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Green GAT allowing Holy Water anywhere [SOLVED!]


Mina-chan

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Hii! Is there any way to change one type of GAT to another one without having to change the whole map? Like when you change a texture. Or does someone have a Browedit 2 plugin for this task? It will take me years to change it all from green to light blue (to avoid making Holy Water anywhere), since this map of mine has thousand of trees and carefully placed objects with "snipable GAT", and it's already taken me a very long time to change 1/8 fo the map from green to light blue >.>

Someone suggested me to change the map's height so that Holy Water can only be made in the actual water level, but no matter what height I put the water on (I've tried -20, 14, 10, 0, 15, 20...), and no matter the terrain and gat level, everywhere with green gat still lets you make Holy Water anywhere.

Unless there's another solution for this :3

Thanks in advance!

Edit: Adding the GRF and not just the GAT to the map cache solves this problem!

Edited by Mina-chan
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If you look at the standard maps they all have only 3 colors: green, red and purple.
Moreover, no one guide states a requirement to use light blue instead of green in Brow.
And if you save any 620 map with green cells in 586, these will remain green.
Map.c says that the water level is read from .rsw file.
In my case, since I use the WeeMapCache, I collect 3 files (.gat, .gnd, .rsw)
in the grf, then add the map via the GRF button in the WeeMapCache.
And the skills that require water work only in water = the water level
is read correctly (with green cells). I'm sure you do not need to redraw
the GAT cells, just need to find a way to make the server read the .rsw file.

Edited by w0wZukuBg
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it's not what you ask for but it would do what you want

you can do this with script side

-	script	NO_WATER	-1,{
OnInit:
  //setcell "<map_name>",0,0,<max x>,<max y>,CELL_WATER,0;
  //Example:
	setcell "prt_fild05",0,0,400,400,CELL_WATER,0;
}

 

Edited by sader1992
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5 hours ago, sader1992 said:

it's not what you ask for but it would do what you want

you can do this with script side


-	script	NO_WATER	-1,{
OnInit:
  //setcell "<map_name>",0,0,<max x>,<max y>,CELL_WATER,0;
  //Example:
	setcell "prt_fild05",0,0,400,400,CELL_WATER,0;
}

 

Oh! But I still want certain cells to let you make Holy Water, since my map has rivers, lakes, and so on. I think this would eliminate any possibility for this, am I right?

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4 hours ago, w0wZukuBg said:

What do light blue cells do? Never used it. Prohibit skills that require water?
So this is not a solution. If you look at the standard maps they all have only 3 colors:
green, red and purple. Moreover, no one guide states a requirement to use light blue
instead of green in Brow. Furthermore, if you save any 620 map with green cells in 586,
these will remain green. Map.c says that the water level is read from .rsw file.
In my case, since I use the WeeMapCache, I collect 3 files (.gat, .gnd, .rsw)
in the grf, then add the map via the GRF button in the WeeMapCache.
And the skills that require water work only in water = the water level
is read correctly (with green cells). I'm sure you do not need to redraw
the GAT cells, just need to find a way to make the server read the .rsw file.

P.S. From this topic, I realized that they tried "many brow edit vers"
(620? 586? etc... so the problem was not in Brow?) and decided to use
light blue cells. But I did not read a word about adding .rsw to the server...

Ooohhh! You're right, I was just mistakenly only adding the "gat" from the map that I put in my "data" folder. But if I include my custom grf file that has my map (the 3 files that you mention in the "data" folder of my grf) and all my other custom stuff, it works correctly!

THANK YOU SO MUCH! ❤️

EDIT: OH! And as I thought, the function of the Yellow GAT is to let you make Holy Water at any level outside of water. This will also be quite useful for my maps and my next project, so something good came out from all this overlooking x3

(And yes, I think I and many others have overlooked adding the grf itself ^^; However, does this work if you use the plugin that comes with the client instead of weemapcache? Also, I wonder if this may have had anything to do with this strange graphic bug that I had o.o I could solve this by choosing my graphics cad insteaf of "Direct X" in the ro server setup, but other people entering my map have been seeing this problem in my map and didn't know how to solve it... is it possible that not adding the GRF properly may have caused this?)

 

Edited by Mina-chan
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6 hours ago, Mina-chan said:

Oh! But I still want certain cells to let you make Holy Water, since my map has rivers, lakes, and so on. I think this would eliminate any possibility for this, am I right?

yes

but you can overwrite it in the next line too

-	script	NO_WATER	-1,{
OnInit:
  //setcell "<map_name>",0,0,<max x>,<max y>,CELL_WATER,0;
  //Example:
    
    //Removeing the water from the map
	setcell "prt_fild05",0,0,400,400,CELL_WATER,0;
    
  
    //Adding water cells to the map
    //120,120 is water
    setcell "prt_fild05",120,120,120,120,CELL_WATER,1;
    
    //from 150,140 to 150,190 is water
    setcell "prt_fild05",150,140,150,190,CELL_WATER,1;
    //etc
}

just general information xD

and i think editing the map it self better for you , so if you counter this problem again you would know the fix

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20 minutes ago, sader1992 said:

yes

but you can overwrite it in the next line too


-	script	NO_WATER	-1,{
OnInit:
  //setcell "<map_name>",0,0,<max x>,<max y>,CELL_WATER,0;
  //Example:
    
    //Removeing the water from the map
	setcell "prt_fild05",0,0,400,400,CELL_WATER,0;
    
  
    //Adding water cells to the map
    //120,120 is water
    setcell "prt_fild05",120,120,120,120,CELL_WATER,1;
    
    //from 150,140 to 150,190 is water
    setcell "prt_fild05",150,140,150,190,CELL_WATER,1;
    //etc
}

just general information xD

and i think editing the map it self better for you , so if you counter this problem again you would know the fix

Yuss, I'll save this just in case, thanks!

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