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Angst

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Everything posted by Angst

  1. There is no npc location because the script is a function called from items, stated inside the First Spoiler under this line: "DB entries you will need." As for which file to download, choose by category in Teal.
  2. Thanks =D I try my best at shading. I guess the easy way to explain it, though not literally in this example, I see images in their 3D aspect and shade accordingly. Shading has always been easy for me, though I still feel like I'm not very good in the anatomical part of drawing. I have my good days and bad days, but I guess every artist feels like this at some point.. x:
  3. I've become addicted, along with reading homestuck.. xD; But go here, yo~ Do Eeet~ Click the pic twice for full resolution view.
  4. Glad you like it :3 Not sure how it makes you lag. o-O I use it on a 6 year old slow laptop and no lag on my end..
  5. File Name: Transparent RO Skin File Submitter: Angst File Submitted: 20 Jan 2012 File Category: Skins Note: The pink is transparent. Initially I made this about 2 years ago before renewal came out to help during woe. I'd have windows open and couldn't see people sneaking up on me so yea.. transparent helped me a bit. With renewal clients using different file names for skin elements, I decided to update my transparent skin a bit. Also helps to see things when you have your client set to small resolutions. Click here to download this file
  6. It looks like it should be working... You could try: set .@aid, getcharid(3); unitwalk .@aid, x, y; But this should do the same thing as your example... Also I think the command halts if the distance is too far, blocked by walls, or the distance takes more than one? right angle (ie: zigzag through two bends in a corridor), as I have tried this command as well in an instance and it worked for short distances, but not for auto-walking a player through corridors with more than one turn.. :/
  7. 2629 downloads

    Note: The pink is transparent. Initially I made this about 2 years ago before renewal came out to help during woe. I'd have windows open and couldn't see people sneaking up on me so yea.. transparent helped me a bit. With renewal clients using different file names for skin elements, I decided to update my transparent skin a bit. Also helps to see things when you have your client set to small resolutions.
    Free
  8. Glad to know you found a way and made a skill, I hate making them but I'm sure the effect in the end is easier xD; Wouldn't that way, say you have level2 increase weight, give 2000? At level 2 incweight, the for loop would run twice, giving 500*2 the first time, then 1000*2=2k the second time..?
  9. In your reset npc try adding this into the reset clause: if (incweight > 0) { for ( set .@i, 1; .@i <= incweight; set .@i, .@i + 1 ) { set MaxWeight, MaxWeight + 500; } } And for initial setting from however you wish to do it, npc, item, etc.. set incweight, incweight + 1; set MaxWeight, MaxWeight + 500;
  10. I'm going to take a blind guess and say that the Head Sprite's transparency color on the palette isn't set correctly. I haven't made an Indexed sprite in a while but I think the first color is the transparent one. How I would do the fix would be to open the .spr file in SprConview to unpack the bitmaps from the sprite, open the images in Photoshop or some other program capable of changing the palette index, change the order of the palette's index (That bright green moved to the top-left, Index 0), repack the bitmaps into a new sprite and test it out. Of course it might be something else entirely, which I am unaware of.. :/ --Edit&Slightly Offtopic: I didn't realize this was Filipino support; sorry. But I hope this helped regardless. :<
  11. Well this would be easy if your client only displays the monster's name, not hp or level, as you, or someone, could make a sprite with blank frames, and in the mob_db leave the name blank so if a real player cursors it people won't be like "wtf no sprite mob" lol. Unfortunately this way, a player would still be able to target the mob; they'd only see their cursor change into a sword, or what have you. But this could be falsely blamed on how the client behaves already (If you've noticed at specific camera zoom heights you can cursor on a blank tile on the map and someone's name pops up) If you want I can make the blank mob sprite, just drop me a line if this is your plan.
  12. I wonder if it will apply to us? Last I heard, though I may be wrong, we won a court battle already against Gravity; so we may be in the clear? Don't quote me on that though, .__.;
  13. Teriyaki Beef Jerky makes me happy <3
  14. Angst

    TEST

    They should already be in your data.grf I think, if it's fully updated? o_O;; Try @mount or the script command, setmounting.
  15. Same here, I read it || say it aloud as ra-thena which is purely unintentional even though I know it's arrr-thena.
  16. Same, but when I say rathena aloud to myself I always think of Ra the Egyptian god.. o_O;
  17. Angst

    kpop.

    My faves would have to be: Super Junior - Boom Boom Lee Jung Hyun - Escape. Mostly anything though.
  18. Not sure how to add that as I dont speak c. :/ But if I understand right, I have this: And then I make it like this? I tried this but it still allowed me to click away and move, canceling the progressbar. :<
  19. I'd like to make a request as the topic title states, if possible? Instead of progressbar canceling if the player moves or clicks to move, during the progressbar's duration the player shouldn't be able to move. I've tried using these two commands together, but this just leads to the progressbar stopping when you click, regardless if you can move or not; ultimately ending up with no progressbar and unable to move status since the script ended prematurely. :/ Thank you for your time~
  20. -If the sprite frames are in bitmap format be sure the SpType is 0 (In the table at the bottom, 2nd field on the left.), if they're targa, (.tga) then SpType = 1. -Each action can only have a specific amount of frames (Slider bar), the exception being Act00 and Act02 which in my experience can go over 24 frames (Slider Bar). -Make sure your xmag and ymag are not in the negative. I've found this can sometimes cause crashes. If you need it in the negative, edit the sprite and flip the images. -As for Act04, it can only have 6 frames (Slider bar). If the act that you're editing has a higher number, try using a different act file. For this, did you use the same palette from the original images for your new ones? Sprites I don't think can handle more than one palette. And for this, are you saying you added more than one pattern to the act? ie: Action00, DirectionV, Frame1, (In the table) PatNo 1, PatNo 2. So the frame has two patterns? That's all I can think of that might be your problem. I hope this helped. :/ My first sprite was a Client Crasher too, so just keep trying and you'll soon learn the method. =D
  21. I can't believe I've hit 25.. I still feel young and that's all that counts. =D

  22. I'd like to request an edit to the command @unloadnpc to unload the whole text file by directory. Like @loadnpc <directory>/file.txt Unloadnpc would do the same thing but unload: @unloadnpc <directory>/file.txt This way @loadnpc <directory>/file.txt doesn't create duplicates. Thanks for your time.
  23. Solution: Set Unwalkable: setcell has_instance("mapname"),x1,y1,x2,y2,cell_walkable,0; Delete Unwalkable: setcell has_instance("mapname"),x1,y1,x2,y2,cell_walkable,1; Does setwall and/or setcell not work in instance script? I've tried to get it to work yet it doesn't seem to want to. u_u I've tried doing this: setwall "1@grcat",64,102,4,2,0,"GRcatBigRM"; And then because the above didn't work I tried setting it by instance map name by doing this: if (instance_id() <= 999 && instance_id() >= 100) {set .@mid$, instance_id();} if (instance_id() <= 99 && instance_id() >= 10) {set .@mid$, "0"+instance_id();} if (instance_id() <= 9) {set .@mid$, "00"+instance_id();} setwall .@mid$+"1@grcat",64,102,4,2,0,"GRcatBigRM"; The instance_id one, would set map name to "0011@grcat" which is the first instance, because I'm the only player on my test server; there is only one copy of the map, being 0011@ All of the other instance script works perfectly, just not setwall/setcell Also all the instance requirements are setup, mapcache, resnametable, etc. This is the npc that handles the setwall script in my instance, for reference. 1@grcat,66,103,0 script #grwall 844,2,2,{ end; OnTouch: unittalk $@talk,"There's a strange barrier here keeping me from moving forward.. I think I see something glowing in the room ahead."; specialeffect 757; specialeffect 757; end; OnInstanceInit: if (instance_id() <= 999 && instance_id() >= 100) {set .@mid$, instance_id();} if (instance_id() <= 99 && instance_id() >= 10) {set .@mid$, "0"+instance_id();} if (instance_id() <= 9) {set .@mid$, "00"+instance_id();} setwall .@mid$+"1@grcat",64,102,4,2,0,"GRcatBigRM"; }
  24. Updated the scripts, optimized with variables and split into two main categories ( Nonfailing | Failing+Catalyst ) and two subcategories ( +10 or +20 max refinement ). Any other mods to this script are welcome by pm. :]
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