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MI53RE

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  1. As I said in my previous topic with Gepard but yes I did look at it already This is because player sprites consist of two parts: head with hairstyle and everything below head. I don't know how to change it, you should ask in a separate question how to turn a player sprite into NPC sprite. /// setnpcdisplay("<npc name>", "<new display name>", <new class id>, <new size>, <new headgear id>, <new hair id>) -> <int> That's exactly what I meant. It's rather complex change that would require changes in script.c, status.c, and clif.c at least.
  2. Hello, So here is my question: "How to turn a player sprite into NPC sprite?" This question, in fact, is a following of my previous topic http://rathena.org/board/topic/58985-done-moving-npc/ which would explain better the interest of having npc with player skill, BUT not also. The fact is that I have been able to make npc look like player by using bio lab monster sprite but it takes quite a lot of time to create 1 npc sprite, futhermore you have to edit the Lua files in the client to make it working proprely so everybody can see it so everytime that you want a new look npc you'll have to work on both server and client side... what a waste of time isn't it? basicaly I would like to understand why you can have a monster with player skin (which include cart, mount etc...) a npc with monster skin (like I do for now) BUT that npc cannot use it T_T is it possible to copy/past this (from mob.c): //Player sprites if(pcdb_checkid(k) && columns==12) { mob_db_data[class_]->vd.sex=atoi(str[2]); mob_db_data[class_]->vd.hair_style=atoi(str[3]); mob_db_data[class_]->vd.hair_color=atoi(str[4]); mob_db_data[class_]->vd.weapon=atoi(str[5]); mob_db_data[class_]->vd.shield=atoi(str[6]); mob_db_data[class_]->vd.head_top=atoi(str[7]); mob_db_data[class_]->vd.head_mid=atoi(str[8]); mob_db_data[class_]->vd.head_bottom=atoi(str[9]); mob_db_data[class_]->option=atoi(str[10])&~(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE); mob_db_data[class_]->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris } to a specific place so npc could use it as well? sorry if that a very dumb' question (but you never know if you on't try right? ) thank you in advance!
  3. MI53RE

    Moving npc

    I might follow your advice the. For now I edited Bio Lab mvp sprite since they use player sprite and that the head is directly in the sme folder but it is annoying since you cannot change palette as easily that directly using player sprite info... anyway problem solved for now Thank for everything I'll create a new topic later about npc with player sprite
  4. MI53RE

    Moving npc

    thank you for helping me so much =) I did try put the class sprite into the npc (and renamed them) but I dont get why, when I connect my character, I got a headless slipping npc at first. Then, when I move around and that the npc come on my sight BY ITSELF (very important information I think)it look like a normal moving character (with head on the right place this time)? And now I do effectively need to press shift to make them clickable ^^' by the way: why I don't have any problem with current mob sprite whose are not into my sprite\npc\ folder? I do talk about the mob from bio lab lv4 that look like ghost player :/ also your were talking about editing npc related source files could you tell me more about it please? =) thank you =) [EDIT:] were you talking about editing script.c ? actually I don't uderstand this line :/ I did try to understand setnpcdisplay and strnpcinfo but it result that I'm more confused ^^'. On your example 4011 is Job_id? (whitesmith) or the mob_id that is used? __CODEBOX_0__ when you were talking about extend did that mean somth like that: /// setnpcdisplay("<npc name>", "<new display name>", <new class id>, <new size>, <new headgear id>, <new hair id>) -> <int> thank you again Gepard =) A little bump because even after trying by myself I still not understand the last part of my previous message^^'
  5. MI53RE

    Moving npc

    Hello guys =) so I attempted to use the startnpctimer and stopnpctimer but my problem still that if the npc effectively stop but does not walk anymore even after closing properly the "close" button :/ so I did try with the goto command but doesn't work etheir so here is the code (i did add random movement to make it more realistic , also add a second npc for performance evaluation(doesn't seem to have issues with that for now ) //===== eAthena Script ======================================= //= Test walking NPC //===== By: ================================================== //= MI53RE //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= rathena 15542 (+?) //===== Description: ========================================= //= a walking npc //===== Additional Comments: ================================= //= 1.O First Release //= 1.1 Moving and talking in animated sprite //= 1.2 Random walk, two npc active //============================================================ prontera,160,187,3 script Alicia 1660,{ stopnpctimer; mes "[Alicia]"; mes "HI "+strcharinfo(0)+" !"; close; goto OnInit; end; OnInit: startnpctimer; npcspeed 200; end; OnTimer2000: set .@random, rand(3); if (.@random == 0) { npcwalkto 163,179; npctalk "1a"; } if (.@random == 1) { npcwalkto 155,187; npctalk "1b"; } if (.@random == 2) { npcwalkto 158,180; npctalk "1c"; } end; OnTimer6000: set .@random, rand(3); if (.@random == 0) { npcwalkto 155,177; npctalk "2a"; } if (.@random == 1) { npcwalkto 160,177; npctalk "2b"; } if (.@random == 2) { npcwalkto 158,174; npctalk "2c"; } end; OnTimer13000: set .@random, rand(3); if (.@random == 0) { npcwalkto 165,182; npctalk "3a"; } if (.@random == 1) { npcwalkto 150,167; npctalk "3b"; } if (.@random == 2) { npcwalkto 170,187; npctalk "3c"; } end; OnTimer18000: npcwalkto 160,187; end; OnTimer21000: stopnpctimer; initnpctimer; end; } prontera,143,178,3 script Martial 1661,{ stopnpctimer; mes "[Martial]"; mes "Yo "+strcharinfo(0)+" !"; close; goto OnInit; end; OnInit: startnpctimer; npcspeed 200; end; OnTimer2000: set .@random, rand(3); if (.@random == 0) { npcwalkto 153,179; npctalk "1a"; } if (.@random == 1) { npcwalkto 147,162; npctalk "1b"; } if (.@random == 2) { npcwalkto 127,177; npctalk "1c"; } end; OnTimer7000: set .@random, rand(3); if (.@random == 0) { npcwalkto 155,167; npctalk "2a"; } if (.@random == 1) { npcwalkto 160,178; npctalk "2b"; } if (.@random == 2) { npcwalkto 148,174; npctalk "2c"; } end; OnTimer15000: set .@random, rand(3); if (.@random == 0) { npcwalkto 163,180; npctalk "3a"; } if (.@random == 1) { npcwalkto 152,167; npctalk "3b"; } if (.@random == 2) { npcwalkto 175,183; npctalk "3c"; } end; OnTimer20000: npcwalkto 143,178; end; OnTimer24000: stopnpctimer; initnpctimer; end; } Thank you very much (asking so much help... I'll get kicked off someday xD!)
  6. MI53RE

    Moving npc

    Thanks a lot for your help I managed to do it!!( okay you did it and I just arranged the code you gave me^^') for the sprite I used monster sprite (in the script it is the one for Armeyer Dinze so she look practicly like if it was a normal player) prontera,160,187,3 script Alicia 1660,{ mes "[Alicia]"; mes "HI "+strcharinfo(0)+" !"; close; end; OnInit: startnpctimer; npcspeed 200; end; OnTimer3000: npcwalkto 160,187; end; OnTimer8000: npcwalkto 160,177; end; OnTimer13000: npcwalkto 170,187; end; OnTimer17000: npcwalkto 160,187; end; OnTimer20000: stopnpctimer; initnpctimer; end; } therefore if a make custom monster with normal sprite player it should work right? by the way there is no need for shift+clic here clic is enough =) thank you a lot for your help! now another question: how could I make the npc stop when the player is talking to him? (and eventually, if that possible, look a him/her)? I know that I need to use "if" "else" and "when" but how should I write it then? =) once again thank you^^
  7. MI53RE

    Moving npc

    Hi again @Emistry I did try to use the command that you gave me but it doesn't seem to work the way I did it could you told me what I did wrong please? //===== eAthena Script ======================================= //= Test walking NPC //===== By: ================================================== //= MI53RE //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= rathena 15542 (+?) //===== Description: ========================================= //= a walking npc //===== Additional Comments: ================================= //= 1.0 First Release //============================================================ prontera,160,187,3 script Test Npc 1001,{ npcspeed 150; npcwalkto 160,187; npcwalkto 160,177; npcwalkto 170,187; npcwalkto 160,187; npcwalkto 160,177; npcwalkto 170,187; npcwalkto 160,187; npcwalkto 160,187; npcwalkto 160,177; npcwalkto 170,187; npcwalkto 160,187; npcstop; mes "[Test Npc]"; mes "HI "+strcharinfo(0)+" !"; close; } the dialogue's working but the npc's not moving :/ also no error message on me mapserver window when loading script... Thank you again =) @Gepard, I'm not sure if I correctly understand: it is not possible to have speaking moving npc? and about the sprite for them do you have a more detailled tutorial please? I ask because I'm not that good at scripting and I don't want to mess arround with no clue of what I'm doing yet (even more if it touch to the src files^^') Thank you in advance =)
  8. MI53RE

    Moving npc

    in fact when I spam evil clone they attack players so they cannot protect themself unless I set GVG or PVP on xD I did it with supportive clone but they do not last when I disconnect and wear the same name as player :/ anyway I'll try what you give me and let you know if it's working^^ before I forget if I want them to walk randomly is that possible or only pre-calculated (?) path is working? (sorry if my english was not clear enough^^')
  9. MI53RE

    Moving npc

    Hi, So here is my project, to create moving npc using the class sprites in order to make the city more animated (like patroles in WoW for example) but I don't really see how to do it :/ I did read lot of topic and basicly understand the logic behind making a npc but it is only about make them moving that I cannot see what to do :/ if someone already attempted to do it let me know Thank in advance^^!!
  10. actually, so amazing it could be, it was working! even I was quite astonished to see that ^^' but now I did update my server to Rathena 15542 version that use Packetver 28 but I can't achieve to make a .exe that work well (i.e.: with paketver define on 20111102 and using the same .exe version and just got a "failled to login (5011)" and the client close immediately, however using mikuru's Rathena.exe (2011-03-15) it just give me the classic info size error 136 and give me access to my first character (I KNOW THAT MEAN PACKETVER NOT THE RIGHT ONE xD!!!!!!) does someone know what did I probably miss when diffing?
  11. effectively I did forget to remove the // berfore define packetver ' so it is like this now: #ifndef PACKETVER //#define PACKETVER 20081126 #define PACKETVER 26 so no more gravity error now and connection is okay with RAthena.exe Thank you again for the quick answer Judas Edit: everything's fine now on client side thank you again^^
  12. hello everybody, so as says in the title here is my problem I just can't go to the char screen and the only thing I've got is that gravity error: Module Name: D:\JeuxV\RO\Vilenko\V2\RAthena.exe Time Stamp: 0x4d7f06a5 - Tue Mar 15 07:26:45 2011 Exception Type: 0xc0000005 0x728dae7a MSVCR90.dll 0x00626f3d RAthena.exe 0x73722e6e eax: 0x00895b93 ebx: 0x00000075 ecx: 0x3fff0a0b edx: 0x00000000 esi: 0x008d3367 edi: 0x07c8a000 ebp: 0x0012faec esp: 0x0012fae4 stack 0012fae4 - 0012fee4 0012FAE4 : 58 BA C4 07 F0 5B 89 00 18 D5 7E 00 3D 6F 62 00 0012FAF4 : A4 C8 C4 07 0B 5C 89 00 88 FF FF FF 40 D5 7E 00 0012FB04 : 58 BA C4 07 00 00 00 00 10 00 00 00 58 BA C4 07 0012FB14 : EC A0 7E 00 00 00 00 00 21 27 81 62 01 00 00 00 0012FB24 : 00 00 00 00 80 B2 DB 06 3F 3E 7E 62 00 00 00 00 0012FB34 : 18 CB 7F 00 18 CB 7F 00 4C 33 B3 74 5C 31 FB 03 0012FB44 : 00 00 00 00 10 27 00 00 00 00 00 00 1D 33 42 00 0012FB54 : 40 D5 7E 00 18 CB 7F 00 18 D5 7E 00 00 00 00 00 0012FB64 : 58 02 00 00 20 03 00 00 00 00 00 00 00 00 00 00 0012FB74 : 60 4C C0 74 00 08 27 06 00 00 00 00 00 00 00 00 0012FB84 : 84 F9 12 00 01 00 00 00 F8 5F 25 00 00 00 00 00 0012FB94 : C8 36 25 00 FC 61 25 00 E8 6D 25 00 00 00 00 00 0012FBA4 : 00 00 00 00 00 00 00 00 74 9C C3 74 00 00 00 00 0012FBB4 : 08 6D 25 00 C8 60 25 00 F8 5F 25 00 EC FB 12 00 0012FBC4 : 12 41 C0 74 00 00 00 00 64 00 00 00 6C FC 12 00 0012FBD4 : 58 BA C4 07 FF FF FF FF 4C FC 12 00 B9 20 3F 00 Launch Info 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 Job : Novice since I do not understand how to read this I would e thanksfull if someone could explain me what I do miss (as it is usualy the case with gravity error for what I now) btw The client used is Miruku + the patched RAthena.exe with the data folder that come with and Packetver 26. I did edit the data.ini so it ca read rdata.grf [Data] 1=data.grf 2=rdata.grf I think it is correct, isn't it? If you need more information just ask, I'll do my best to provide them ASAP =) Edit: Thank you in advance^^!
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