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Make cursed flame effect with specialeffect command


nguyenhuy123

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I want to make flame effect like this one when trying to make the Downfall instance, more specifically maybe i will create some hidden npc and make this effect on them then moving them. I want to ask if their is any effect in effect_list.txt like this or is their any way to make effect like this:

image.thumb.png.4feeeeacb8f9b00da8145642ccf91f35.png

Thank you for help :D.

 

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1 hour ago, nguyenhuy123 said:

Hi @sader1992, do we have anyway in script command to do effect like flame wave in my picture, me and @Naruto have already figured out the effect id, thank you.

i didn't read the full topic , so i would answer only this question , i don't know if any other question is asked

if you mean like this

image.thumb.png.65f2aa5ff6c68b34fa1195f37a1bb3ec.png

it can be done like this

-	script	::NPC_UNIQUE_NAME8765643433	444,13,13,{
	end;
OnInit:
	hideonnpc strnpcinfo(3);
end;
OnTouch:
	specialeffect 696,SELF;
end;
}

prontera,160,127,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no1	444,13,13
prontera,160,129,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no2	444,13,13
prontera,160,131,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no3	444,13,13
prontera,160,133,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no4	444,13,13
prontera,160,135,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no5	444,13,13
prontera,160,137,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no6	444,13,13
prontera,160,139,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no7	444,13,13
prontera,160,141,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no8	444,13,13
prontera,160,143,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no9	444,13,13

prontera,151,127,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no11	444,13,13
prontera,151,129,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no12	444,13,13
prontera,151,131,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no13	444,13,13
prontera,151,133,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no14	444,13,13
prontera,151,135,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no15	444,13,13
prontera,151,137,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no16	444,13,13
prontera,151,139,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no17	444,13,13
prontera,151,141,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no18	444,13,13
prontera,151,143,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no19	444,13,13

 

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I could help if you either had the physical map files and an up to date kro client to extract certain things for me as i do not

Edited by Naruto
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1 hour ago, Naruto said:

I could help if you either had the physical map files and an up to date kro client to extract certain things for me as i do not

Yes @Naruto, i already have the mapcache of this instance and i use kro 20190225.

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2 hours ago, nguyenhuy123 said:

Yes @Naruto, i already have the mapcache of this instance and i use kro 20190225.

post the map + the effect tool file with its name if it has one and we can probably figure it out

 

 

hmm ill need to get my own kro client actually we'd be missing a few things... just run through all the effects after summoner using @effect 1001+

 

but it looks like effect tool

Edited by Naruto
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On 11/28/2019 at 8:42 AM, Naruto said:

post the map + the effect tool file with its name if it has one and we can probably figure it out

 

 

Hi @Naruto the map is 1@gl_prq( attachment), and the data.grf is from client20190225( it's 2.5gb so i can't upload it here).

1@gl_prq.zip

I have check the effect tool file, it has the same name as map

image.thumb.png.d2e27e84ea8f7ac7656353be57be4dcf.png

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1 hour ago, nguyenhuy123 said:

I have check the effect tool file, it has the same name as map

 

image.thumb.png.d2e27e84ea8f7ac7656353be57be4dcf.png

theyre all emitters... not 100% since i dont have the grf 

 

I really cant tell if thats smoke or flames but if theyre all called smoke2 then... 

giphy.gif

in that effect tool it looks like ALL the TEXTURES are called SMOKE2?

 

 

You have a problem re creating this into an npc unless you use a green screen... ( Really hard to do and it doesnt randomize either)

 

So your only option is to use effecttool, Its easy just make a new file exactly like that but change this part

giphy.gif

change the names to the name of your map

then copy paste the stuff from the map you wanted... and use effect 974 in the map editor

 

 

Its really easy stuff if youve ever used browedit

 

lemme know if you get it 

 

 

Edited by Naruto
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27 minutes ago, Naruto said:

theyre all emitters... not 100% since i dont have the grf 

 

I really cant tell if thats smoke or flames but if theyre all called smoke2 then... 

giphy.gif

in that effect tool it looks like ALL the TEXTURES are called SMOKE2?

 

 

You have a problem re creating this into an npc unless you use a green screen... ( Really hard to do and it doesnt randomize either)

 

So your only option is to use effecttool, Its easy just make a new file exactly like that but change this part

giphy.gif

change the names to the name of your map

then copy paste the stuff from the map you wanted... and use effect 974 in the map editor

 

 

Its really easy stuff if youve ever used browedit

 

lemme know if you get it 

 

 

Yes @Naruto, i have checked the 1@gl_prq.lub, all the textures use smoke2 with different color and i think they want to make smoke effect like this

image.thumb.png.fd551d7e4465b8f8f04b721cf38a8390.png

 

I've also checked in data.grf and found this which seem similar to the flame but it look darker

image.thumb.png.5ec6aba41409453b99539e8304d4daa0.png

I think that, not only the flame wave in my first image but also the throne of magic also have their flame under it body so you suggestion to create a custom one would be great.

I have never use BrowEdit so i don't know if it can make the flame wave effect like so and let me control the appearance of flame wave through scripting or edit the server code, can you tell me more about this?

Edited by nguyenhuy123
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1 hour ago, nguyenhuy123 said:

Yes @Naruto, i have checked the 1@gl_prq.lub, all the textures use smoke2 with different color and i think they want to make smoke effect like this

image.thumb.png.fd551d7e4465b8f8f04b721cf38a8390.png

 

I've also checked in data.grf and found this which seem similar to the flame but it look darker

image.thumb.png.5ec6aba41409453b99539e8304d4daa0.png

I think that, not only the flame wave in my first image but also the throne of magic also have their flame under it body so you suggestion to create a custom one would be great.

I have never use BrowEdit so i don't know if it can make the flame wave effect like so and let me control the appearance of flame wave through scripting or edit the server code, can you tell me more about this?

 

giphy.gif

effect 696

Its being weird in game for me, might just be me ( Actually after looking at yours a bit closer its all junky hahaha)... but the way its used in your map is strange do you see anything in the code maybe called in the instance script?

 

Im sorry but ive never made an NPC like this before........ So i cant be sure but

look at this npc 

4_LEVITATEMAN

He uses .PNG file for the BLUE

you would have to do this exact same thing but for the torch purple... 

 

 

So heres the problem: 

I dont know how to do it easily... but this is what i can do for you...

view attached zip file

 

torch-violet02.png

 

basically we can clearly see our colors... so you wanna cut what you want... and then paste it on a blank thing... exactly like the blue part in that npc

 

Your gonna have to fix it or ask someone who knows more about PNG files then me /hmm


Theres other ways to do this but... through an NPC? No fucking idea, I havnt done this much

 

torch.rar

 

I could do this 

123124.png

 

But im going to bed now and dont have time... itd take like 5 mins tho

Edited by Naruto
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1 hour ago, Naruto said:

 

giphy.gif

effect 696

Its being weird in game for me, might just be me ( Actually after looking at yours a bit closer its all junky hahaha)... but the way its used in your map is strange do you see anything in the code maybe called in the instance script?

 

Im sorry but ive never made an NPC like this before........ So i cant be sure but

look at this npc 

4_LEVITATEMAN

He uses .PNG file for the BLUE

you would have to do this exact same thing but for the torch purple... 

 

 

So heres the problem: 

I dont know how to do it easily... but this is what i can do for you...

view attached zip file

 

torch-violet02.png

 

basically we can clearly see our colors... so you wanna cut what you want... and then paste it on a blank thing... exactly like the blue part in that npc

 

Your gonna have to fix it or ask someone who knows more about PNG files then me /hmm


Theres other ways to do this but... through an NPC? No fucking idea, I havnt done this much

 

torch.rar 278.73 kB · 3 downloads

 

I could do this 

123124.png

 

But im going to bed now and dont have time... itd take like 5 mins tho

Yes @Naruto, actually when in darkness map the effect 696 become purple and match my need, thank you very much for this. Maybe with the thorn of magic mobs, i can do like make a new mob that has torch and thorn sprite combine. Let me think deeper if there is any way to make flame wave like the first image, this maybe the most tricky part in this instance.

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6 hours ago, nguyenhuy123 said:

Yes @Naruto, actually when in darkness map the effect 696 become purple and match my need, thank you very much for this. Maybe with the thorn of magic mobs, i can do like make a new mob that has torch and thorn sprite combine. Let me think deeper if there is any way to make flame wave like the first image, this maybe the most tricky part in this instance.

you just gotta flip between all them lol 

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14 minutes ago, Naruto said:

you just gotta flip between all them lol 

you mean, the thorn of magic mob and the torch? Can you show me how to flip between them in script.

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2 hours ago, nguyenhuy123 said:

you mean, the thorn of magic mob and the torch? Can you show me how to flip between them in script.

*skilleffect <skill id>,<number>;
*skilleffect "<skill name>",<number>;

This command displays visual and aural effects of given skill on currently
attached character. The number parameter is for skill whose visual effect
involves displaying of a number (healing or damaging). Note, that this command
will not actually use the skill, it is intended for scripts, which simulate
skill usage by the NPC, such as buffs, by setting appropriate status and
displaying the skill's effect.

	mes "Be blessed!";
	// Heal of 2000 HP
	heal 2000,0;
	skilleffect 28,2000;
	// Blessing Level 10
	sc_start SC_BLESSING,240000,10;
	skilleffect 34,0;
	// Increase AGI Level 5
	sc_start SC_INCREASEAGI,140000,5;
	skilleffect 29,0;

This will heal the character with 2000 HP, buff it with Blessing Lv 10 and
Increase AGI Lv 5, and display appropriate effects.

---------------------------------------

*npcskilleffect <skill id>,<number>,<x>,<y>;
*npcskilleffect "<skill name>",<number>,<x>,<y>;

This command behaves identically to 'skilleffect', however, the effect will not
be centered on the invoking character's sprite, nor on the NPC sprite, if any,
but will be centered at map coordinates given on the same map as the invoking
character.

---------------------------------------

*specialeffect <effect number>{,<send_target>{,"<NPC Name>"}};

This command will display special effect with the given number, centered on the
specified NPCs coordinates, if any. For a full list of special effect numbers
known see 'doc/effect_list.txt'. Some effect numbers are known not to work in
some client releases. (Notably, rain is absent from any client executables
released after April 2005.)

<NPC name> parameter will display <effect number> on another NPC. If the NPC
specified does not exist, the command will do nothing. When specifying an NPC,
<send_target> must be specified when specifying an <NPC Name>, specifying AREA
will retain the default behavior of the command.

	// this will make the NPC "John Doe#1"
	// show the effect "EF_HIT1" specified by
	// Jane Doe. I wonder what John did...
	mes "[Jane Doe]";
	mes "Well, I never!";
	specialeffect EF_HIT1,AREA,"John Doe#1";
	close;

---------------------------------------

*specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};

This command behaves identically to 'specialeffect', but the effect will be
centered on the invoking character's sprite.

<Player name> parameter will display <effect number> on another Player than the
one currently attached to the script. Like with specialeffect, when specifying
a player, <send_target> must be supplied, specifying AREA will retain the default
behavior of the command.

Just call effect 696 but... I dont see the coordinates? Might have to ask @sader1992 or someone more familiar with this

 

There should be something in your scripts for that map for it... I have no clue

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Hi @sader1992, do we have anyway in script command to do effect like flame wave in my picture, me and @Naruto have already figured out the effect id, thank you.

 

On 11/29/2019 at 2:31 AM, sader1992 said:

i didn't read the full topic , so i would answer only this question , i don't know if any other question is asked

if you mean like this

image.thumb.png.65f2aa5ff6c68b34fa1195f37a1bb3ec.png

it can be done like this


-	script	::NPC_UNIQUE_NAME8765643433	444,13,13,{
	end;
OnInit:
	hideonnpc strnpcinfo(3);
end;
OnTouch:
	specialeffect 696,SELF;
end;
}

prontera,160,127,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no1	444,13,13
prontera,160,129,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no2	444,13,13
prontera,160,131,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no3	444,13,13
prontera,160,133,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no4	444,13,13
prontera,160,135,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no5	444,13,13
prontera,160,137,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no6	444,13,13
prontera,160,139,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no7	444,13,13
prontera,160,141,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no8	444,13,13
prontera,160,143,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no9	444,13,13

prontera,151,127,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no11	444,13,13
prontera,151,129,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no12	444,13,13
prontera,151,131,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no13	444,13,13
prontera,151,133,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no14	444,13,13
prontera,151,135,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no15	444,13,13
prontera,151,137,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no16	444,13,13
prontera,151,139,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no17	444,13,13
prontera,151,141,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no18	444,13,13
prontera,151,143,4	duplicate(NPC_UNIQUE_NAME8765643433)	#no19	444,13,13

 

Yes @sader1992, this exactly what i need,, with *distance command i also can detect the distance between these npcs and character to deal the damage, thank you very much <3. Thank you @Naruto for helping me figure out, i'm really appreciated your guys <3.

 

hi @sader1992, sorry for disturbing you. I have try many way but still can't find solution to permanently keep the specialeffect on npc in your previous code( when walking away from the npc sight and return, the effect is disappear, it seem like the OnTouchEvent only called once). Is there any better solution for this case? Thank you ❤️.

Edit:

I have found a way to do the permanent effect, i have just post it in this topic: 

. Still i'm not so confident about using while loop, especially when duplicating many npcs like this in an instance. Thanks Sader if your reading this :D.

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image.png.4dc17f7b31ebc80c8b2f307d7d8e58eb.png

Hello, it turns out that I have the script for the instance but I can't put the fire effect on it, can I get a tip?

 

// thorns
areamonster 'map$,80,30,13,80,"Cursed Flame",atoi('thorn$),20;
areamonster 'map$,80,30,13,80,"Fallen Maid",atoi('alice$),20,instance_npcname("#hidden1")+"::OnMyMobDead";

o.o

Edited by Abeiy
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You need monster effect?

If yes - System/monster_size_effect.lub

Edited by botka4aet
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