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Showing content with the highest reputation on 06/08/23 in all areas

  1. This is a project I started a week ago, including two maps and a bunch of models and textures. For the most part, the ground textures were made for another project a year or two ago, and all of the buildings and custom retextured models are things I made over the last several days. This is a remake/replacement for juperos_01 and juperos_02. I kept the idea of an ancient, high-tech civilization and used the Juperos/Schwarzvalt symbol in a few of the textures, but otherwise I did not intend to recreate the original maps accurately. I think they are kind of a pain in the ass to walk around in. The maps have a few exits that do not lead anywhere right now. I intend to make a replacement for the other parts of Juperos sometime in the new year, so you can consider this post "Part 1." I hope you like it. Please reply if you'd like to see more map showcases in the future. jup_fild01 jup_fild02
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  2. View File PVP on MVP Maps When a MVP Spawns PVP is enabled, When this MVP dies PVP is disabled. New Mapflag MF_MAPMVP - Disable going to savepoint once you die 2 times in a PVP map. Submitter cook1e Submitted 06/20/2022 Category Source Modifications Video Content Author cook1e  
    1 point
  3. It depends. First of. How many int your bragi requires for it to use its full potential? To save time and replies. Here's what i did on my Poem of Bragi. case BA_POEMBRAGI: val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction //For some reason at level 10 the base delay reduction is 50%. val2 = (skill_lv < 10 ? 3 * skill_lv : 100) + status->int_; // After-cast delay reduction need 100 INT [Gidz] I made it like that so my Bard/Clown only needs to put 100 int to use POB's full potential.
    1 point
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