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Angst

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Everything posted by Angst

  1. I was actually looking for something automated, not a command (it looks like a command mod to me?); but thanks for the suggestion! I shall have a friend take a look at those. =D
  2. I think half of this is in the correct section. It's a whole project so I hope it's alright to just post the whole thing. :/ I don't know if this is possible with npc script but then again I'm thinking it might be less resource demanding if it was in the source somewhere? I don't speak C so I have no clue how to go about this, but I know how to use VS C++ so compiling would be the easy part. I'll type the idea in semi-npc script and maybe it can be translated to a diff. OnPCLoginEvent: AUTOPARTY: if (!getcharid(1)) { set .@r, rand(999999999); set .@pnum$, (md5(.@r)); atcommand "@party "+.@pnum$; sleep2 50; goto !getcharid(1)?AUTOPARTY:-; } Simple and small. To me, the script would set the party name in the same way as partyID, how it counts up +1 every time a new party is created. Also '/organize "" ' would have to be modded to just '/organize' without any party name designation, where typing /organize creates a party with server-side designating the name, ie: /organize == partyID && partyName: 1154 Also to go with this, I was wondering how to remove the party display when the cursor hovers over a player? Or change it to something that says you're in a party, ie: PlayerName (In Party) Guild [Master] I know basic hexing of the client as well so hopefully the party display part doesn't require disassembly. :/ Any help would be very much appreciated.
  3. I've gone by three names mainly, Angst; It's a good, one word description. :/ (v Game names v) Lighter; I collect them. Slushie; My favorite cool beverage. -edit; Forgot to say, had gone by these names since about 2005.
  4. Although slight pixelation/hard-edge on the inside of the arm and left of the robes; I absolutely love #1 o__o (Not talking about the black line )
  5. Type 11 is used for Scrolls and any item that requires you to click a target. Without a target the item doesn't get deleted thus giving the appearance of unlimited. (Best not to use type 11 with targeted skill or 'itemskill' commands)
  6. You have a flaw in your jobname.lua here: [jobtbl.JT_JUGGERNAUT] = "JUGGERNAUT", Also I believe the mod_db entries should look like this, since the second field in a mob_db is the sprite name. 2308,IGNIZ,Eleanor,Eleanor,1,50,0,2,1,1,7,10,0,5,1,1,1,0,6,30,10,12,1,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,0,909,7000,1202,100,938,400,512,1000,713,1500,512,150,619,20,0,0,0,0,4001,1 2309,JIN,Eleanor,Eleanor,1,50,0,2,1,1,7,10,0,5,1,1,1,0,6,30,10,12,1,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,0,909,7000,1202,100,938,400,512,1000,713,1500,512,150,619,20,0,0,0,0,4001,1 2310,JUGGERNAUT,Eleanor,Eleanor,1,50,0,2,1,1,7,10,0,5,1,1,1,0,6,30,10,12,1,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,0,909,7000,1202,100,938,400,512,1000,713,1500,512,150,619,20,0,0,0,0,4001,1 2311,KEN,Eleanor,Eleanor,1,50,0,2,1,1,7,10,0,5,1,1,1,0,6,30,10,12,1,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,0,909,7000,1202,100,938,400,512,1000,713,1500,512,150,619,20,0,0,0,0,4001,1 2312,KYO,Eleanor,Eleanor,1,50,0,2,1,1,7,10,0,5,1,1,1,0,6,30,10,12,1,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,0,909,7000,1202,100,938,400,512,1000,713,1500,512,150,619,20,0,0,0,0,4001,1 2313,MEGAMAN,Eleanor,Eleanor,1,50,0,2,1,1,7,10,0,5,1,1,1,0,6,30,10,12,1,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,0,909,7000,1202,100,938,400,512,1000,713,1500,512,150,619,20,0,0,0,0,4001,1 2314,MORRIGAN,Eleanor,Eleanor,1,50,0,2,1,1,7,10,0,5,1,1,1,0,6,30,10,12,1,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,0,909,7000,1202,100,938,400,512,1000,713,1500,512,150,619,20,0,0,0,0,4001,1 2315,RYU,Eleanor,Eleanor,1,50,0,2,1,1,7,10,0,5,1,1,1,0,6,30,10,12,1,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,0,909,7000,1202,100,938,400,512,1000,713,1500,512,150,619,20,0,0,0,0,4001,1 2316,STRIDER,Eleanor,Eleanor,1,50,0,2,1,1,7,10,0,5,1,1,1,0,6,30,10,12,1,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,0,909,7000,1202,100,938,400,512,1000,713,1500,512,150,619,20,0,0,0,0,4001,1 2317,ZERO,Eleanor,Eleanor,1,50,0,2,1,1,7,10,0,5,1,1,1,0,6,30,10,12,1,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,0,909,7000,1202,100,938,400,512,1000,713,1500,512,150,619,20,0,0,0,0,4001,1 Also as an end note, this may be a helpful refresher =D http://rathena.org/wiki/Custom_Mobs
  7. Does anyone remember the guild Seven Winds, on Cake; about five years ago? The emblem was awesome yet I seem to have lost it a long time ago and can't find it anywhere. I hope someone out there has it still, and they can possibly share. :<
  8. I was a little curious if it would be possible to use both Gravity's data folder scheme, and a custom one. Two completely different folder systems. A few months ago I had been playing with hexing and had changed the directories of where files were loaded by the client. (Initially finding a way to make an english grf..) I know the client reads where to load what file from where, at specific offsets within the hex. I had successfully been able to move any file that had a direct offset reference in the client, into whatever folder I wished; minus the map files since I can't seem to find where the offset is that directs where they're loaded... yet this method renders official data useless. u_u For example, Official data: data/resnametable.txt Custom hexed way. data/txt/resnametable.txt (put all the text files in this folder) So in the end both file systems will be completely different. Is there a work around? I'm guessing the only way to go about doing this would be to link a dll or something? I know of the encryption dll, but I find hexing to be more fun. :] I hope what I'm trying to say is understandable. I have a bad habit of being too hasty and not putting enough detail into what I'm trying to say. :/
  9. I can't wait to see what you'll do with it. =D That's exactly what happened with me. Spriting evolved into Mapping. Now I'm delving into scripting and client modifications since they require oh so few precious resources. :3
  10. I personally like the second one as opposed to the first. It has a really great build-up in the beginning, so simple yet tasty. Only thing I don't like is it takes 58 seconds to complete the intro part, then it just cuts off once it becomes interesting. So I would place everything after 0:19 in the first track into the end of the second to make the second complete, and it would loop better. But this is just my opinion.
  11. I'm glad I could be of some inspiration :3 Thanks to the both of you. I wish I could continue but that's life. :/
  12. My favorite program of yours to use is WeeMapCache =D I refer it to everyone if I am able. I haven't tried this program, but am sure it has just as much awesomeness packed into it. I'll bookmark to try it out later.
  13. It doesn't have any failedrefineitem script. To make it accept +20 you could try using this mod. I haven't tested this though. (I usually test my scripts before release but I don't have the +20 refinement capability enabled :/ )
  14. It's more like this =D Amra Shard x3 = Amra Stone 1 Amra Stone 1 x3 = Amra Stone 2 Amra Stone 2 x3 = Amra Stone 3 Amra Stone 3 x3 = Amra Stone 4 Amra Stone 4 x3 = Amra Stone 5 Amra Stone 5 x3 = Amra Stone 6 Amra Stone 6 x3 = Amra Stone 7 Amra Stone 7 x3 = Amra Stone 8 Amra Stone 8 x3 = Amra Stone 9 Amra Stone 9 x3 = Amra Stone 10 Amra Stone 10 (Final, no more possible Tier, unless you mod the script ;] ) In total, as said in my first post it would take 59049 Amra Shards to make a +10. The way I have it setup, only the shards should drop from monsters, or bought, however you wish. And it's up to the player to upgrade Tier. If you wanted it to be harder I'm sure you could mod the script to add a catalyst item required to upgrade Tier.
  15. The script is an npc/function. Basically, you have 3, Amra Stone 3's. This is all menu handled, giving you the option to upgrade tier or refine the item according to the Stone's level. You double click it in your inventory and the script attached in the item_db will call the function, removing (delitem) the three stones from inventory and giving you an Amra Stone 4. [Code: delitem .@id, .@del; where .@id is the argument (itemID) passed from the item_db code and where .@del is how many.] If you have six(6) Amra Stone 3's in inventory and decide to upgrade Tier, it will consume all 6 and give you two Amra Stone 4's. This removes the time consumed of upgrading Tier if you have farmed a few hundred shards, as the old way would have you create one stone at a time, delitem 3, getitem 1, this way does delitem (how many you have possible), getitem (how many possible). Note: This replaces the official Refining Script.
  16. Might have to hex the client, yet I am unsure if this will do the trick since the displayed part ingame might be referenced to offset label (position in the hex) rather than what is written. (I believe this is a 20100721 RE client.) This method probably won't work unless you know dissassembly though. :/ But you could give it a try, it might work now that I look at it more, since there's two positions for both HP and SP? But that may be because of the full and minimized views of the info window.
  17. Angst

    SVN Log

    In my opinion it looks a bit unclean. Perhaps putting the three logs into a main SVN Log section, making the three Log sections into subsections? ie. SVN Logs > >SVN Log (Google Code version) >SVN Log (Trac version) >SVN Log
  18. Update: Ascalon and Prontera's Destruction download links provided and updated in their respective Spoilers. I believe I packed all the required files for PronteraD, if there are any files missing please leave me a PM to keep the topic from becoming cluttered. Do note, PronteraD is Unfinished and I haven't the means to finish it. I provide the map for aspiring and seasoned mappers to add their own flair to the files. Ascalon is Unfinished intentionally. Finish it however you wish. Grael download option is not yet provided as I am still deciding on it.
  19. Those are friggin awesome! So simple yet well put together. I vote to use these. :]
  20. @Maki Sorry I was hasty to reply as I'm rather a night person. I'm glad I helped even the slightest though, even if it was just terminology =D
  21. Thank you =D Everyone seems to love the idea and detail put into it. :3 I understand the sharing aspect. It's hard for me as an artist to part with my works. I clung to the illusion that only I should have access to the sprites I have created. Yet I realized, what should happpen to them should I lose my plethora of backup media? lol. (External HD's, backup dvd's. I think I'd become a different person should they disappear. xD; ) Abbey02 is a good example of a 300x300 map. I quickly searched map size using WeeMapCache. :] If you want a 400x400 unpack aru_gld I think for Grael I used File>New in v620 then saved like I always do, reopen in 586 to build the quadtree. Logically, to me, I should share them since my mapping pc decided to destroy itself a few days after the warranty expired. Luckily the HD was fine and I just pulled it out and turned it into an external HD to get my mapping files into backup. Yet I'm torn between sharing and not sharing, for the main reason that Prontera's Destruction and Ascalon are not finished, and the detail in Grael makes me want to sell it, but I'm unsure if I will... I don't think I'll ever intend to finish Ascalon since it was one of those maps where a person tests how well they can emulate a map from another game. Prontera's Destruction, I think just needs detail models and then lightmap calculation... Parting with it will be difficult since I love that map, lol. D= I'll try to pack them as soon as I'm able. (Off Topic: Do not buy Dell brand! I've heard so many bad reviews.. xD;;
  22. Use Kerning to fix the spacing, kind of like this as an example. =D -font, Centaur
  23. In chronological order, oldest at the top. Currently I'm deciding whether or not to allow the first three for download... .__.; Original Topic links provided for, in the event you wished to read comments left by other users. Grael A large map, 300x300 yet not all the space is used. Initially made for another server. Ascalon (Guild Wars) An unfinished map modeling the starting town of Guild Wars' Ascalon, using Rachel models. Prontera's Destruction Destroyed by Arcane Magicks? Or perhaps a demon? Ballroom A small map used to illustrate the technique of using a semi-transparent layer to create the illusion of a reflection on a floor.
  24. Angst

    Showcase forum

    This is already in effect, just without the name, Showcase. Each section, be it Map Releases, Spriting and Palette, etc are under the Modifications and Support Releases section. These subsections do not require you to provide a download link to share with others, even if the works are unfinished and you would like criticism to help with developing a piece.
  25. I like it yet there seems to be a small bug with Chrome (version15) in the text boxes under the patch selection. Shift+click to select a specific portion of text selects all text in the box.
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