up your chances of it happening it does boost the amount i dunno how much of a power creep this would be. also iirc the thunderous blast has a significant advantage over the other sets due to it being a ranged nuke. Since so few people actually slot the powers for endurance drain maybe make the enhancements also up its proc chance as well to make slotting more thoughtful.
  13. ok finally found it [dragons tail] is [short_sweepkick] changed it to [brawling_spinning_strike_hit] cast time isnt the same but i cant seem to locate the air superiority move instead. change is successful. I think i saw the crosspunch animation it was listed as either haymaker, superpunch or heavyblow. Cant remember which one.
  14. it isnt, right now i'm going through animation by animation, my eyes are burning!
  15. ok so ive adjusted hover while moving forward hover while moving forward in combat and fly while moving forward id like to change [dragons tail] to be [haymaker[ but dragons tail doesnt seem to be listes. [dragons tail] is a sweep and ive tried them all.
  16. well at least i got hover sorted ideally id like to personally all the animations on my main but its looking bleak
  17. sfx? so if we change the sfx to match the changed animtions it should work? i tried changing Dragons tail = Haymaker both share the same cast time but it didnt work neither normal nor the air version
  18. i havent tried to modify an attack yet just hover (which is a pool power) so lemme try an attack and see what happens yeah having trouble changing attack animations, dunno why though
  19. hey are you looking for something specific maybe i can help find it?
  20. i hope u have checked cast times before altering animations or is gonna look weird as heck
  21. ok as a test i switched hover_forward.anim with air_Stance_Villainous02.anim and it worked i float forward like a total BAMF!
  22. shadow kick? i didnt even know there was a power named that in game lol sounds cool as hell though
  23. anyone located any of the animations from the martial combat set for blaster? they are different from the martial arts animations but im not seeing a section at all in stage1a
×
×
  • Create New...