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annicellin

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About annicellin

  • Birthday July 31

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  • Discord: Auurify#3981
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    Game Asset Designer

    From the drawing board to the game, making fantasy worlds feel real.

    Character design, art, animation and programming.

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  1. OP, just a suggestion, I recommend changing GRF encoding to korean, so we can make the names a bit more readable. This will not affect the performance of the game. However Windows will bitch a bit when it comes to managing files if you don't have the Korean language pack. Anyways, to the Q. 몬스터 (¸ó½ºÅÍ) is indeed for monster. But know that the game can load monster sprites just as well as NPCs, regardless on which folder they are located this is easely noticeable in older clients where talking to an NPC has an attack cursor on it, that means its using a monster sprite as if it was an NPC's Your error is because it appears that it can not find the .SPR file, if that is true, please add the .SPR file alongside the .ACT with the SAME name. Please go thru this checklist: 1. Made sure that the custom GRF is at the top (so it loads first). 2. Add the .SPR and .ACT file with same name in the SAME folder ,in this case npc .. 3. If that fails, that means something's off with the ID assignment. Make sure you placed the NPC ID in the correct Lua file. Im sure you know this already but overlooks can happen, just making sure its clear. luafiles514 > lua files > datainfo > jobidentity.lub , jobname.lub and shadowtable.lub a monster sprite requires jobidentity.lub, while a npc sprite needs to have their id palced in npcidentity.lub jobidentity.lub Assigns SPRITE ID to NPC AEGIS NAME. Has to be the same as the one you used jobname.lub Reassigns AEGIS name, be careful that it is IDENTICAL to jobidentity. And the grey name has to be IDENTICAL to sprite name. Follow the format. shadowtable.lub Assigns a shadow size to NPC (irrelevant for this error but makes the NPC complete). 4. Double check NPC script and make sure the ID used is the same as the one in jobidentity.lub This example has a "mob NPC" (mob sprite being used as an NPC) so maybe its not the best, but the lua file arrangement is the same. If that else fails please post the complete lua files. Good luck.
  2. Hey I just want to mention that I'm grateful for your quick response and thanks for the feature! It worked out fantastically. And yeah the Export is a bit wonky but usually the second time I export it all frames export nicely, usually the first frame is the one that is messed up. Again thank you for your work! It's deeply appreciated.
  3. Hi Tokei... I have the same need and I wonder if it's possible to find a workaround? My client requires me to export an effect and convert it as a standard SPR/ACT sprite file for an NPC. I have a few suggestions: 1. Export as APNG (to allow transparency) The idea here is to export an animation that can be opened in Aseprite (it accepts APNG) and then mass export the frames as PNGs and send throw them back into ACT Editor. 2. Export frames as seen in the view UI (allow me to export them as PNGs for transparency so they can be added as sprites). Cuts option 1 pipeline steps by a lot and sprite can be manually assembled in ACT editor. Images below show the fake transparent bg extracted from a GIF file. But also happens with APNG extensions.
  4. Hello all, new person here. I'm an avid artist and I work almost exclusively with graphical assets and client side stuff. However, I have questions about how the game handles assets since I'm starting to dwelve into scripting. My final goal is to create cinematic scenes and make the world of RO more believable. For that I need to understand what are the limits of the engine. I have a couple questions, please be as detailed as possible because any piece of information matters. Sprites, acts and scripts I understand .act files have very specific actions for certain "types" of sprites, like for example, char class sprites have the most actions. How does the client and rAthena understand actions and frames? Can you, through an NPC script, force a NPC sprite to play out a certain action or frames? If so, how? If yes, similar to the later, can you force a mob to play a certain frame through a script? Coronary to this: can you hijack a class sprite and give it to a mob to give it more actions to play out? Special effects Can you make custom mob skills? Can you GIVE them a custom special effect (.str file)? If so, how? -- this one is based on the fact that Tokei made a .str editor tool, so I want to use it. This question is important to me because I also want to fix existing mob skills (like NPC FIREBREATH) and give them an animation. I already made some advancements with my design by giving mobs an "introductory/spawning animation", but its awkward because it only works during instances, I need an NPC to play the intro animation and then have to quickly replace it with the true MVP by spawning them right after the NPC dissapears, so it doesn't cycle thru the frames. So far these are my questions, thanks for reading.
  5. I just want to say thank you for making this tool, I've been a big fan of your works for a while. I'm a sprite artist and I've been dying to find out a way to make special effects, this makes it MUCH easier. I'm downloading it right now as I type this.
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