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Haziel

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Posts posted by Haziel

  1. Sprouting Set


    SPROUTING
    CUSTOM MONSTER + EXTRAS

    1.gif.5f42ffc9aa1ba6866e6d07c6ee28b389.gif2.gif.53239baa8634a0f4d79805cb477b9779.gif3.gif.0eaa26d165bb97904f8d485314865910.gif4.gif.d66ba0527fb62b280406fe584c0338e9.gif5.gif.6cbbe6beafc4c4a67d7f2558e28ca71a.gif6.gif.ad37ca67d713e6c29702c57918437119.gif

    Greetings again, rAthena!

    I'm Haziel, you might know me from the work I've done for the past years, I'm back again with new releases every week.
    And, to begin with, I'm bringing back my old freebies which had their links broken for quite a while now.

    But, I couldn't do that without improving them and bringing them to the current level of skill I have nowadays.

    hr.gif

    Sprouting is a Custom Monster, not much more than a simple Poring edit, however this is a good one. It can be used as a Custom Monster but also as a Custom Pet! All pet performances included!
    This very package also includes its own Item ACT which makes this monster compatible with the default 10013.gif.6cad5f303753ea173bd1cb2b3bf05678.gifBackpack.

    For the monster yet, its own Custom Card is also present on this package, along with the proper Custom Illustration to be used on the Pet Interface.

    And just like those old school advertisings, that's not all of it yet! A Custom Headgear, Sprouting-themed is also part of the bundle!

    I hope you enjoy the final product!

    hr.gif

    If you're interested on my work, Contact me on sk.png.f5ba073bf119172f1749f90f71ee61f6.png hyering or through one of the channels below!

    fb.png.41c21f24b3bef569d4756407ca49cf5d.png ds.png.477fa43f120ff2c3398de3e4080c1fd9.png em.png.504df891b3499296bafe23e219419d39.png

    By downloading this file, you agree with my Terms of Service:
    YOU WILL NOT remove my signature from any of the included files.
    YOU WILL NOT alter, edit, recolour any of my files unless for your personal use.
    YOU WILL NOT repost, repass or mirror my work nor edited versions of it anywhere.
    YOU WILL NOT sell, resell or in any manner, ask money or rewards using my work as exchange.
    YOU WILL NOT claim my work as yours.


    • Submitter
    • Submitted
      04/04/2018
    • Category
    • Video
    • Content Author
      Haziel Graphics, Gravity Corp

     

    • Upvote 1
    • Love 2
  2. Short answer: yes.
    Long answer: get player variables:
     

    Zeny        - Amount of Zeny.
    Hp          - Current amount of hit points.
    MaxHp       - Maximum amount of hit points.
    Sp          - Current spell points.
    MaxSp       - Maximum amount of spell points.
    StatusPoint - Amount of status points remaining.
    SkillPoint  - Amount of skill points remaining.
    BaseLevel   - Character's base level.
    JobLevel    - Character's job level.
    BaseExp     - Amount of base experience points.
    JobExp      - Amount of job experience points.
    NextBaseExp - Amount of base experience points needed to reach the next level.
    NextJobExp  - Amount of job experience points needed to reach the next level.
    Weight      - Amount of weight the character currently carries.
    MaxWeight   - Maximum weight the character can carry.
    Sex         - 0 if female, 1 if male.
    Class       - Character's job.
    Upper       - 0 if the character is a normal class, 1 if advanced, 2 if baby.
    BaseClass   - The character's 1-1 'normal' job, regardless of Upper value.
                  For example, this will return Job_Acolyte for Acolyte, Priest/Monk,
                  High Priest/Champion, and Arch Bishop/Sura. If the character has not
                  reached a 1-1 class, it will return Job_Novice.
    BaseJob     - The character's 'normal' job, regardless of Upper value.
                  For example, this will return Job_Acolyte for Acolyte,
                  Baby Acolyte, and High Acolyte.
    Karma       - The character's karma. Karma system is not fully functional, but
                  this doesn't mean this doesn't work at all. Not tested.
    Manner      - The character's manner rating. Becomes negative if the player
                  utters words forbidden through the use of 'manner.txt' client-side
    file.

    Check player level, calculate the amount of exp for next level, calculate how many points is 25%, give experience.

  3. Divergent Set revamped:

    DVG.gif
    Divergent Set
    The Divergent Set concept is based on evolution. After meeting some requirements, the player would be able to evolve the basic Divergent Equipments (grey-ish blue), to one of 8 different forms:
    Demon (Purple), Dragon (Green), Fox (Orange), Ox (Black), Phoenix (Red), Shark (Skyline Blue), Tiger (Yellow) and Wolf (White). Each one with its own properties.
    The Helmet has it's own appearances while the other equipments will have it's colour changed.

    New Freebie available:

    F003.gif

    • Love 1
  4. Haunted Armor


    HAUNTED ARMOR
    CUSTOM MONSTER

    1.gif.9aa90dccc5d9a757b03b474e00466b69.gif2.gif.4474850936e51147cd6aa9c522ec229f.gif3.gif.86c22c7503dacde87453951e6dc4435b.gif4.gif.784631d659d0ba2ecd7c60508cdb5a3f.gif

    Greetings again, rAthena!

    I'm Haziel, you might know me from the work I've done for the past years, I'm back again with new releases every week.
    And, to begin with, I'm bringing back my old freebies which had their links broken for quite a while now.

    But, I couldn't do that without improving them and bringing them to the current level of skill I have nowadays.

    hr.gif

    Haunted Armor is a Custom Monster intended to be a common minion or miniboss on a themed dungeon. it has full animation for standing, walking, attacking receiving damage and dying with Sound Effects included, making it feel as authentic as I could reach.

    I hope you enjoy the final product!

    hr.gif

    If you're interested on my work, Contact me on sk.png.f5ba073bf119172f1749f90f71ee61f6.png hyering or through one of the channels below!

    fb.png.41c21f24b3bef569d4756407ca49cf5d.png ds.png.477fa43f120ff2c3398de3e4080c1fd9.png em.png.504df891b3499296bafe23e219419d39.png

    By downloading this file, you agree with my Terms of Service:
    YOU WILL NOT remove my signature from any of the included files.
    YOU WILL NOT alter, edit, recolour any of my files unless for your personal use.
    YOU WILL NOT repost, repass or mirror my work nor edited versions of it anywhere.
    YOU WILL NOT sell, resell or in any manner, ask money or rewards using my work as exchange.
    YOU WILL NOT claim my work as yours.


    • Submitter
    • Submitted
      02/03/2018
    • Category
    • Video
    • Content Author
      Haziel Graphics, Capcom

     

    • Upvote 9
    • Love 4
    • MVP 1
  5. 12 minutes ago, Tokei said:

    Wouldn't these always be the same as the reflection of the non-mirror face?

     

    I mean, on the setup Headgear interface, being precise only with mouse shortcuts is kinda tricky. :)
    As far as I could test, no more bugs were found so far.

    Thank you for adding all the stuff so fast, it certainly will help a lot.

  6. --------------          Message          --------------
    The main UI thread has thrown an exception.
    
    Could not load type 'Utilities.AbstractCommand`1' from assembly 'Utilities, Version=1.2.6553.17521, Culture=neutral, PublicKeyToken=null'.
    --------------        Stack trace        --------------
       at GrfToWpfBridge.Application.DefaultErrorHandler._reportAnyManagedExceptions(String message, Exception exception, ErrorLevel errorLevel)
       at GrfToWpfBridge.Application.DefaultErrorHandler.Handle(Exception exception, ErrorLevel errorLevel)
       at TokeiLibrary.ApplicationManager._current_DispatcherUnhandledException(Object sender, DispatcherUnhandledExceptionEventArgs e)
       at System.Windows.Threading.Dispatcher.CatchException(Exception e)
       at System.Windows.Threading.Dispatcher.CatchExceptionStatic(Object source, Exception e)
       at System.Windows.Threading.ExceptionWrapper.CatchException(Object source, Exception e, Delegate catchHandler)
       at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
       at System.Windows.Threading.DispatcherOperation.InvokeImpl()
       at System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(Object state)
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
       at MS.Internal.CulturePreservingExecutionContext.Run(CulturePreservingExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Windows.Threading.DispatcherOperation.Invoke()
       at System.Windows.Threading.Dispatcher.ProcessQueue()
       at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
       at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
       at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
       at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
       at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
       at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
       at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
       at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
       at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
       at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
       at System.Windows.Application.RunDispatcher(Object ignore)
       at System.Windows.Application.RunInternal(Window window)
       at System.Windows.Application.Run(Window window)
       at ActEditor.GRFEditorMain.Main(String[] args)
    
    --------------         Exception         --------------
    System.Exception: The main UI thread has thrown an exception.
    
    Could not load type 'Utilities.AbstractCommand`1' from assembly 'Utilities, Version=1.2.6553.17521, Culture=neutral, PublicKeyToken=null'. ---> System.TypeLoadException: Could not load type 'Utilities.AbstractCommand`1' from assembly 'Utilities, Version=1.2.6553.17521, Culture=neutral, PublicKeyToken=null'.
       at Scripts.Script.Execute(Act act, Int32 selectedActionIndex, Int32 selectedFrameIndex, Int32[] selectedLayerIndexes)
       at ActEditor.Core.ScriptLoader.<>c__DisplayClass37.<_generateScriptMenu>b__34()
       at ActEditor.Core.ScriptLoader.<>c__DisplayClass37.<_generateScriptMenu>b__36(Object s, RoutedEventArgs e)
       at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
       at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
       at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
       at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
       at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg)
       at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
       at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
       --- End of inner exception stack trace ---
    --------------          Message          --------------
    Could not load type 'Utilities.AbstractCommand`1' from assembly 'Utilities, Version=1.2.6553.17521, Culture=neutral, PublicKeyToken=null'.
    --------------      Inner exception      --------------
    System.TypeLoadException: Could not load type 'Utilities.AbstractCommand`1' from assembly 'Utilities, Version=1.2.6553.17521, Culture=neutral, PublicKeyToken=null'.
       at Scripts.Script.Execute(Act act, Int32 selectedActionIndex, Int32 selectedFrameIndex, Int32[] selectedLayerIndexes)
       at ActEditor.Core.ScriptLoader.<>c__DisplayClass37.<_generateScriptMenu>b__34()
       at ActEditor.Core.ScriptLoader.<>c__DisplayClass37.<_generateScriptMenu>b__36(Object s, RoutedEventArgs e)
       at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
       at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
       at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
       at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
       at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg)
       at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
       at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

    Happened when I tried to use ctrl+shift+G.

    Also, please expand the Setup Headgear feature, I'm having a blast with it.
    Be able to access the specific angle/mirror for the sprite would be awesome.

    Another feature I really wanted, and would help a lot would be an option to see a sillhoette of the previous frame to help aligning things, specially for animated headgears.
    Last thing, to speed up in-bulk processes (like saving recolours), ctrl+shift+S to Save As.

    Thank you for your time.

  7. Crystal


    CRYSTAL
    CUSTOM MONSTER

    1.gif.9b9f86075147ecea6e9dfee42ffa7aef.gif2.gif.924d0de28c3cdddae5f5e19e2df4ce5c.gif3.gif.22a4d537da4a8411f531021d09b4971c.gif

    Greetings again, rAthena!

    I'm Haziel, you might know me from the work I've done for the past years, I'm back again with new releases every week.
    And, to begin with, I'm bringing back my old freebies which had their links broken for quite a while now.

    But, I couldn't do that without improving them and bringing them to the current level of skill I have nowadays.

    hr.gif

    Crystal is a Custom Monster intended to be used as a Rune or Switch, much similar as a Emperium, it has full animation for standing, receiving damage and dying with Sound Effects included, making it feel as authentic as I could reach. It is available in 8 colours to better suit your liking or purpose.

    I hope you enjoy the final product!

    hr.gif

    If you're interested on my work, Contact me on sk.png.f5ba073bf119172f1749f90f71ee61f6.png hyering or through one of the channels below!

    fb.png.41c21f24b3bef569d4756407ca49cf5d.png ds.png.477fa43f120ff2c3398de3e4080c1fd9.png em.png.504df891b3499296bafe23e219419d39.png

    By downloading this file, you agree with my Terms of Service:
    YOU WILL NOT remove my signature from any of the included files.
    YOU WILL NOT alter, edit, recolour any of my files unless for your personal use.
    YOU WILL NOT repost, repass or mirror my work nor edited versions of it anywhere.
    YOU WILL NOT sell, resell or in any manner, ask money or rewards using my work as exchange.
    YOU WILL NOT claim my work as yours.


     

    • Love 2
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