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Jigglypuff

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Everything posted by Jigglypuff

  1. Aesthetic is ok, seems very versatile and customizable (wondering if responsiveness for mobile devices is available). Personally, I would make the inventory section a list like; a single char can carry from 100 to up to 200 items, so it could result a bit stressful with such large graphics (priority is given to the item img, list gives priority to names/IDs). As for storages, if it is thinked in the same way. Search module could also help. Equipment section could be improved. Something like the alt+q user interface, available in game, including some "expansion" (mouse over descriptions with details - enchants, ie - similarly to divine pride), would be nice. Actually, the whole game can be emulated in browser, pretty sure it could be done in your CP for the equipment window and be customised for your goal. Aside from fancy things, being a whole new CP (it is completely new or a flux refresh/update?), I would test massively security and privacy. Really like the content, release updates anytime you have. Following the topic.
  2. Thank you so much for it!
  3. Hello. I wanna add a graphic timer to a .str file (4th WH Traps) to determine the progression/incoming end of the skill effect, just like the old "Pneuma with timer" mod. I've found all the official files set in data.grf. Made custom numbers for texture (custom Pneuma numbers in .bmp format have been used as base). Modified the .str file: frames have been added to 1199 (duration is 20 seconds, 60 frames per second). I started adding the textures from the end of the animation, counting backwards. Yet, the numbers aren't appearing, even if added like in the custom Pneuma file. Some offset has been set (-200). Opacity reduced to 100% solid color. Later tested also adding random number texture at the begin for testing purpose: still not working. The grf priority is set properly (I'm seeing some other mods, like giant MvPs, that's not included on my "official" server's grf). The mod has been applied to _bottom and _cast folders (didn't tested the other two: because one is for explosion animations, one is for on hit effects). The operations have been executed on MS Paint, Tokei GRF Editor and Tokei STR Editor. Any help would be more than welcome. In case of updates or solution, I will edit this post with it. Thanks in advance. EDIT - SOLVED : I forgot to interpolate the animation resulting in no effect shown in game.
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