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Remove DMG numbers or speed up multihit.


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Posted (edited)

Hello i wonder if it's possible to do witht just GRF edit? I want to either completely remove damage animation to make mobs die instatnly by being oneshooted by multihit abilities like Adoramus or speed up damage animation. Because if you oneshoot mob with Adoramus you need to wait while entire animation of damage ~2s will finish before mob will transition in to "death" animation from "taking damage" animation even tho it's already dead 2 sec ago.

Edited by Keetsune

6 answers to this question

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Posted (edited)

A "dirty" solution is make Adoramus have only a single hit but with the damage of all hits combined into this single hit.

Only skill_db edit is required to do this.

Edited by sfj209jfo-p
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Posted
4 hours ago, sfj209jfo-p said:

Only skill_db edit is required to do this.

But it's server side solution isn't it? I wonder if it can be done on client side. So far only solution i've end up with is to cut "dmg" animation packet from server.

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Posted
3 hours ago, Keetsune said:

That's not true since mob drop loots imedeately on first hit of an ability.

if the server says the skill has 10 hits, but you skip animation in your GRF, you still have the monster being hit while in your GRF nothing is happening.

if the monster already drop the loot on the first hit, you wouldn't need to edit.

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Posted
1 hour ago, sfj209jfo-p said:

if the monster already drop the loot on the first hit, you wouldn't need to edit.

It locks monster in "dmg receiving animation" which makes imposible to interract with 3x3 squares around already dead mob untill animatin is over. I've solved that issue by removing both "dmg receiving" and "death" animations, not an elegan solutin, but works for me. The other solution was to inject dll and hijack packet that responsible to force client execute damage animation. But maybe i missing something and there is other way to do that with just GRF edit, that's why i asking.

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