Jump to content

grenat50

Members
  • Posts

    67
  • Joined

  • Last visited

  • Days Won

    8

Posts posted by grenat50

  1. Quote

    Hello. I'm looking for a fix that lets my Dorams use the palettes from regular players. This file you've uploaded works but it gives me an error in the client that says it's corrupted. I can't log in but I can see the sprite and the palette seems to work. Any idea how to prevent this corruption error?

     

    Can you show a screenshot of the error ?

  2. Update:

    I found a way to fix some issues related to models on texture or models on models, but not quiet there yet.

    Meanwhile someone can help about how to smooth the models/water on texture, I edited a few maps and "elevate" some models to avoid this kind of awful look.

     

    Please, If you know any visual bugs similar, I would like to know, I will edit them and post them here.

    So far:

    z1.jpg.62f0a3cbc549d596a6e4a838e600673c.jpg

    z2.thumb.jpg.32179051937d348cba6b62c096f66451.jpg

    z3.thumb.jpg.7d20af28aac619159875de8deb89dd12.jpg

    z4.jpg.23856203d7e3ae3689e31ea39593ee0e.jpg

    z5.jpg.2b750054d5fe7b52d5a0f600f3d65067.jpg

     

     

  3. Hi everyone !

    I'm on a project and I thought some of you might be interested in one topic I'm currently working on.

    I'm sharing with you 3 different multi-language system I made.

    1. Multi-language support + Compact Automatic NPC Structure System

    alberta Sample V1.txt

    In this file, all npcs are calling one function with an ID per npc, everything or almost everything is defined in this function (texts, menus, commands script, set, conditions, input). The script is then reading a common function-code that will generate the whole npc depending on the numbers ID in front of each line. There is no need of a npc structure anymore with this code. It calculates how many texts the npc should say, when to "next", when to "close", when to show a menu, set a variable, put a if condition, etc... All managed by numbers in the variable. Of course, the system is not fully done but it works. As I wrote on comment, I still need to change the conditions system to be able to read many conditions separately from each other but on the same dialogue. So far, it can read one/many conditions in one sentence and return false(0)/true(1) if the PJ has it. Also, It does need a duplication of menus/menus choices so the script can go on and on infinitely. Still in process.. But it is currently functional if you make sure 2 sub-menus are not displaying at the same time (same text number) in the choice of either menu- case1 or menu case-2 or menu case-3.

    I probably also need to create an array table with ID/values for each and put the common code in a different function just to be more clean. 

     

    2. Multi-language support + Same old NPC structure
    alberta Sample V2.txt

    In this file, all npcs are calling one function to determine in which language the texts will be. Simpler than the one above, variables names are only t1, t2, t3 etc.... t3a t3b only if there are many texts in the same window npc. It returns to each individual npcs that has the same structure (a for was made when there are many dialogues before a menu to make it compact). I also need to set the variables to 0 before each reading.

     

    3. Multi-Language npcs

    alberta.txt

     

    In this file, all npcs are individual from each other, depending on the #langtype, it will display the texts in the same old structure.

     

    Language default is english in case there aren't a translation available in the language associated with #langtype.

    #langtype is a variable already existed in rathena, depending on the value of your #langtype (english is default), the messages from msg_conf will appear in the appropriate language that is located in conf/msg_conf. Also, a line has to be changed in src/common/msg_conf.hpp:

     

    Quote

     

    enum lang_types {
        LANG_RUS = 0x01,
        LANG_SPN = 0x02,
        LANG_GRM = 0x04,
        LANG_CHN = 0x08,
        LANG_MAL = 0x10,
        LANG_IDN = 0x20,
        LANG_FRN = 0x40,
        LANG_POR = 0x80,
        LANG_THA = 0x100,
        LANG_MAX
    };

    #ifndef LANG_ENABLE
        // Multilanguage System.
        // Define which languages to enable (bitmask).
        // 0xFFF will enable all, while 0x000 will enable English only.
        #define LANG_ENABLE 0xFFF
    #endif

     

     

    When the first system will be fully done, It would be great if someone can create an .exe that can automatically replace "mes" "menu" etc in all npcs at once by a variable$ number that follows a certain direction.

     

    I'm interested to read your feedbacks, impressions, comments, suggestions, perhaps modifications?

     

    If you have enough knowledge and are interested to help, please PM me.

     

    Thank you 🙂

     

    • Upvote 1
  4. Also you will have to replace the location of some NPCs in academy.txt:

    iz_ac02,205,111,5    duplicate(Kafra Guide Trainer#ac)    Kafra Guide Trainer#02    4_F_KAFRA1
    iz_ac02_a,205,111,5    duplicate(Kafra Guide Trainer#ac)    Kafra Guide Trainer#02_a    4_F_KAFRA1
    iz_ac02_b,205,111,5    duplicate(Kafra Guide Trainer#ac)    Kafra Guide Trainer#02_b    4_F_KAFRA1
    iz_ac02_c,205,111,5    duplicate(Kafra Guide Trainer#ac)    Kafra Guide Trainer#02_c    4_F_KAFRA1
    iz_ac02_d,205,111,5    duplicate(Kafra Guide Trainer#ac)    Kafra Guide Trainer#02_d    4_F_KAFRA1
    
    
    iz_ac01,77,76,5    duplicate(ac_board)    [Armory]#ac    2_BULLETIN_BOARD
    iz_ac01_a,77,76,5    duplicate(ac_board)    [Armory]#ac_a    2_BULLETIN_BOARD
    iz_ac01_b,77,76,5    duplicate(ac_board)    [Armory]#ac_b    2_BULLETIN_BOARD
    iz_ac01_c,77,76,5    duplicate(ac_board)    [Armory]#ac_c    2_BULLETIN_BOARD
    iz_ac01_d,77,76,5    duplicate(ac_board)    [Armory]#ac_d    2_BULLETIN_BOARD
    
    iz_ac01,122,77,3    duplicate(ac_board)    [Library]#ac    2_BULLETIN_BOARD
    iz_ac01_a,122,77,3    duplicate(ac_board)    [Library]#ac_a    2_BULLETIN_BOARD
    iz_ac01_b,122,77,3    duplicate(ac_board)    [Library]#ac_b    2_BULLETIN_BOARD
    iz_ac01_c,122,77,3    duplicate(ac_board)    [Library]#ac_c    2_BULLETIN_BOARD
    iz_ac01_d,122,77,3    duplicate(ac_board)    [Library]#ac_d    2_BULLETIN_BOARD
    
    iz_ac01,122,45,3    duplicate(ac_board)    [Cafeteria]#ac    2_BULLETIN_BOARD
    iz_ac01_a,122,45,3    duplicate(ac_board)    [Cafeteria]#ac_a    2_BULLETIN_BOARD
    iz_ac01_b,122,45,3    duplicate(ac_board)    [Cafeteria]#ac_b    2_BULLETIN_BOARD
    iz_ac01_c,122,45,3    duplicate(ac_board)    [Cafeteria]#ac_c    2_BULLETIN_BOARD
    iz_ac01_d,122,45,3    duplicate(ac_board)    [Cafeteria]#ac_d    2_BULLETIN_BOARD
    
    iz_ac01,77,45,5    duplicate(ac_board)    [Dispensary]#ac    2_BULLETIN_BOARD
    iz_ac01_a,77,45,5    duplicate(ac_board)    [Dispensary]#ac_a    2_BULLETIN_BOARD
    iz_ac01_b,77,45,5    duplicate(ac_board)    [Dispensary]#ac_b    2_BULLETIN_BOARD
    iz_ac01_c,77,45,5    duplicate(ac_board)    [Dispensary]#ac_c    2_BULLETIN_BOARD
    iz_ac01_d,77,45,5    duplicate(ac_board)    [Dispensary]#ac_d    2_BULLETIN_BOARD
    
    iz_ac01,103,89,3    duplicate(ac_board)    [Great Hall]#ac    2_BULLETIN_BOARD
    iz_ac01_a,103,89,3    duplicate(ac_board)    [Great Hall]#ac_a    2_BULLETIN_BOARD
    iz_ac01_b,103,89,3    duplicate(ac_board)    [Great Hall]#ac_b    2_BULLETIN_BOARD
    iz_ac01_c,103,89,3    duplicate(ac_board)    [Great Hall]#ac_c    2_BULLETIN_BOARD
    iz_ac01_d,103,89,3    duplicate(ac_board)    [Great Hall]#ac_d    2_BULLETIN_BOARD
    
    iz_ac02,202,110,5    duplicate(ac_board)    [Merchant Classroom]#2    2_BULLETIN_BOARD
    iz_ac02_a,202,110,5    duplicate(ac_board)    [Merchant Classroom]#2_a    2_BULLETIN_BOARD
    iz_ac02_b,202,110,5    duplicate(ac_board)    [Merchant Classroom]#2_b    2_BULLETIN_BOARD
    iz_ac02_c,202,110,5    duplicate(ac_board)    [Merchant Classroom]#2_c    2_BULLETIN_BOARD
    iz_ac02_d,202,110,5    duplicate(ac_board)    [Merchant Classroom]#2_d    2_BULLETIN_BOARD
    
    iz_ac02,213,110,3    duplicate(ac_board)    [Acolyte Classroom]#2    2_BULLETIN_BOARD
    iz_ac02_a,213,110,3    duplicate(ac_board)    [Acolyte Classroom]#2_a    2_BULLETIN_BOARD
    iz_ac02_b,213,110,3    duplicate(ac_board)    [Acolyte Classroom]#2_b    2_BULLETIN_BOARD
    iz_ac02_c,213,110,3    duplicate(ac_board)    [Acolyte Classroom]#2_c    2_BULLETIN_BOARD
    iz_ac02_d,213,110,3    duplicate(ac_board)    [Acolyte Classroom]#2_d    2_BULLETIN_BOARD
    
    iz_ac02,202,94,5    duplicate(ac_board)    [Thief Classroom]#ac    2_BULLETIN_BOARD
    iz_ac02_a,202,94,5    duplicate(ac_board)    [Thief Classroom]#ac_a    2_BULLETIN_BOARD
    iz_ac02_b,202,94,5    duplicate(ac_board)    [Thief Classroom]#ac_b    2_BULLETIN_BOARD
    iz_ac02_c,202,94,5    duplicate(ac_board)    [Thief Classroom]#ac_c    2_BULLETIN_BOARD
    iz_ac02_d,202,94,5    duplicate(ac_board)    [Thief Classroom]#ac_d    2_BULLETIN_BOARD
    
    iz_ac02,213,94,3    duplicate(ac_board)    [Ninja Classroom]#ac    2_BULLETIN_BOARD
    iz_ac02_a,213,94,3    duplicate(ac_board)    [Ninja Classroom]#ac_a    2_BULLETIN_BOARD
    iz_ac02_b,213,94,3    duplicate(ac_board)    [Ninja Classroom]#ac_b    2_BULLETIN_BOARD
    iz_ac02_c,213,94,3    duplicate(ac_board)    [Ninja Classroom]#ac_c    2_BULLETIN_BOARD
    iz_ac02_d,213,94,3    duplicate(ac_board)    [Ninja Classroom]#ac_d    2_BULLETIN_BOARD
    
    iz_ac02,202,78,5    duplicate(ac_board)    [Archer Classroom]#ac    2_BULLETIN_BOARD
    iz_ac02_a,202,78,5    duplicate(ac_board)    [Archer Classroom]#ac_a    2_BULLETIN_BOARD
    iz_ac02_b,202,78,5    duplicate(ac_board)    [Archer Classroom]#ac_b    2_BULLETIN_BOARD
    iz_ac02_c,202,78,5    duplicate(ac_board)    [Archer Classroom]#ac_c    2_BULLETIN_BOARD
    iz_ac02_d,202,78,5    duplicate(ac_board)    [Archer Classroom]#ac_d    2_BULLETIN_BOARD
    
    iz_ac02,213,78,3    duplicate(ac_board)    [Mage Classroom]#ac    2_BULLETIN_BOARD
    iz_ac02_a,213,78,3    duplicate(ac_board)    [Mage Classroom]#ac_a    2_BULLETIN_BOARD
    iz_ac02_b,213,78,3    duplicate(ac_board)    [Mage Classroom]#ac_b    2_BULLETIN_BOARD
    iz_ac02_c,213,78,3    duplicate(ac_board)    [Mage Classroom]#ac_c    2_BULLETIN_BOARD
    iz_ac02_d,213,78,3    duplicate(ac_board)    [Mage Classroom]#ac_d    2_BULLETIN_BOARD
    
    iz_ac02,202,62,5    duplicate(ac_board)    [Taekwon Classroom]#2    2_BULLETIN_BOARD
    iz_ac02_a,202,62,5    duplicate(ac_board)    [Taekwon Classroom]#2_a    2_BULLETIN_BOARD
    iz_ac02_b,202,62,5    duplicate(ac_board)    [Taekwon Classroom]#2_b    2_BULLETIN_BOARD
    iz_ac02_c,202,62,5    duplicate(ac_board)    [Taekwon Classroom]#2_c    2_BULLETIN_BOARD
    iz_ac02_d,202,62,5    duplicate(ac_board)    [Taekwon Classroom]#2_d    2_BULLETIN_BOARD
    
    iz_ac02,213,62,3    duplicate(ac_board)    [Gunslinger Classroom]#0    2_BULLETIN_BOARD
    iz_ac02_a,213,62,3    duplicate(ac_board)    [Gunslinger Classroom]#a    2_BULLETIN_BOARD
    iz_ac02_b,213,62,3    duplicate(ac_board)    [Gunslinger Classroom]#b    2_BULLETIN_BOARD
    iz_ac02_c,213,62,3    duplicate(ac_board)    [Gunslinger Classroom]#c    2_BULLETIN_BOARD
    iz_ac02_d,213,62,3    duplicate(ac_board)    [Gunslinger Classroom]#d    2_BULLETIN_BOARD
    
    iz_ac02,202,46,5    duplicate(ac_board)    [Swordman Classroom]#2    2_BULLETIN_BOARD
    iz_ac02_a,202,46,5    duplicate(ac_board)    [Swordman Classroom]#2_a    2_BULLETIN_BOARD
    iz_ac02_b,202,46,5    duplicate(ac_board)    [Swordman Classroom]#2_b    2_BULLETIN_BOARD
    iz_ac02_c,202,46,5    duplicate(ac_board)    [Swordman Classroom]#2_c    2_BULLETIN_BOARD
    iz_ac02_d,202,46,5    duplicate(ac_board)    [Swordman Classroom]#2_d    2_BULLETIN_BOARD
    
    iz_ac02,213,46,3    duplicate(ac_board)    [Lounge]#ac    2_BULLETIN_BOARD
    iz_ac02_a,213,46,3    duplicate(ac_board)    [Lounge]#ac_a    2_BULLETIN_BOARD
    iz_ac02_b,213,46,3    duplicate(ac_board)    [Lounge]#ac_b    2_BULLETIN_BOARD
    iz_ac02_c,213,46,3    duplicate(ac_board)    [Lounge]#ac_c    2_BULLETIN_BOARD
    iz_ac02_d,213,46,3    duplicate(ac_board)    [Lounge]#ac_d    2_BULLETIN_BOARD
    
    iz_ac02,204,121,5    duplicate(ac_board)    [Principal's Office]#a    2_BULLETIN_BOARD
    iz_ac02_a,204,121,5    duplicate(ac_board)    [Principal's Office]#aa    2_BULLETIN_BOARD
    iz_ac02_b,204,121,5    duplicate(ac_board)    [Principal's Office]#ab    2_BULLETIN_BOARD
    iz_ac02_c,204,121,5    duplicate(ac_board)    [Principal's Office]#ac    2_BULLETIN_BOARD
    iz_ac02_d,204,121,5    duplicate(ac_board)    [Principal's Office]#ad    2_BULLETIN_BOARD

     

  5. Hi !

    Is there an updated version of it? I tried the current one but I'm having a strange issue:
    It works, 4 grapes are appearing only when I kill poring and only in Rachel as defined BUT with 2 staffs + 1 unknown item.

    rachel    mapflag    mobitemadder    1002,514,10000,514,10000,514,10000,514,10000

    434296721_screenDivineAscensionRO016.jpg.1a31b4a7364c62de144f2b394ba89820.jpg

  6. I've tried all langtype (about 21) and I still have the same issue. However, I can write with é, à, etc... I can see item descriptions etc with them as well. It shows on the chat and others can see it. It seems to do not work ONLY with NPCs, which makes me think that it is a server-side related problem.

    Anyone knows?

    1073316878_screenDivineAscensionRO137.jpg.78ad7de40b2b3c5796d51844024703cf.jpg

    In the NPC:
     

    Quote

        mes "Quand on voyage partout dans le monde comme moi, on entend beaucoup de rumeurs. L'une de celles que j'ai entendues récemment est particulièrement intéressante...";

    Up

  7. Hi !

     

    I'm working on a translation project ENG -> FR but NPCs sentences don't show special accents (é à, etc).

    I'm not sure if my issue is client-side or server-side. I would think server-side since I'm able to talk IG with é or à without it showing the kind of letter I got on the screenshot.

     

    Any idea where is this coming from ? I'm using last version of rAthena with 20180620 ragRE.

    1498800492_screenDivineAscensionRO135.jpg.c77cf41044c1c9b20182d7ba5216ac24.jpg

  8. Hi everyone,

     

    I'm currently working on custom skills possibly obtained through NPC. I've been using the skill list window from the Sage skill Auto Spell in order to choose the custom skill the player would like to have. Everything works great, the NPC recognizes which skill the player chooses. However, When the player has to decide which skill he wants, I would like to have the description to appear when the cursor goes on the skill.

    Is it possible to do in the sources ? Or is this a client-related request?

     

    Thank you.

  9. Hi!

    I'm having a problem when I zoom + change the angle :

    (As I recall, the way to fix this was to edit the .exe and modify some letters/numbers but I forgot, it's been a while)

     

    Does anyone knows how to fix this? (When I remove fix angle camera on the diff, it's better, but I would love to be able to change the angle while not distort the character)

    646184004_screenOpenRealmRO086.thumb.jpg.c8b9facd881bf810ae7db672cc7fbe95.jpg459934096_screenOpenRealmRO085.thumb.jpg.ec56900173daec91635e99c1624a571b.jpg915080007_screenOpenRealmRO089.thumb.jpg.764a6f72fbde758ad2f2826ae0a6b78a.jpg

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and Privacy Policy.