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Venture

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  • Birthday 03/25/1994

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  1. For some reason, the mount2 are not visible in-game, even though they are visible in Act Editor. Palette 0 always works, except for 1 and 2. All of them works perfectly for 3rd/4th class. Client: 2022-04-06 Anyone else encountering the same problem? What are the solutions? Thanks!
  2. I am trying to create Doram only GM suit, I can create sprite/act, that is no problem. But is there a way to only apply a special GM suit for doram? The first thing I noticed is that there is no GM Suit to replace in the Doram GRF Folder. If its hardcoded in client, I am open to alternatives.
  3. I managed to get this to work: function script HasOwnNamedItem { .@itemID = getarg(0); .@charID = getarg(1); .@card3 = .@charID & 65535; .@card4 = .@charID >> 16; getinventorylist .@charID; for( .@i = 0; .@i < @inventorylist_count; .@i++ ) { if(@inventorylist_id[.@i] == .@itemID && @inventorylist_card3[.@i] == .@card3 && @inventorylist_card4[.@i] == .@card4) { return true; } } return false; }
  4. Is there a way to check if signed item matches the character's? I need the NPC to only accept if the item is produced by themselves.
  5. Hello, I apologize if such method existed, but I cannot find anything searching on the forums. Any ways to disable Bank/RODEX? Or at least on certain maps like Jail/Certain maps? There are a lot of item restriction that can be bypassed through RODEX/Bank.. Which caused a lot of my custom content to be broken. People bypassing NPC checks to certain areas with restricted items through RODEX mail. (Such as no bringing Yggberry to pvp room, an entrance NPC could check, but inside, people can receive mails containing Ygg berry) Or offending players sending out equipment out of jail through Rodex..
  6. Hello, I have an event monster that is created through script, and I don't want the monster to walk beyond a certain area. Is there a way to detect if the monster of certain type touches a certain cell area/region and warp them back? Maybe something like OnTouch for NPC?
  7. How is that done through scripts?
  8. Hello, sorry for the Necro, I am in need of something similar. But the original link is dead. What trick is this referring to?
  9. Thank you so much! It works brilliantly! Saves a ton of time tinting sprites Any way I can use the color picker for this though? Instead of defining the color string in the script itself. Thanks a lot Tokei! For both the answer and for developing Act Editor! Oh, meanwhile, if you are planning to update it.. There are a lot of bugs in the Palette Editor. Sometimes selecting a gradient palette, and pasting ARGB color does not update the palette. (Unless I first move the color picker around) And the Undo tends to revert to the wrong colors. I also have a suggestion for the ability to assign which area of the sprite will use which part of the palette. (Sometimes I need a quick fix to those pesky nose color palettes!) This might not be the place to report bugs, but I am not sure where to report. Other than that, thanks a lot ------------------------------------------------------ EDIT: Edited the script, added the ability to preview the color in editor following the examples from other scripts. using System; using System.Collections.Generic; using System.Globalization; using System.IO; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Media; using System.Windows.Media.Imaging; using ErrorManager; using GRF.FileFormats.ActFormat; using GRF.FileFormats.SprFormat; using GRF.FileFormats.PalFormat; using GRF.Image; using GRF.Image.Decoders; using GRF.Graphics; using GrfToWpfBridge; using TokeiLibrary; using TokeiLibrary.WPF; using Action = GRF.FileFormats.ActFormat.Action; using Frame = GRF.FileFormats.ActFormat.Frame; using Point = System.Windows.Point; namespace Scripts { public class Script : IActScript { public object DisplayName { get { return "Fill Color"; } } public string Group { get { return "Scripts"; } } public string InputGesture { get { return "Ctrl-Shift-N"; } } public string Image { get { return "pal.png"; } } public void Execute(Act act, int selectedActionIndex, int selectedFrameIndex, int[] selectedLayerIndexes) { if (act == null) return; var frame = act[selectedActionIndex, selectedFrameIndex]; GrfColor startColor; if (frame.Layers.Count == 0) { startColor = GrfColor.White; } else { startColor = act[selectedActionIndex, selectedFrameIndex, 0].Color; } ColorPicker.PickerDialog picker = new ColorPicker.PickerDialog(startColor.ToColor(), ColorPicker.Core.ColorMode.Hue); picker.Owner = WpfUtilities.TopWindow; picker.PickerControl.PreviewColorChanged += (s, color) => _previewUpdate(act, color.ToGrfColor()); picker.PickerControl.ColorChanged += (s, color) => _previewUpdate(act, color.ToGrfColor()); picker.ShowDialog(); act.Commands.SetColor(startColor); if (picker.DialogResult) { try { act.Commands.Begin(); GrfColor newColor = picker.PickerControl.SelectedColor.ToGrfColor(); act.Commands.SetColor(newColor); } catch (Exception err) { act.Commands.CancelEdit(); ErrorHandler.HandleException(err, ErrorLevel.Warning); } finally { act.Commands.End(); act.InvalidateVisual(); } } } public bool CanExecute(Act act, int selectedActionIndex, int selectedFrameIndex, int[] selectedLayerIndexes) { return act != null; } private void _previewUpdate(Act act, GrfColor color) { act.Commands.SetColor(color); act.InvalidateVisual(); } } } I hope I am doing this right, just sharing for people who is looking for the same script
  10. I need help for this Act Editor. Hello, I want to be able to tint the entire mob layer color without having to go frame by frame. Currently, CTRL-SHIFT-W (Replace color script) does just that, but only for that 1 single frame. I wanted to replace color for the entire frame in the sprite for a quick mob tinting. (For all animation, and all frames). Any help?
  11. The tool windows aren't working on mine, and I am getting a lot of errors. (Something also happened to upper right quarter of the screen) Anyone knows how to fix? EDIT : For everyone with the same problem, here is why. Just talked to Borf, he said its because the shaders currently does not support Intel graphic cards. Perhaps it will soon be compatible with Intel graphic cards.
  12. Aside from the incorrect entry, it seems like inserting only on import/instance_db wouldn't do anything. I have to update my re/instance_db to get it working. (Not sure if this is an intended behavior) Thanks!
  13. Hello, I am trying to create an instance. .@instance$ = "Crossroad Dimension"; .@create = instance_create(.@instance$); if (.@create < 0) { mes "Error creating instance :"; switch (.@create) { case -1: mes "Invalid type."; break; case -2: mes "Party not found."; break; case -3: mes "Instance already existed."; break; case -4: mes "No free instance available."; break; } } Right now its giving me the Invalid Type error. I have added my instance at Instance_db 18,Crossroad Dimension,120,cross_i,88,208,cross_i And my map existed on map_index cross_i and maps_athena map: cross_i The mapserver is giving me a strange error. --- nullpo info --------------------------- instance.c:370: in func 'instance_create' Anyone knows what went wrong?
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