Code:
6730 3034 850F 0000 0000 0000 0000 0000 6901 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 803F 0000 803F 0000 803F 0000 803F 0000 803F 0000 803F 0000 803F 0000 803F 80C1 B601 0000 0000 0000 0000 0000 0000 0000 0000 0000 0100 0010 0000 10C0 9C01 9000 0000 A000 0000 B001 0000 E001 0000 1102 0000 FF03 0000 0001 0000 0000 0000 010C 0000 0100 8000 0000 0000 6769 3832 0000 0100 3E63 40BD 0AD7 50BE 0AD7 603D 4C0E 3200 1400 0000 0000 0000 0000 0000 02E4 0100 0000 0000 BBBB 3000 0000 303B 03E4 0100 0000 0000 0000 0000 0000 0000 0604 0000 0000 0000 0000 0000 0000 0000 41E2 0100 6F12 033B 3D61 0100 3E63 0100 0AD7 A33C 0AD7 A33C 0904 0000 0000 0000 0000 0000 0000 0000 0BE4 0000 0000 0000 0000 0000 0000 0000 0CE4 0000 0000 0000 0000 0000 20F9 0E3C 0A04 0000 0000 0000 0000 0000 560E 4940 0F04 0000 CECC 00B0 CECC 00B0 0000 00B0 1102 0000 CCCC 4C3D 1264 0000 16B7 5139 16B7 5139 0000 0000 1E02 0000 4400 0000 1602 0000 3030 3000 2D04 0000 0000 0000 6B30 3031 0000 0000 1D02 0000 0000 0000 0001 0000 0000 0000 0E01 0000 02E1 0100 2964 0100 20F9 8E3D 20F9 8E3D 0000 0000 05E1 0000 0861 0000 0D01 0000 1B01 0000 0001 0000 0000 0000 0001 0000 0000 0000 0000 0000 0000 0000
Size of Block (Goes for all Blocks in dat, first ## determine if block size is odd number (depending on TYPE of block numbers will vary. Look at an odd and an even, those are the 2 numbers you will need for this byte. If main schedules it is 87=odd 07=even) and second ## determine block size to the closest even number (will amount to 1/2 of total block size) (if number is odd it will be 1 under) In this effect block above, it states the block size is 0F, which = 15, if you count the lines of Hex there are 30, thus 30/2 = 15 = 0F. If this is not correct (if you add/delete a line without changing this) game will crash.
Weight - Designated by SE via skeleton dats.
Not entirely sure, however I seem to remember while working on Elemental Staves+2 this number being 4004 meant the effect would be scaled according to race/size
This seems to be the rate at which the effect is repeated 00 being the fastest and increasing slowed the speed
Auto Start/Repeat 10 on 00 off (for official set 10 call kill&init schedule)
Follow/Relative - FF03=follow 100%, err dont remember what other is but hate it. SET FF03 BEFORE EDITING POSITION OR POSITIONS WONT BE FINAL
Name of Effects texture/model data (4 letters, do a search to find the corresponding texture and model which have blocks with the same name)
Position - XYZ (0000 directly after followed by mystery #### then actual positioning. Actual positioning bytes are First## = fine tune position 00-FF, Second## = General position (changes position largely) Positive goes from BB-BF, Negative 3B-3F. In this example #### 40BD #### 50BE #### 603D are the only ones I edit.
Emitter Information - New to this (Just found today) Follows same structure of actual position bytes. As for each line I am not sure, however while making cigar smoke I found the top line 02E4 controlled the direction/speed of the smoke being emitted (XYZ, higher= faster&further)
Will revisit.
Rotation - XYZ again same structure in random order
Scale - XYZ same, random, however for emitter effects this will simply change the size of particle/polygons being emitted not the size/distance of emitted effect
Color/transparency (depending on what the effect is using) follows the structure 0000 #### ##00 where # = Color value in HEX (color wheel in image editor)
Name of Effect Modifier block (More ofthen than not there are more than 1 of these. 4 letters, do search to find small usually 3 or 4 line block in Effect Block section of dat)
--Unknown Values (Edit later?) for THIS effect (emit smoke (Galka firebreathing npc))--
4C0E
0BE4
0CE4
0A04
1102 - (Unsure if takes up 1/2 line, 1 line, 1.5 lines?)
1E02
2D04
Others not listed are uncharted territory which editing tends to cause the game to crash, good chance those are very specific values that need to be entered as opposed to a range/slider. Would require finding other effects with similar #### blocks.
No comments:
Post a Comment