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Adding warps?


Millenium

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What files would I have to edit to add a warp to a map from my custom map?

I edited a few files and they still won't show?

Scripts_custom & scripts_warps.txt

npc: npc/re/warps/custom/cities/turboroomin.txt
npc: npc/re/warps/custom/cities/turboroomout.txt

made new folder inside warp, named custom, new folder named cities, made text file name turboroomin/out.txt

re/warps/custom/cities/turboroomin.txt

crystilia,67,91,0	warp	Mall	1,1,turbo_room,100,100

How to make them show?

Edited by Arcenciel
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Make one yourself.

Just by using another .txt file that has warps, for example https://rathena.svn....ies/alberta.txt and just use the warps as a reference. For example,

alberta,15,234,0 warp alb001 2,5,pay_fild03,388,63

You would want:

<your custom map>,X,Y,0 warp <name of warp> 2,5,<teleport to what map?>,X,Y

Though, this is just one warp. You would then want a warp on the other map your custom map will teleport the player too in order for the player to get back to your custom map.

Edited by Mysterious
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Make one yourself.

Just by using another .txt file that has warps, for example https://rathena.svn....ies/alberta.txt and just use the warps as a reference. For example,

alberta,15,234,0 warp alb001 2,5,pay_fild03,388,63

You would want:

<your custom map>,X,Y,0 warp <name of warp> 2,5,<teleport to what map?>,X,Y

Though, this is just one warp. You would then want a warp on the other map your custom map will teleport the player too in order for the player to get back to your custom map.

Do I have to put the txt file I made into a folder ex. /cities?

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You can organize it anyway you like. But if it is a custom, you could do npc/custom/city/<your file>.txt and then in your scripts_custom.conf add the following file in there.

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You can organize it anyway you like. But if it is a custom, you could do npc/custom/city/<your file>.txt and then in your scripts_custom.conf add the following file in there.

What's the 2,5, mean? Mine says 1,1?

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You can organize it anyway you like. But if it is a custom, you could do npc/custom/city/<your file>.txt and then in your scripts_custom.conf add the following file in there.

What's the 2,5, mean? Mine says 1,1?

Here:

** Define a warp point

<from map name>,<fromX>,<fromY>,<facing>%TAB%warp%TAB%<warp name>%TAB%<spanx>,<spany>,<to map name>,<toX>,<toY>

This will define a warp NPC that will warp a player between maps, and while most

arguments of that are obvious, some deserve special mention.

SpanX and SpanY will make the warp sensitive to a character who didn't step

directly on it, but walked into a zone which is centered on the warp from

coordinates and is SpanX in each direction across the X axis and SpanY in each

direction across the Y axis.

Warp NPC objects also have a name, because you can use it to refer to them later

with 'enablenpc'/'disablenpc'

Facing of a warp object is irrelevant, it is not used in the code and all

current scripts have a zero in there.

https://rathena.svn....pt_commands.txt

Edited by Mysterious
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You can organize it anyway you like. But if it is a custom, you could do npc/custom/city/<your file>.txt and then in your scripts_custom.conf add the following file in there.

What's the 2,5, mean? Mine says 1,1?

Here:

** Define a warp point

<from map name>,<fromX>,<fromY>,<facing>%TAB%warp%TAB%<warp name>%TAB%<spanx>,<spany>,<to map name>,<toX>,<toY>

This will define a warp NPC that will warp a player between maps, and while most

arguments of that are obvious, some deserve special mention.

SpanX and SpanY will make the warp sensitive to a character who didn't step

directly on it, but walked into a zone which is centered on the warp from

coordinates and is SpanX in each direction across the X axis and SpanY in each

direction across the Y axis.

Warp NPC objects also have a name, because you can use it to refer to them later

with 'enablenpc'/'disablenpc'

Facing of a warp object is irrelevant, it is not used in the code and all

current scripts have a zero in there.

https://rathena.svn....pt_commands.txt

Warps don't show up? D:

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You need to enable the warps in game using the @loadnpc command.

@loadnpc npc/re/warps/custom/cities/turboroomin.txt

@loadnpc npc/re/warps/custom/cities/turboroomout.txt

If they still dont work after loading them, us the @reloadscript command and they will show up.

DT

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then make a simple script like this

alberta,15,134,0<tab>script<tab>npcwarpname<tab>45,1,1,{

warp "pay_fild03", 388, 63;

end;

}

ps. only use this if warp isnt working and or desperate mode xD

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make a new text document inside npc/warps, name it what you want, (e.g. crystiliawarp.txt) and put your script on it like yours:

crystilia,67,910	 warp	 Mall   1,1,turbo_room,100,100

as what Mysterious said,

it controls the sensitivity, if its 1,1 the player needs to be near the portal so he can port out, if 3, 3cells before the portal, you'll port out :P

don't forget to add another portal to where you are ported but not at the exact spawn point :P

so players can go back from the place he entered first.

just switch the portals on your script,

turbo_room,100,100,0	 warp	 Mall1	2,5,crystilia,67,91

to enable it in game,

@loadnpc npc/warps/crystiliawarp.txt

to put it permanently in your map:

go to npc/scripts_warps.conf

add at the bottom line this one:

npc: npc/warps/crystiliawarp.txt

Hope it helps! =)

Edited by Santino
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