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Author Topic: [Release] R1 Windmill indicators  (Read 1895 times)

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Offline Noonehere

[Release] R1 Windmill indicators
« on: February 17, 2018, 12:01:46 am »
These used to be floating around here before their threads got archived.

These are various pmg replacement mods to show the range of r1 windmill.
They're also very old mods and I'm not sure why some won't work.

All of their instructions are in the zip
Its best to replace these with with App_WearType="1" headgears.
Such as headbands/hairbands.
Male mesh: "male_formal_h06"
Female mesh: "female_formal_h06"
Giant Male mesh: "giant_male_formal_h06"
Giant Female mesh: "giant_female_formal_h06"
Located in: "data/gfx/char/<race of your choice (but for elf its human)>/<gender of your choice>/helmet/"

For other rank windmills, just change the radius effect in the data/gfx/fx/effect/ file that the mod comes with.
More info in their sections.

Candle Effect
From what I tested, this works well.
To change the radius, change the 500 to something else
----------------Download here-------------

Spellwalk effect
This didn't work at first but it showed up later.....??
To change the radius, change the 2600 to something else
No picture preview
----------------Download here-------------

Bandit detection effect
This didn't work at first but it showed up later again...
This does not require an effect addition. Just the pmg is needed.
The effect also came from a bandit detection mod from somewhere here.
You cannot change the radius of this mod without PMG Editor.
No picture preview
----------------Download here-------------

Black Ring effect
This doesn't work anymore!? For me?
Its supposed to be the black Moon Gate floor effect.
To change the radius, change each 500 into another number (if it works)
No picture preview
----------------Download here-------------


Troubleshooting
Putting on the mod should remove a part of your hair, put a shiny sparkle in the center of your body, and show the radius.
If you can't see the radius, the radius effect is not working.
In the case of the Spellwalk effect and the Bandit Detection effect, those never appeared for me until I was in Mabi for some time.
The candle effect appeared immediately.
Make sure the effect file that came with the mod is in your Mabi data folder.
▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄
/o/ r200 \o\
body -> chest -> leg1l -> leg1r -> leg2l -> leg2r -> head -> claviclel -> clavicler -> footl -> footr -> arm1l -> arm1r -> arm2l -> arm2r -> handl -> handr
Releases:
Vertical Bow Range Shot [.ani]
Everything I make is here
Flying Star Staff [.pmg]
Weapon Animation Translator Guide
Custom Animation on Clothing Guide
PMG Editor Guide

Offline rokku54

Re: [Release] R1 Windmill indicators
« Reply #1 on: February 17, 2018, 07:32:43 pm »
Marvelous. :-*
Is it possible with Act 6: Crisis ?

Offline Noonehere

Re: [Release] R1 Windmill indicators
« Reply #2 on: February 17, 2018, 11:34:19 pm »
Crisis radius is from the puppet. Since this mod only shows the radius around you, it won't really work unless the puppet is right on your position.
You could also put the effect on the puppet but these effects are customized for players. You'll just have to do a lot of editing.
▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄
/o/ r200 \o\
body -> chest -> leg1l -> leg1r -> leg2l -> leg2r -> head -> claviclel -> clavicler -> footl -> footr -> arm1l -> arm1r -> arm2l -> arm2r -> handl -> handr
Releases:
Vertical Bow Range Shot [.ani]
Everything I make is here
Flying Star Staff [.pmg]
Weapon Animation Translator Guide
Custom Animation on Clothing Guide
PMG Editor Guide

Offline gamesfreaks

Re: [Release] R1 Windmill indicators
« Reply #3 on: July 09, 2018, 03:01:24 pm »
Is this possible for every skill?

For example Range has a Straight arrow toward the farthest reach you can actually hit.
Fire bolt range with similar mechanic with a straight arrow going toward it.
Kind of similar to Puppets Dashing skill where they run straight in a line or is it not possible to do so?

Offline Lost

Re: [Release] R1 Windmill indicators
« Reply #4 on: July 10, 2018, 02:04:26 am »
pretty easy to do with a lmb+ctrl lol

All sass aside what would be the benefit of making the client even laggier than it already is by adding more for it to load than is useful? Windmill can be useful and the similar lrod mod too because there's nothing to strictly indicate range with these things. But with something like firebolt and range what would you be gaining?

Draconis.Pendragon

  • Guest
Re: [Release] R1 Windmill indicators
« Reply #5 on: July 10, 2018, 09:09:35 am »
Is this possible for every skill?

For example Range has a Straight arrow toward the farthest reach you can actually hit.
Fire bolt range with similar mechanic with a straight arrow going toward it.
Kind of similar to Puppets Dashing skill where they run straight in a line or is it not possible to do so?
Possible? Maybe.  Practical in a lot of situations?  Probably not. 

pretty easy to do with a lmb+ctrl lol

All sass aside what would be the benefit of making the client even laggier than it already is by adding more for it to load than is useful? Windmill can be useful and the similar lrod mod too because there's nothing to strictly indicate range with these things. But with something like firebolt and range what would you be gaining?
So I'm in agreement with Lost on this on the basis of digging into the xml files and what I've seen. 

That aside, to OP.  Some files to take a look at if you wish to poke around.  Judgement Blade Range Indicator, and Lightning Rod Range Indicator.  Compare these to Candlemill (er Windmill) and you may get some idea.  Also look into the skill xmls.