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Showing content with the highest reputation on 08/14/21 in all areas

  1. View File Ep 17.1 Monsters Here are the new mobs of episode 17.1 Illusion, 17 new monsters from Kro. I put it so that it does not know or can not download it, since the data.grf usually gives problems when it reaches more than 2gb. Enjoy. Credits to Gravity. Submitter smiths12 Submitted 07/21/2018 Category Monster Sprites Video Content Author Gravity  
    1 point
  2. Version 1.0.0

    561 downloads

    Here are the new mobs of episode 17.1 Illusion, 17 new monsters from Kro. I put it so that it does not know or can not download it, since the data.grf usually gives problems when it reaches more than 2gb. Enjoy. Credits to Gravity.
    Free
    1 point
  3. Version 1.0.0

    443 downloads

    Hello everyone, i show you the monster ''Raver Skeleton'' it's a skeleton human from Trickster Online, u can use at instances, quests, etc. IMPORTANT: it has sound effects for attacking and dying. please put the data folder in your ragnarok. -Don't steal credits, give credits to me, that I cost my effort to do them. -Do Not edit my work without my permission, It includes recolors.
    Free
    1 point
  4. O ACT Editor, there's a little feature on the right that is meant for adding sounds on a specific frame. All you need to do is to add your own (that must be also patched on your wav/ folder on your GRF or data folder). Click on the list and then on add new... A pop-up will show asking for the WAV name, I like to add it with the file extension, just to be sure it will get the correct file: After that, go on all frames (yes, it must be on the specific frame) you want to add the sound and select it on the list we previously discussed about. Patch your sounds to your GRF/Data and test it InGame. HINTS: • Usually, the best way to make a sound fits with the animation is setting it to play on the frame prior the action, as an example, a footstep will sync better if it's set to play one frame prior to the foot reaches the ground. • Sounds set on the first frames usually will not be played, go on the second or third frame of the animation to be sure. • You can play multiple sounds on consecutive frames to mix their effects. That's all, folks!!
    1 point
  5. I don't really wanna go all in-depth but yeah I'm pretty sure you can... Because I've done it before... copyarray .some_array[0], getvariableofnpc( .array_name[0], "NPC_A" ), 8; If you want to have a more dynamic way to get the length just have the previous npc set that prior and call the length before the copyarray... Also another really interesting way to do this seamlessly is to make NPC_B a duplicate of NPC_A remember duplicated npcs share NPC variables and thus arrays too. Similarly but somewhat off-topic... You can also send arrays to functions by just passing the variable as a parameter. copyarray .@some_array[0], getelementofarray( getarg(0), 0 ), getarraysize( getarg(0) ); It looks kinda funny but works!
    1 point
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