Jump to content

Syovere

Members
  • Posts

    5
  • Joined

  • Last visited

About Syovere

  • Birthday 07/16/1988

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Syovere's Achievements

Poring

Poring (1/15)

  • One Year In
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Okay, I know how to set a new weapon type to be equippable, and how to edit the aspd table so you have more than 1 aspd with a given weapon type. What I need to know is how to add the animations, so you can actually see, for example, a dagger in a Summoner's paws. I know, of course, that I'll have to do some spritework myself, but I'm wondering about what I need to do to make the client actually show it; what configurations have to be done, where does hte file go, what must it be named, etc. If it helps (or is necessary), a specific list of what I have in mind is: daggers and possibly 1h swords for Summoners and javelins (bows mechanically) to Super Novices; actual bows would require full new animated sprite movements for Super Novices which would be beyond my skills, but I think I can fit Javelins to the existing attack animations. I also want to play around more with 2h maces, but it seems like they already have a sprite (even if it is just a clone of the basic 1h mace one). Admittedly I'm not 100% sure my Summoner ideas will go through, but y'know. May as well have it set up.
  2. Okay, I have that, but I can't figure out how to use it. I'm sorry but I may need a step-by-step guide here. I have an image (bmp format) I want to use for the item drop/inventory sprite. Can someone give me a step-by-step for how to turn that into the necessary .spr? EDIT: I was able to get an explanation elsewhere, thanks to Neo-Mind in the WARP discord:
  3. No, I'm having trouble actually converting to .spr in the first place.
  4. How do I make the .spr file for item drops/inventory selection? I feel like an idiot for having to ask this, but everything I've found in searching is about headgear .sprs. All I need is the one for moving inventory items/having them on the ground.
  5. So I've had an idea rattling around in my head for a while, based on Diablo 2. You know how magic/rare/etc items dropped and had to be Identified, at which point they'd get prefixes and suffixes? I was thinking, why not use cards to do the same in RO? Rough concept of the implementation: These new magic items would drop as a new misc item (so as to not trip over the existing identify system). A new usable item is used on it, giving you (for example) a Falchion with a variable number of cards (say, 1-4) from a set list (not from inventory) preslotted. The cards chosen come from a list supplied in the script function, which could potentially include cards that don't match the slot as long as that doesn't break anything (related: does that break anything?). Obviously I don't need the full card list in there, just enough of the structure that I can figure out how to expand it from there. A feature that'd be nice would be variable per-card rarity, so a Poring card is more likely to show up than a Baphomet (arbitrarily chosen) One other detail: I'd like each equipment slot to pull from a different list - so weapons would use a different card list from headgear, etc. Thank you in advance to whoever does this, and in the off chance another server wants to use it too, go right ahead; this is more for a personal project than anything. Edit to Add: If it's easier to attach the "identify" function to a new NPC rather than an item, that's also fine.
×
×
  • Create New...