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Showing content with the highest reputation on 03/05/18 in Posts

  1. Origin: So my inspiration for this script is taken from "Aura Kingdom". If you've played that, you'll know. lol And.. This is a small piece of my Servers Storyline so, my full gratitude goes to Sir Sehrentos for this! Mechanics: Triggers automatically. It will announce the name of the Monster to be spawned and what map it should spawn. You need a party to be able to kill it. Once killed, a Treasure Box will spawn but only the Party Leader can open the Treasure Box and Distribute the Rewards on Randomly to every Party Members. The Treasure Box reward has 4 tiers to choose from and it chooses Random List of Rewards everytime it is opened. Once all the reward has been distributed, you'll need to wait again for the next World Boss Spawn. You Can: Set on what time the World Boss you want to spawn automatically. Set any mobs you want to be the World Boss just replace the Mob IDs with your Custom ones. Set on what map you want the World Boss to spawn. (orignally set to random map) Set the Item Rewards from the Treasure Box. Credits: Basically, this was my idea, but Sir Sehrentos has given all his efforts on helping me with this script, so He deserves all the credit. Main Script: [World Boss] https://pastebin.com/x1SGnE3e Anti Abuse: Cause CHAMPS has the tendency to lure the World Boss near the healer and just Heal + Asura then they can solo the World Boss which is againt's the original purpose. Healer NPC is deactivated when World Boss is active in a particular map. https://pastebin.com/CfL3tCb4 Healer NPC Credit goes to Master Euphy! NOTE: If you have any suggestions for improvement, kindly comment it down.
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  2. Preview: [media=] [/media]This is my old script and I just do a little update. Equip pickaxe and helmet, hit the stone and see did any mineral drop. * Download : Your pickaxe (item_db.txt) : http://pastebin.com/y40BYB82 Script : Minner.txt
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  4. Holy shit a new post and not something from 2011 that got bumped because someone wanted to say 'nice.' This is pretty nice. There are a couple areas I particularly like, like this plaza where you made a curved fence around the grassy area. In general, I think adding curves and more 'natural' shapes rather than making everything a straight line or rectangle is a good way to make any map look a lot better. The garden area near the middle with the ascending path is also nice- Though it could maybe look a little more dense/overgrown if you added some bushes or flowers to cover up the bottom of those walls. The retextured Brasilis houses are also very nice. I've got a few suggestions- I know you said you're probably done with this map, but this advice could apply to new ones, too. I'm not sure if you work in Brow 1.0 or 2.0, but I only work in 1.0, so I'll use that version's terms. Lighting: The further north/east you go on the map, the more stretched out the shadows look. I would suggest moving your 'sun' light (whichever one casts those shadows) a little bit closer towards the center of the map, and a little bit higher off the ground. The 'rule of thumb' I use on my own maps is I keep moving the light up until I see the bottom of its vertical yellow line go above the ground. Also, what smoothing factor are you using? Maybe it's just me, but a lot of those shadows look very blurry. I generally use a smoothing factor of 1 and leave it at that- I think it's a good medium between crisp/pixely shadows and very blurry ones. Models: A few models look out of place, and I think the map would look more cohesive if you recolored a few other objects to match their surroundings more. The brown building with the archway in this screenshot looks a bit out of place- Making the sides of it a lighter color, and perhaps adding some saturation to the roof would make it fit in better. Those tall rock formations from Louyang off the shore could also be retextured to match the grass/cliff textures you're using. I know that model is a bitch to retexture (I've done it more than once), but it's also a good model to have in many different textures. That shit is like easy mode for detailed cliffs, my dude.The other model that stands out a lot are the bridges, for obvious reasons. Textures: There's a lot of open space on the map, which isn't a bad thing by itself, but I think adding some variation to the ground would make a lot of areas look better. For example: The diamond/square shape at the center of the map above the garden is fairly simple in shape- You could play around with square/diagonal borders between the two ground textures to create a more interesting pattern. Some town maps ingame do this, like with some of the streets in Lighthalzen. Examples here and over here. Buildings/decorations can be made to look like they fit into the world better if you give them special textures underneath, as well: As an example, this blue building is just sort of hovering on top of the pattern beneath it. Keep an eye out for texture errors in small places too. You also use a lot of different ground textures without consistency- In some parts of town, you use the rectangular cobblestone texture as the surrounding/'sidewalk' texture and the circle-pattern cobblestone texture as the 'street'/plaza ground, and then in other parts of town, you reverse the two. I also think the texture you use for the arena near the top of the map is too big- Sometimes you can get away with stretching a texture that large, but you already used those cobblestones for the town streets, so it doesn't really say "combat zone people fight ontop of this" to me. I apologize for writing you a novella in this reply.
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  5. Amazing as always Olrox! The map is now more vibrant compared to the first AudacityRO map version. So glad the map sketch is still awesome. I have a few suggestions, will drop by on skype shortly. I'm guessing the map bugs were fixed too. Just in time for season 3!
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  6. Oh wow! a remake of the Audacity map.
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  8. I fixed the error, the problem was in cp_itemshop, for some reason in the instalation try to reinstall the same table trying to add the "use_existing". I manually removed the field and the problem has fixed.
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