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Syouji

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Everything posted by Syouji

  1. So your computer can't even perform the Power On Self Test? That makes things a little difficult. It could be your power supply or RAM. Try taking some RAM out and leaving a single DIMM in and boot up the system. If it works then 1 or more of your sticks are faulty. You can keep testing to locate the bad stick. Power supplies are a little more tricky. They can power up your board and give a green light and still be faulty. This happened to me a few years back where I had to replace my power supply even though my board lit up just fine. It was unable to boot at all. The fans just moved a bit and it shut off every time I pressed the power button. You have a 80 plus power supply by Corsair however you never know. If you have a gaming tower, your power supply is most likely to be positioned at the bottom back end of the case. If you dropped your case about 3 inches in the air, you might have damaged it. So it could be the power supply as well. Note: If you don't have proper contact with your pins to the processor that could be an issue. Also, I hope you didnt discharge static on the board when you fixed it. Always make sure you're grounded. Can a moderator please move this topic to the Off Topic Section. Thanks!
  2. Syouji

    This or That?

    Amistr Dragon Ball Z or Inuyasha?
  3. Please watch my lighting tutorials to see how lightmaps work.
  4. Lol. That too~ I misread what Vendetta wanted. Yes, mob_avail is what you would use to replicate a mob with a new ID.
  5. So your mob sprite .SPR file and .ACT file is called MARINE_SPHERE? Alright. Step 1. Drop the SPR and ACT file of MARINE_SPHERE in data | sprite | ¸ó½ºÅÍ Step 2. Open data | lua files | datainfo | npcidentity.lua Inside type: ["JT_MARINE_SPHERE"] = 2500, (Note: 2500 is just an example of the mob ID were gonna use) - Save and close.- Step 3. Open data | lua files | datainfo | jobname.lua Inside type: [jobtbl.JT_MARINE_SPHERE] = "MARINE_SPHERE", - save and close - Step 4. Open your mob_db2 database file. Using the official Marine Sphere as a reference... 1142,MARINE_SPHERE,Marine Sphere,Marine Sphere,28,3518,0,461,284,1,120,320,0,40,1,28,28,0,33,50,10,12,0,3,41,0,800,1201,1,1,0,0,0,0,0,0,0,0,1050,5000,1051,2500,1520,10,720,10,717,150,10003,10,0,0,0,0,0,0,4084,1 Now lets put our custom mob information in it.. 2500,MARINE_SPHERE,Marine Sphere,Marine Sphere,28,3518,0,461,284,1,120,320,0,40,1,28,28,0,33,50,10,12,0,3,41,0,800,1201,1,1,0,0,0,0,0,0,0,0,1050,5000,1051,2500,1520,10,720,10,717,150,10003,10,0,0,0,0,0,0,4084,1 NOTE: As a side note, your sprite mob files will come into conflict with the official marine sphere sprite as they are named the same. I recommend changing your sprite name if you wish to keep your custom mob separate from the official. So something like MARINE_CSPHERE (c is custom) Distribute to your players and yourself the updated lua files, and mob .SPR/.ACT file.
  6. Wow Yommy. This is incredible work. Thanks a lot! In a period of 1 day, all of sudden all of these crazy useful projects are being released to the public by you. I really appreciate what you've done for us all. =)
  7. No one has approached me yet to join Borf's team. So Borf has stopped project development until he gets help. In the mean time, he's working on non-ragnarok related projects.
  8. What would you put in for plen_#.txt? Where would you acquire this sort of table? EDIT: I found the Plen extractor however I'm continuously obtaining this error "unknown opcode 4d @ 0 #"
  9. Well thats messed up lol.
  10. What did you put in your jobname.lua & npcidentity.lua. Check that the entries match and your sprite name matches it. Lastly for your mob_db, can you post what your mob entry is?
  11. The object's color is determined by the global lighting and lighting itself. Controlling independent models to be brighter than another is probably not possible based on what I know. I can try and play around with some global lighting settings to see if I can try and do a fix around it.
  12. Isn't that normal to have a GM not see their own yellow text? Only the people around them can see it.
  13. Wow, thanks man. Yea, it really sucks that Windows 7 seems to have some sort of issue with actor2. I hope someone releases a new .ACT sound editor just for sounds as that appears to be the only issue. Thanks again Key! I owe you one. =) ISSUE SOLVED
  14. @Mysterious, the title says 14.1 Mora, the laphine village [French]. So it's only in french unfortunately unless someone translates.
  15. Works well Key. Nice job There's no die sound set but that's ok. =)
  16. Thanks Key. Sorry about that, currently at work. :X
  17. Hey guys, To all users who know how to user actor2, I need your help! I have a monster sprite that doesn't play monster sounds such as standing, attacking, dieing, moving etc. It's a wolf-like sprite (Warg to be exact). I would really appreciate it if someone can download this sprite (attached to this post), and fill in the .ACT sounds for moving, attacking, dying, standing. Feel free to use the current wolf sounds available in the GRF. Forest Warg.7z
  18. The link is broken bud. Do you have an alternative on you for raggya2?
  19. Haha nice. If you need help on lights hit me up with the final version and I'll do some touches to it. =)
  20. {Script},{OnEquip_Script},{OnUnequip_Script} {Script}: This is where you put your item bonus. Whether it's an usable item or an equip item, it will take effect according to the item type. {OnEquip_Script}: This is where the bonus you want to be applied upon equipping goes. It will only execute as soon as you equip the item. {OnUnequip_Script}: This is where the bonus you want to be applied upon unequipping goes. It will only execute as soon as you unequip the item
  21. mapname<tab>mapflag<tab>nocommand<tab>override level ex) prontera mapflag nocommand 99 GMs level 99 will override this enabling them to use commands in that map. Edit: Didnt see the solved. Woops. Well at least this is a quick available solution for others who might have the same issue.
  22. Did you add that custom card to your idnum2resnametable?
  23. Thanks Emistry. Ill try it out =) Edit: SOLVED For those who are interested in how I did it, using Emistry's idea: // Player and npc coordinates at the time of the shot getmapxy $@mapname$,$@mapxNPC,$@mapyNPC,1; getmapxy $@mapname$,$@mapxPC,$@mapyPC,0; // verification of the player's distance if (distance($@mapxNPC,$@mapyNPC,$@mapxPC,$@mapyPC)>2) { mes "You cannot fish at this distance."; close; }
  24. So what I'm trying to do is to have the script check if a player is still within the OnTouch zone. Here is an example NPC: brasilis,249,60,0 script School of Fish#fs1 723,2,2,{ end; OnTouch: set .fishno,1; callfunc "fishfunc",.fishno; end; } In the function "fishfunc" I want it to perform a check to see if that player is still within the 2x2 cell radius around 249,60. If the user is still in that area they can continue with fishing, if not, they cannot fish. There is already a menu that pops up immediately stating if they wish to fish when they enter that OnTouch zone as long as they meet the required conditions. I just dont want people to walk across an OnTouch zone bypassing the area around the fishing zone and continue to fish. Just doesn't make sense. getmapxy(.npcMap$, .npcX, .npcY, 1, strnpcinfo(0)) might somehow be used in this. I need some help here ;x
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