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Sumi

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  1. I lurked all around here and got to the part where you don't have to put the extension, although I didn't find any posts that it required 128kbps. (since I was going to put many songs on a patch, I went with as low as a bitrate as possible. didn't know it required 128kbps, how arbitrary.) this should work, thanks. I'll test it later. UPDATE: Nevermind, doesn't work. I tried with 128kbps/44.1khz, 128kbps/22.05khz, 96kbps/44.1khz and 96kbps/22.05khz. I tried 96kbps since I also found some BGM MP3's on the folder at that bitrate, and some at 22.05khz as well. Welp, I'm out of ideas.
  2. Can the PlayBGMAll command only play the default 01.mp3 - 997.mp3 files on the BGM folder? Because I tried adding my own mp3 music to the BGM folder, renamed it then wrote its name on the script. It doesn't seem to play it. Is there a required bitrate or tag on the mp3 somewhere or can PlayBGMAll really only play the default files that was already on the BGM folder? Also it can't be the script because I tried changing it to 01.mp3 (the intro bgm) and it worked, it just doesn't work with the custom ones I've added. (was kinda planning on making a DJ player NPC where I'll just push the custom mp3 files as a patch every time) UPDATE: Nevermind, doesn't work. I tried with 128kbps/44.1khz, 128kbps/22.05khz, 96kbps/44.1khz and 96kbps/22.05khz. I tried 96kbps since I also found some BGM MP3's on the folder at that bitrate, and some at 22.05khz as well. Welp, I'm out of ideas.
  3. Wow, those filenames are misleading. I seriously thought they were just for "accessories" as their name implied. I guess I underestimated korean localization. Thanks alot, that fixed it by the way.
  4. Hi, I'm not sure what I'm doing wrong here. I updated my kRO Client and tried using the 31173 and above costume headgears, and they won't show up in-game at all. I updated my iteminfo.lua (from zackdreaver's RE English Translation) to include said items and checked the sprites they used, for example [31249] Costume Rabbit Hopping. I have these files checked on my GRF: data\texture\유저인터페이스\collection\Rabbit_Hopping.bmp (It does show up the illustration on the game when you right-click it for descriptions) data\texture\유저인터페이스\item\Rabbit_Hopping.bmp (I can also see the item on my inventory AND when dragging it) data\sprite\악세사리\여\여_Rabbit_Hopping.spr data\sprite\악세사리\남\여_Rabbit_Hopping.act data\sprite\악세사리\남\남_Rabbit_Hopping.spr data\sprite\악세사리\남\남_Rabbit_Hopping.act data\sprite\아이템\Rabbit_Hopping.spr data\sprite\아이템\Rabbit_Hopping.act This is how it looks like on the iteminfo.lua, so I know it is using the Rabbit_Hopping name for its resource: [31249] = { unidentifiedDisplayName = "Hat", unidentifiedResourceName = "캡", unidentifiedDescriptionName = { "Unknown Item, can be identified by using a ^6666CCMagnifier^000000." }, identifiedDisplayName = "Costume Hopping Rabbit", identifiedResourceName = "Rabbit_Hopping", identifiedDescriptionName = { "A cute hat with long ears hanging off it!", "Costume:^6666CC Headgear^000000", "Location:^6666CC Upper^000000", "Weight:^006600 0^000000", "Level Requirement:^006600 1^000000", "Jobs:^6666CC All^000000" }, slotCount = 0, ClassNum = 1635, costume = true }, This is also how the Costume on my item_db.txt looks like: 31249,C_Rabbit_Hopping,C Hopping Rabbit,4,0,,0,,0,,0,0xFFFFFFFF,63,2,1024,,1,0,1635,{},{},{} It does have a ViewID and the works. What am I missing here? Is there another file that defines how an item sprite will look on your character? I'm so confused. I just want my cute headgear. ? I am not sure what rAthena version I'm using since it used to literally say "cannot determine SVN Version" when booting up the game, all I know is that it is rAthena 01.03.2017 based on the README file.
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