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Neo-Mind

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Everything posted by Neo-Mind

  1. yea but for him the korean characters are coming as boxes so he cant even search in the GRF for the sprites
  2. okay i have made one at home will upload it when i get back from work. See if this works for you. I tried out a couple of fonts and made four different sprites. I have included all four of them for you to choose from. http://www.mediafire.com/download.php?ao8ic7twskhouyo
  3. You can find them here => http://www.mediafire...6032s7jianealtk the 32 one is male sprite and btw my id is not Poporing its mindstream
  4. There was a pink rectangle with R:255 G:42 B:255 around the black area thats why it was showing up I have corrected it in this one Looks like it created a jpg file for thumbnails. You can download it from here : http://s9.postimage.org/9rzn6f8j3/image_zpsf201d795.png
  5. All weapon sprites are stored in subfolders of /data/sprite/Àΰ£Á· Each subfolder belongs to specific job. Following a list i compiled some time back (not all of this would be in there since some of them are not even supposed to hold weapons - for. e.g. the new mounts). But yeah you can find the class folder you need from below. Ninja = ´ÑÀÚ Mechanic_Mado = ¸¶µµ±â¾î Magician = ¸¶¹ý»ç Monk = ¸ùÅ© Monk_ = ¸ùÅ©_h Monk_Llama = ¸ùÅ©¾ËÆÄÄ« Summer = ¿©¸§ Magician_Fox = ¿©¿ì¸¶¹ý»ç Warlock_Fox = ¿©¿ì¿ö·Ï Sage_Fox = ¿©¿ì¼¼ÀÌÁö Sorcerer_Fox = ¿©¿ì¼Ò¼­·¯ Wizard_Fox = ¿©¿ìÀ§Àúµå Professor_Fox = ¿©¿ìÇÁ·ÎÆä¼­ High_Wizard_Fox = ¿©¿ìÇÏÀÌÀ§Àúµå Alchemist = ¿¬±Ý¼ú»ç Alchemist_ = ¿¬±Ý¼ú»ç_h Alchemist_Pig = ¿¬±Ý¼ú»ç¸äµÅÁö GM = ¿î¿µÀÚ Baby_Robot_GM = ¿î¿µÀÚ2 Wanderer = ¿ø´õ·¯ Warlock = ¿ö·Ï Crusader_Peco = ±¸ÆäÄÚÅ©·ç¼¼ÀÌ´õ Royal_Guard_Gryphon = ±×¸®Æù°¡µå Knight = ±â»ç Knight_ = ±â»ç_h Archer = ±Ã¼ö Guillotine_Cross = ±æ·Îƾũ·Î½º Star_Gladiator_ = ±Ç¼º Star_Gladiator = ±Ç¼ºÀ¶ÇÕ Star_Gladiator_Poring = ±Ç¼ºÆ÷¸µ Knight_Lion = »çÀÚ±â»ç Rune_Knight_Lion = »çÀڷ鳪ÀÌÆ® Lord_Knight_Lion = »çÀڷε峪ÀÌÆ® Royal_Guard_Lion = »çÀڷξⰡµå Crusader_Lion = »çÀÚÅ©·ç¼¼ÀÌ´õ Paladin_Lion = »çÀÚÆȶóµò Xmas = »êŸ Merchant = »óÀÎ Merchant_Pig = »óÀθäµÅÁö Royal_Guard = °¡µå Tuxedo = °áÈ¥ Gunslinger = °Ç³Ê Mercenary_Swordsman = °Ë¿ëº´ Swordsman = °Ë»ç Thief = µµµÏ Ninja_Frog = µÎ²¨ºñ´ÑÀÚ Soul_Linker_Frog = µÎ²¨ºñ¼Ò¿ï¸µÄ¿ Ranger = ·¹ÀÎÁ® Ranger_Warg = ·¹ÀÎÁ®´Á´ë Rune_Knight = ·é³ªÀÌÆ® Rune_Knight_Dragon = ·é³ªÀÌÆ®»Ú¶ì Rune_Knight_Dragon2 = ·é³ªÀÌÆ®»Ú¶ì2 Rune_Knight_Dragon3 = ·é³ªÀÌÆ®»Ú¶ì3 Rune_Knight_Dragon4 = ·é³ªÀÌÆ®»Ú¶ì4 Rune_Knight_Dragon5 = ·é³ªÀÌÆ®»Ú¶ì5 Rogue = ·Î±× Rogue_ = ·Î±×_h Lord_Knight = ·Îµå³ªÀÌÆ® Lord_Knight_Peco = ·ÎµåÆäÄÚ Sage = ¼¼ÀÌÁö Sage_ = ¼¼ÀÌÁö_h Soul_Linker = ¼Ò¿ï¸µÄ¿ Sorcerer = ¼Ò¼­·¯ Acolyte = ¼ºÁ÷ÀÚ Acolyte_ = ¼ºÁ÷ÀÚ_h Shadow_Chaser = ½¦µµ¿ìüÀ̼­ Shura = ½´¶ó Shura_Llama = ½´¶ó¾ËÆÄÄ« Super_Novice = ½´ÆÛ³ëºñ½º Super_Novice_Poring = ½´ÆÛ³ëºñ½ºÆ÷¸µ Crusader_Armored_Peco = ½ÅÆäÄÚÅ©·ç¼¼ÀÌ´õ Crusader_Armored_Peco_ = ½ÅÆäÄÚÅ©·ç¼¼ÀÌ´õ_h Sniper = ½º³ªÀÌÆÛ Stalker = ½ºÅäÄ¿ Arch_Bishop = ¾ÆÅ©ºñ¼ó Arch_Bishop_Llama = ¾ÆÅ©ºñ¼ó¾ËÆÄÄ« Assassin = ¾î¼¼½Å Assassin_ = ¾î¼¼½Å_h Assassin_Cross = ¾î½Ø½ÅÅ©·Î½º Minstrel = ¹Î½ºÆ®·² Mechanic = ¹ÌÄÉ´Ð Mechanic_Pig = ¹ÌÄɴиäµÅÁö Bard = ¹Ùµå Bard_ = ¹Ùµå_h Novice_Poring = ³ëºñ½ºÆ÷¸µ Genetic = Á¦³×¸¯ Genetic_Pig = Á¦³×¸¯¸äµÅÁö Dancer_Ostrich = Á¦³×¸¯¸äµÅÁö Blacksmith = Á¦Ã¶°ø Blacksmith_ = Á¦Ã¶°ø_h Blacksmith_Pig = Á¦Ã¶°ø¸äµÅÁö Champion = èÇÇ¿Â Champion_Llama = èÇǿ¾ËÆÄÄ« Wanderer_Ostrich = ŸÁ¶¿ø´õ·¯ Archer_Ostrich = ŸÁ¶±Ã¼ö Ranger_Ostrich = ŸÁ¶·¹ÀÎÁ® Sniper_Ostrich = ŸÁ¶½º³ªÀÌÆÛ Minstrel_Ostrich = ŸÁ¶¹Î½ºÆ®·² Bard_Ostrich = ŸÁ¶¹Ùµå Gypsy_Ostrich = ŸÁ¶Â¤½Ã Clown_Ostrich = ŸÁ¶Å©¶ó¿î Hunter_Ostrich = ŸÁ¶ÇåÅÍ Mercenary_Spearman = â¿ëº´ Wizard = À§Àúµå Wizard_ = À§Àúµå_h Creator = Å©¸®¿¡ÀÌÅÍ Creator_Pig = Å©¸®¿¡ÀÌÅ͸äµÅÁö Crusader = Å©·ç¼¼ÀÌ´õ Crusader_ = Å©·ç¼¼ÀÌ´õ_h Clown = Ŭ¶ó¿î Taekwon = űǼҳâ Taekwon_Poring = űǼҳâÆ÷¸µ Gunslinger_Peco = ÆäÄÚ°Ç³Ê Swordsman_Peco = ÆäÄÚ°Ë»ç Knight_Peco = ÆäÄÚÆäÄÚ_±â»ç Knight_Peco_ = ÆäÄÚÆäÄÚ_±â»ç_h Lord_Knight_Peco = ÆäÄÚÆȶóµò Lord_Knight = Æȶóµò Novice = Ãʺ¸ÀÚ Tuxedo = Åνõµ Guillotine_Cross_Hyena = Ä̺£·Î½º±æ·Îƾũ·Î½º Thief_Hyena = Ä̺£·Î½ºµµµÏ Rogue_Hyena = Ä̺£·Î½º·Î±× Shadow_Chaser_Hyena = Ä̺£·Î½º½¦µµ¿ìüÀ̼­ Stalker_Hyena = Ä̺£·Î½º½ºÅäÄ¿ Assassin_Hyena = Ä̺£·Î½º¾î½ê½Å Assassin_Cross_Hyena = Ä̺£·Î½º¾î½ê½ÅÅ©·Î½º Priest = ÇÁ¸®½ºÆ® Priest_ = ÇÁ¸®½ºÆ®_h Priest_Llama = ÇÁ¸®½ºÆ®¾ËÆÄÄ« Professor = ÇÁ·ÎÆä¼­ Hunter = ÇåÅÍ Hunter_ = ÇåÅÍ_h High_Wizard = ÇÏÀÌÀ§Àúµå High_Priest = ÇÏÀÌÇÁ¸® High_Priest_Llama = ÇÏÀÌÇÁ¸®½ºÆ®¾ËÆÄÄ« Whitesmith = È­ÀÌÆ®½º¹Ì½º Whitesmith_Pig = È­ÀÌÆ®½º¹Ì½º¸äµÅÁö Kagerou_Frog = frog_kagerou Oboro_Frog = frog_oboro Kagerou = kagerou Acolyte_Llama = º¹»ç¾ËÆÄÄ« Oboro = oboro perhaps this should be added into the wiki
  6. hmm how about this one . I modified some of the stuff in your code Sryx :-). Even i am newbie at rathena scripting zhakastia,112,61,5 script WoE Prize 835,{ set $maxclaim , 3; if ( agitcheck() ) goto L_woeon; menu "Kriemhild [Primary Castle]",L_prtg_cas01; L_prtg_cas01: if ( getcastledata( "prtg_cas01", 1) != getcharid(2) ) goto L_not_owner; if ( $claimcount >= $maxclaim) goto L_claimed; if ( getguildmasterid( getcharid(2) ) != getcharid(0) ) goto L_not_gm; L_default: mes "receiving the reward for this castle"; switch ($claimcount) { case 0: { getitem 7960,200; getitem 12103,20; getitem 7959,20; } case 1: { getitem 7960,250; getitem 12103,30; getitem 7959,30; } case 2: { getitem 7960,300; getitem 12103,40; getitem 7959,40; } } set $claimcount, $claimcount + 1; close; L_woeon: mes "A war is currently in progress"; mes "If your guild owned a castle ask your guild master to see me to claim the reward"; close; L_not_owner: mes "Your guild failed to take this castle"; mes "If your guild owned a castle ask your guild master to claim reward from me"; close; L_claimed: mes "Your guild already received the reward for this castle"; close; L_not_gm: mes "Ask your Guild Master to see me"; close; OnAgitEnd: // everytime woe ends the variable resets set $claimcount, 0; end; OnInit: waitingroom "Kriemhild Reward",0; end; } Just thought that some of the variables were redundant. Also i have made it configurable (in case you wish to add more /delete one claim, you can modify the maxclaim value and modify the switch statement. Let me know if you see some issues in case you use this
  7. hmm looks like you don't have the correct fonts installed. i'll upload the sprite when i get home
  8. Try this : 1) Run GRFTool . 2) Open your data.grf in there 3) Put this in search path => /data/sprite/인간족/몸통/*/페코팔라딘_*.* 4) Click Extract and choose a folder. The sprite and act file come in the same hierarchy of folders inside your selected folder (but all the korean characters get converted to their equivalent unicode).
  9. item2? do u mean => *getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>}; *getitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
  10. you need to post in a topic first to become a member then you can download.
  11. Look here => http://spriterepository.com/files/file/604-recolored-lupus/
  12. From what i see you have all your names properly done ... check your accessoryid.lua for the view id (make sure you have used same in your item db file) , check accname.lua for the sprite file name you gave (make sure it is the same file name you used for your sprite/act/bmp files). Expected Formats accessoryid.lua: ACCESSORY_<item name used in db no spaces> = <view id>, accname.lua: [ACCESSORY_IDs.ACCESSORY_<item name used in db no spaces>] = "_<sprite filename>", and yes the commas are required.
  13. looks like you have messed up the jobname.lua file. See the line mentioned in the error "2138" (you probably missed adding a comma).
  14. he said +9 or more.. 5136,Santa's_Hat_,Antonio's Santa Hat,5,20,,100,,3,,1,0xFFFFFFFF,7,2,256,,0,1,20,{ if(getrefine() => 9) {bonus bMaxHPrate,3; bonus bMaxSPrate,3;} },{},{} OR just change if(getrefine() > 9) to if(getrefine() > 8) oops my mistake ... sorry
  15. Welcome to rA .... lol everyone is focussed on angry birds but i see you've done excellent work with those sets as well
  16. Transparent Color is R:255, G:0, B:255 . If any of those values have altered the corresponding pixel(s) show up. make sure it is exactly those values. If it is already the same then dunno ... maybe you can post one picture you are referring to?
  17. 5136,Santa's_Hat_,Antonio's Santa Hat,5,20,,100,,3,,1,0xFFFFFFFF,7,2,256,,0,1,20,{ if(getrefine() > 9) {bonus bMaxHPrate,3; bonus bMaxSPrate,3;} },{},{}
  18. why not use a lower item id like maybe 21000? unless you actually have 20000 custom items already in your server
  19. does it say "SURE PODS SELLER" ??
  20. This One? => *makeitem <item id>,<amount>,"<map name>",<X>,<Y>; *makeitem "<item name>",<amount>,"<map name>",<X>,<Y>; This command will create an item lying around on a specified map in the specified location. itemid - Found in 'db/(pre-)re/item_db.txt' amount - Amount you want produced map name - The map name X - The X coordinate Y - The Y coordinate. This item will still disappear just like any other dropped item. Like 'getitem', it also accepts an 'english name' field from the database and creates apples if the name isn't found. If the map name is given as "this", the map the invoking character is on will be used.
  21. Dead Link? You do not have permission to view this topic.
  22. Did you see if it was successful after running that SQL injection code? check the inventory table and see if you have a column named 'favorite' actually present. Also make sure the db you are modifying is the same one that the server refers to.
  23. As far as I know ... Right now .... there is no way of doing that other than editing the sprite itself to look that way since act files dont store information about which comes in front. Also if it is a scarf then won't you need it to be in front rather than the back ? (only part of the sprite would be under the hair)
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