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Azura Skyy

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  1. Azura Skyy's post in Respec NPC was marked as the answer   
    Here is a link to the reset npc that comes with rAthena.

    Regards,
    ~Azura Skyy
  2. Azura Skyy's post in how to change default aura effect? was marked as the answer   
    Refer to this thread it covers it pretty in-depth.
    Regards,
    ~Azura Skyy
  3. Azura Skyy's post in Map created with Browedit - Client Error was marked as the answer   
    Try taking a pay like payon and using the clear map to remove all textures, models and lights, then use f2, select an area, hit c, and then click to place it down on the new blank payon map. Also make sure you update your mapcache and let me know where you are at.

    Regards,
    ~Azura Skyy
  4. Azura Skyy's post in Flywing and teleport was marked as the answer   
    I think not since the fly wing uses AL_teleport but you can try restricting the skill anyways. The opposite should work though- restricting fly wing but allowing teleport skill. Try playing with it and let me know what works.

    EDIT: Forgot- for disabling teleports as a whole or by types check out the mapflags noreturn and noteleport.
     
    Hope this helps,
    ~Azura Skyy
  5. Azura Skyy's post in Noob Question was marked as the answer   
    The simple answer is yes but it varies greatly based on how much effort you are willing to put into learning. To get started check out the links below.

    Installing
    Connecting
    Learning some basic Scripting won't be difficult but you won't be creating custom systems and instances without putting in the time. Just as well you can check open positions and work with a group if you can contribute just one thing to a server project.

    Regards,
    ~Azura Skyy
  6. Azura Skyy's post in doubt about configuration values of lightmap was marked as the answer   
    Change the 'Light Falloff' value to 0.1

    Hope this helps,
    ~Azura Skyy
  7. Azura Skyy's post in Barricade Gate was marked as the answer   
    Try this out. It requires you to be on a lvl 99 GM account but you can change it as you please. It toggles on/off when spoken to. I've not tested it.

     
    prontera,163,195,3 script NPC#CellBarricade 626,{ if (getgmlevel() > 98) { if (.barrier1 < 1) { mes "Barrier is now on"; close2; setwall "payon",68,110,4,6,0,"barrier1"; set .barrier1,1; } else { mes "Barrier is now off"; close2; delwall "barrier1"; set .barrier1,0; } } end; }
    EDIT: changed variables- should work all the same. It's also worth pointing out that the 4 is the distance the wall spans and 6 is the direction of the wall (same as NPCs). You might have to adjust those.
     
    Hope this helps,
    ~Azura Skyy
  8. Azura Skyy's post in How to add picture in map? was marked as the answer   
    Check out Syouji's tutorial on adding textures here. Basically Najara did that by adding 3 textures and placing them in succession.

    Regards,
    ~Azura Sky
  9. Azura Skyy's post in abount lightmap on official map was marked as the answer   
    You can export the lightmaps and manually edit them and re-add them to the map. Its a bit complicated but I've done it successfully once. Its not quite the same as getting the lights to edit but its the best we can do.

    So you open the map, go to tools>lightmaps>export - Hit ok until it's done, then clear lightmaps+lights from the map. Add a sun of your choosing. Open the folder with the lightmaps1 and lightmaps2.png files and delete lightmaps2.png. Gogo back into Browedit and import lightmaps (it should already be set to the destination and file you exported) It will read the shadows but keep your new sun If you would play with this until you can make something similar to the way payon looks with @night activated. You can change your sun to add color to the textures on the map or manually edit the shadows as per Syouji's guide.
    EDIT: This also allows you to keep the very high quality shadows that Gravity maps have (Notice in Payon how you can identify individual leaves in the shadows)

    Hope this helps,
    ~Azura Skyy
  10. Azura Skyy's post in H>How to add restricted area? was marked as the answer   
    Read over the Mapflag wiki page and check out the item_noequip db file.
    Regards,
    ~Azura Skyy
  11. Azura Skyy's post in R>Custom Quest npc with choosable answer? was marked as the answer   
    The best thing you can do is read the wiki page about scripting. Once you've done that, look at existing quests (ones you've played in-game and see how they work by reading the script. After that, play around with some stuff until you feel comfortable. For this NPC, 'testque' is your quest variable. It is the variable that will link all subsequent NPCs in that quest chain. Next NPC would do the following or an equivalent statement.
    if (testque > 0) { Not tested. 
    prontera,163,195,3 script TestNPC 50,1,1,{//NPC info including location, sprite, and name. if (testque < 1) {//quest variable mes "[Test]"; mes "How long have you been there?"; mes "Were do you want from me?"; next; switch(select("I want to hear the story.:Let me help:Nothing")){ //options case 1://story mes "[Test]"; mes "Insert story here."; next; mes "[Test]"; mes "More story..."; next; mes "[Test]"; mes "Help with quest?"; if (select("No.:Yes.") == 1) { next; mes "[Test]"; mes "Come back when you are ready."; end; } set testque,1; next; mes "[Test]"; mes "Good luck."; end; case 2://start quest mes "[Test]"; mes "Begin the quest."; next; mes "[Test]"; mes "Talk more."; set testque,1;//start of quest, sets variable to 1 getitem 512,1;//quest item (I used an apple here) end; case 3://do nothing end; } } if (testque > 0) {//if quest has been started mes "[Test]"; mes "How is the quest going?"; next; mes "[Test]"; mes "Talk more."; end; } else {//anything else; since quest can only be started or not started, this will never trigger. mes "[Test]"; mes "Sample."; end; } } Hope this helps,
    ~Azura Skyy
  12. Azura Skyy's post in Homunculus problem was marked as the answer   
    Make a backup of the 'AI' folder within your RO folder, then delete the existing one and replace it with this folder alternatively try this.

    Regards,
    ~Azura Skyy
  13. Azura Skyy's post in Thor Volcano Dungeon 3 - Black hidden area was marked as the answer   
    Open the map in BrowEdit and select Gat Edit. Then place red gats (not walkable) on the black areas. If they aren't walkable, nobody can get there and things can't spawn there.
     
    EDIT:As always, save the map in BroweEdit r586 to avoid black tile glitch.
    Regards,
    ~Azura Skyy
  14. Azura Skyy's post in Cursed Spirit Quest was marked as the answer   
    Check  quests_lighthalzen.txt
     
    The NPC in question is a duplicate of #kiz02-1 and has the wrong coordinates set. In this case, if you look at the last three lines, one of them sets coordinates at lhz_dun02,60,298 which is unreachable with an OnTouch of 3. Change the coordinates to lhz_dun02 60 293 and it'll work.
    lhz_dun02,244,229,0 script #kiz02-1 -1,3,3,{ OnTouch_: if (Homage == 12) { end; } else if (countitem(7345) > 0 ) { if (lhz_curse == 0) { soundeffect "tao_gunka_stand.wav",0; set lhz_curse,1; setquest 2086; } else if (lhz_curse < 26) { set @lhz_ghost,rand(1,10); sc_start SC_Curse,1000,0; soundeffect "tao_gunka_stand.wav",0; if (@lhz_ghost == 1) { mes "[??????]"; mes "..................."; next; soundeffect "tao_gunka_stand.wav",0; mes "[??????]"; mes "...elp....help..."; close; } else if (@lhz_ghost == 4) { mes "[??????]"; mes "..................."; next; soundeffect "tao_gunka_stand.wav",0; mes "[??????]"; mes "I..."; mes "I despise the living."; close; } } } end; } lhz_dun02,60,293,0 duplicate(#kiz02-1) #kiz02-2 -1,3,3 lhz_dun02,267,278,0 duplicate(#kiz02-1) #kiz02-3 -1,3,3 lhz_dun02,94,199,0 duplicate(#kiz02-1) #kiz02-4 -1,3,3 Hope this helps,
    ~Azura Skyy
  15. Azura Skyy's post in Cutin not displaying (no errors either) was marked as the answer   
    If you get the issue I described in my initial post, you have done something wrong when adding the file to your data folder, grf, or made a mistake in the script.

    Regards,
    ~Azura Skyy
  16. Azura Skyy's post in How do i change abbey quest to entire account? was marked as the answer   
    //= Nameless Island: //= - Quest to gain access to Nameless Island and dungeon. //= - Variable in use: aru_monas (Max: 26) set #aru_monas,26; Throughout the quest, your progression is tied to the variable 'aru_monas'. Just add a # before all instances of the variable in both the conditional statements and the quest progression. If this quests' variable is referenced in other scripts, you might have issues.
    Regards,
    ~Azura Skyy
  17. Azura Skyy's post in mapindex_name2id: Map "map_name" not found in index list! was marked as the answer   
    Solution:
     
    Please pay close attention to your map index. This accidental splotch of random characters has caused me a heap of stress.
    Hope everyone else who encounters this will have a much more pleasant experience fixing it. X.X
     
     

     
    Thanks for everyone who posted,
    ~Azura Skyy
  18. Azura Skyy's post in Where can I find these Official NPC sprites? was marked as the answer   
    I'm not sure where you'd find the file location, but the sprite IDs are 644, 628, 612, 616 and 69 respectively. I couldn't find the last one, but you might be able to find it in Ai4rei's directory. NPCs are IDs 1-1000 or so. The first 16 pages I believe.
     
    EDIT: The last one is ID 69.
     
    Hope this helps,
    ~Azura Skyy
  19. Azura Skyy's post in Custom Map Crashing was marked as the answer   
    For anyone experiencing a similar issue in the future, it has to do with creating a map with the 'new' function in the original BrowEdit. BrowEdit (prior to 2.0 at least) does not handle new maps well. Clear existing maps.

    Thanks, Chemical Crush.
    ~Azura Skyy
  20. Azura Skyy's post in R>Roupa GM sprite(male) was marked as the answer   
    Link to GM Sprite Downloads. Just so you know, neither of these are Gravity official and I was unable to find the name of the original creators, but all credit to them.
    This file has both the male and female sprite.
    Hope this helps,
    ~Azura Skyy
  21. Azura Skyy's post in N> RWC MAP 2012 was marked as the answer   
    RWC 2012 Maps 1-8
    1,2,3,4 are the same as 5,6,7,8 respectively. I'm not sure if there is any difference other than the number, but when opening them in BrowEdit I found both, so if you download this, you get both.
    I will upload as a separate topic so others do not have to BrowEdit save each one.
    ~Azura Skyy
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