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QQfoolsorellina

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Posts posted by QQfoolsorellina

  1. I'm making a similar undersea cave map( such as iz_dun00 ), when I put lightmap on map ,it appears ladder-like lightmap and shadow as shown in figure below,
    who know the reason why? if it's a issue of lightmap, can someone tell me what the value of lightmap should i input on an undersea cave map?

    WL3m3ZS.jpg

  2.  

    @Qqfoolsorellina : The 12 Colors Skull

     

    @Hyuna : The Flapping Angel Wings

     

    @Kido : Dark Priest Monster and other coming soon :)

     

    • Name : Dark_Priest
    • Game : Ragnarok Online
    • File Size: 954 KB
     
    Black_Dark_Priest001.gifBlue_Dark_Priest001.gifCyan_Dark_Priest001.gifGold_Dark_Priest001.gifGreen_Dark_Priest001.gifPurple_Dark_Priest001.gifRed_Dark_Priest001.gifWhite_Dark_Priest001.gifBrown_Dark_Priest001.gifOrange_Dark_Priest001.gifPink_Dark_Priest001.gifSilver_Dark_Priest001.gif
    Dark_Priest00.gifDark_Priest01.gifDark_Priest02.gifDark_Priest03.gifDark_Priest04.gif
     
    ----------------------------------------------------------------- 

     

    • Name : Fanta_Fish
    • Game : Trickster Online
    • File Size: 494 KB
     
    Fanta_Fish00.gifFanta_Fish01.gifFanta_Fish02.gifFanta_Fish03.gifFanta_Fish04.gif
     
    -----------------------------------------------------------------

     

    • Name : Skull
    • Categorie : Ragnarok Online
    • File Size: 101 KB
     
    Black_Skull001.gifBlue_Skull001.gifCyan_Skull001.gifGold_Skull001.gifGreen_Skull001.gifPurple_Skull001.gifRed_Skull001.gifWhite_Skull001.gifBrown_Skull001.gifOrange_Skull001.gifPink_Skull001.gifSilver_Skull001.gif
    Skull001.gif
     
    ----------------------------------------------------------------- 

     

    • Name : Flapping_Angel_Wing
    • Categorie : Upper Headgear
    • File Size: 569 KB
     
    Black_Flapping_Angel_Wing001.gifBlue_Flapping_Angel_Wing001.gifCyan_Flapping_Angel_Wing001.gifGold_Flapping_Angel_Wing001.gifGreen_Flapping_Angel_Wing001.gifPurple_Flapping_Angel_Wing001.gifRed_Flapping_Angel_Wing001.gifWhite_Flapping_Angel_Wing001.gifBrown_Flapping_Angel_Wing001.gifOrange_Flapping_Angel_Wing001.gifPink_Flapping_Angel_Wing001.gifSilver_Flapping_Angel_Wing001.gif
    Flapping_Angel_Wing001.gifFlapping_Angel_Wing002.gifFlapping_Angel_Wing003.gifFlapping_Angel_Wing004.gifFlapping_Angel_Wing005.gif

     

    I thought you forgot that request , but now a surprise release.thanks :)

  3.  

    maybe I got it wrong but its for modifying your item info tables directly? (txt tables or ItemInfo lua).

     

    anyways looks like a cool idea :).

     

    Yep, that's exactly what it's for xD! All the files are grouped together in the same interface and you can add new items made from your item_db directly in the txt/lua files with little effort (and it fills in all the fields with a proper description based on the item type). But yeah, it's a test project, no idea if people will like it or not (I had fun while making it at least!). So... I'm a bit curious about what people would think.

     

    Ultimately though, all the methods and libraries were meant to be used for managing the server txt database files. It's mostly already ready for that, but I wanted to finish the client side part of the project since it's much easier to do. It would be similar to "rAthena Database Editor" though in the end, except you would be able to load all the existing tables with their references (and it won't be part of GRF Editor since it wouldn't be related to the client files).

     

    (The project you see up there can already be used from GRF Editor > Tools > Client Database Editor)

     

    Hi~Tokei,

    Can you make it also read herc's   item_db.conf

  4. -	script	user_count	-1,{
    OnInit:
    	bindatcmd "getusers", strnpcinfo(0)+"::OnCommand";
    	end;
    OnCommand:
    	.@origin = getcharid(3);
    	addrid 1;
    	if ( getgmlevel() <= 20 ) // GM level here
    		.count++;
    	if ( getcharid(3) != .@origin ) end;
    	dispbottom .count +" User"+( .count > 1 ? "s" : "" )+" found on "+strcharinfo(3)+".";
    	.count = 0;
    	end;
    }

    As I remember, Variable prefix with .@ will be lost when script use addrid.

    I think that except for the player who used that command, no one has var .@origin

    http://rathena.org/board/topic/88331-addrid-addition/?p=226484

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