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Tio Akima

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  1. Like
    Tio Akima got a reaction from Caspian in Medieval Tavern - [FREE MAP]   
    View File Medieval Tavern - [FREE MAP]
    Hi.
    I am Tio Akima.
     
    This is one of my works in creating maps / graphs.
    Available to the community. (free)
     
    Medieval Tavern Map
    Map made in Browedit (Thanks Borf)
    3d models made in 3D Max

    Any error / bug let me know so I can fix it.
    Submitter Tio Akima Submitted 05/18/20 Category Maps & Textures  
  2. Like
    Tio Akima got a reaction from SyncMaster in [Showcase] RPD - Raccoon City Police Department   
    Hi ... I've finished a series of maps recently, inspired by a horror story theme. The main map is a modern city,
    freely inspired by Raccon City (RE)
    with classic places such as the famous Mansion of RE1 and also the raccon city police station.
    A map made for RO, but the idea was to remove all the medieval elements, to maintain a modern aesthetic, to approach our present world.

    I've posted here the city and also the mansion ...
    I recently finished the police department
     
     RPD - Raccoon City Police Department
     

     
    B01

     
    first floor with several rooms
     
     

     

     

     

     

     

     

     
     
    B02

     
    second floor with several other rooms
     

     
     

     
     

     
     

     

     

     

     

     
     

     
     
    Now there are 3 huge maps
    The city, the mansion and the police department
     

    RPD

    MANSION

    CITY

     

     

     
     
     
  3. Like
    Tio Akima got a reaction from eitopop in [Showcase] Survival - The infected city   
    Hi ... I've finished a series of maps recently, inspired by a horror story theme. The main map is a modern city, freely inspired by Raccon City (RE)
    with classic places such as the famous Mansion of RE1 and also the raccon city police station.
    A map made for RO, but the idea was to remove all the medieval elements, to maintain a modern aesthetic, to approach our present world.

    The second map is MANSION (freely inspired)
    This map has 4 floors (two extremely large 2 floors (150x150), 1 small floor and basement.
    The maps are well detailed and with the possibility to compose a series of quest's and events.


    There are many possibilities. It can be used as an instance, as main city, map for events
    (such as zombie invazion, undead, savior, vips events, hunter), quests, etc. just be creative.
    Tell me your opinion, maybe you can help me improve.
    Thank you.
    ps: The police department is not ready yet.*****
    (Some images to better illustrate)
     
    THE CITY










    Now some images of the Mansion with 4 floors
    I like it when the maps are well filled, with no empty spaces, and with many details,
    something that suggests that there is life there, with dirt and trash on the floor, etc ...
    01F and 02F












    03F and basement



     





  4. Like
    Tio Akima reacted to Cretino in doubt about weight   
    I think the 'problem' is the character inventory size.
    The client send the message 'You're overweight', but really you don't have space in your inventory.
  5. Like
    Tio Akima reacted to Kenpachi in callfunc Heal group in area   
    Hi.
     
    //members id getpartymember(getcharid(CHAR_ID_PARTY), 1); You have to use type 2 instead of 1 to get the account ID of all party members instead of their char IDs.
    (The getunits() command will collect the GID of found units, which is the account ID for player type units. (BL_PC))
    Additionally you should immediately save the IDs  and the member count to prevent other scripts from interfering with your data.
    // Get party data. getpartymember(getcharid(CHAR_ID_PARTY), 2); [email protected]_mem_cnt = [email protected]; copyarray([email protected]_mem_aid[0], [email protected][0], [email protected]_mem_cnt);
                                                                                                                                                                                                                                                                                                                                
     
    [email protected]= 10; This should be 5 for a 10x10 area. When setting this to 10, your area is 20x20.
     
                                                                                                                                                                                                                                                                                                                                
     
    [email protected] = getunits((BL_MOB | BL_PC), [email protected], -1, [email protected]$, max(0, [email protected] - [email protected]), max(0, [email protected] - [email protected]), [email protected] + [email protected], [email protected] + [email protected]); Any reason to get monster type units (BL_MOB), too? 😯 If you only want to heal party members you should only collect player type units (BL_PC).
    Also better use false for <limit>. -1 works, too, but is less readable.
    [email protected] = getunits(BL_PC, [email protected], false, [email protected]$, max(0, [email protected] - [email protected]), max(0, [email protected] - [email protected]), [email protected] + [email protected], [email protected] + [email protected]);
                                                                                                                                                                                                                                                                                                                                

     
    And finally you have to add a nested loop to your loop to compare the account IDs. (Loop through found units and for each iteration loop through party members.)
    for ([email protected] = 0; [email protected] < [email protected]; [email protected]++) { dispbottom("[email protected][" + [email protected] + "]: " + [email protected][[email protected]]); //debug - print the user id (getunits) for ([email protected] = 0; [email protected] < [email protected]_mem_cnt; [email protected]++) { dispbottom("[email protected]_mem_aid[" + [email protected] + "]: " + [email protected]_mem_aid[[email protected]]); //debug - print the user id (getpartymember) if ([email protected][[email protected]] == [email protected]_mem_aid[[email protected]]) { dispbottom("Party member found. Try healing!"); //debug - party member found if (attachrid([email protected]_mem_aid[[email protected]])) { percentheal([email protected], [email protected]); specialeffect(310, AREA, playerattached()); } } } }  
     
    That's just a quick draft. Syntax errors are for free. 😋


    ~Kenpachi
  6. Like
    Tio Akima reacted to Kenpachi in [bug] dispbottom   
    Hi.

    The dispbottom() messages were hidden due to misconfigured chat filters.
     
     
    ~Kenpachi
  7. Like
    Tio Akima reacted to Cretino in combat arena error   
    I made some changes, now is working fine.
     
    OnPCDieEvent part:
     
    OnPCLogoutEvent part:
     
  8. Like
    Tio Akima reacted to Cretino in combat arena error   
    'getmapusers' only will count a 'dead player' if he still in the map... but you already added this:
    When a player die, it send back to 'kame_house',
     
    Now about the the quit players you can do this:
    Add:
     
    And change these:
     
    OnPCDieEvent part:
     
    Enter arena part:
     
    I think is it, not tested.
  9. Like
    Tio Akima reacted to Cretino in combat arena error   
    I made a little mistake, now is tested and working:
     
  10. Like
    Tio Akima got a reaction from Hyroshima in [Showcase] RPD - Raccoon City Police Department   
    Hi ... I've finished a series of maps recently, inspired by a horror story theme. The main map is a modern city,
    freely inspired by Raccon City (RE)
    with classic places such as the famous Mansion of RE1 and also the raccon city police station.
    A map made for RO, but the idea was to remove all the medieval elements, to maintain a modern aesthetic, to approach our present world.

    I've posted here the city and also the mansion ...
    I recently finished the police department
     
     RPD - Raccoon City Police Department
     

     
    B01

     
    first floor with several rooms
     
     

     

     

     

     

     

     

     
     
    B02

     
    second floor with several other rooms
     

     
     

     
     

     
     

     

     

     

     

     
     

     
     
    Now there are 3 huge maps
    The city, the mansion and the police department
     

    RPD

    MANSION

    CITY

     

     

     
     
     
  11. Like
    Tio Akima got a reaction from Caspian in [Showcase] RPD - Raccoon City Police Department   
    Hi ... I've finished a series of maps recently, inspired by a horror story theme. The main map is a modern city,
    freely inspired by Raccon City (RE)
    with classic places such as the famous Mansion of RE1 and also the raccon city police station.
    A map made for RO, but the idea was to remove all the medieval elements, to maintain a modern aesthetic, to approach our present world.

    I've posted here the city and also the mansion ...
    I recently finished the police department
     
     RPD - Raccoon City Police Department
     

     
    B01

     
    first floor with several rooms
     
     

     

     

     

     

     

     

     
     
    B02

     
    second floor with several other rooms
     

     
     

     
     

     
     

     

     

     

     

     
     

     
     
    Now there are 3 huge maps
    The city, the mansion and the police department
     

    RPD

    MANSION

    CITY

     

     

     
     
     
  12. Like
    Tio Akima reacted to Kenpachi in OnPCSkillUseEvent + getskillname   
    Hi.
     
    Untested; just converted to Hercules!
    OnPCSkillUseEvent.diff
    getskillname.diff
     
     
    ~Kenpachi
  13. Like
    Tio Akima got a reaction from Hyroshima in Barter shop doubt   
    @4144 
    @Hyroshima
     
    Thank you for your help! it worked. ty
     
    [SOLVED]
  14. Like
    Tio Akima reacted to Hyroshima in Barter shop doubt   
    try this way:
    - trader Shop1 FAKE_NPC,{ OnInit: tradertype(NST_BARTER); sellitem White_Herb, 100, Red_Potion, 2; sellitem Blue_Herb, 200, Orange_Potion, 3; end; } - trader Shop2 FAKE_NPC,{ OnInit: tradertype(NST_BARTER); sellitem Green_Herb, 100, Red_Potion, 4; sellitem White_Herb, 100, Orange_Potion, 1; end; } - trader Shop3 FAKE_NPC,{ OnInit: tradertype(NST_BARTER); sellitem Apple, -1, Orange_Potion, 1; sellitem Praetorian_Shield, 100, Berserk_Potion, 10; end; } prontera,159,284,4 trader Barter Shop 4_M_KID1,{ mes "Select the shop for open!"; switch(select("Shop 1:Shop 2:Shop 3")) { case 1: close2; openshop "Shop1"; break; case 2: close2; openshop "Shop2"; break; case 3: close2; openshop "Shop3"; break; } end; }  
  15. Like
    Tio Akima reacted to 4144 in Barter shop doubt   
    try use two or more npcs. Even at same position if you want shops hidden.
     
    also for barter shops you must set shop type. in your example type is missing
  16. Upvote
    Tio Akima reacted to Kenpachi in costume item (body sprite)   
    Hi.
     
    Maybe a little bit late, but...
    You can disguise a player with the changelook() script command. Just use an item's OnEquipScript/OnUnequipScript.
    An example to disguise the player as Swordman when equipping Hat.
    { Id: 2220 AegisName: "Hat" Name: "Hat" Type: "IT_ARMOR" Buy: 1000 Weight: 200 Def: 2 Loc: "EQP_HEAD_TOP" ViewSprite: 16 OnEquipScript: <" changelook(LOOK_BASE, Job_Swordman); "> OnUnequipScript: <" changelook(LOOK_BASE, Class); "> } But this works only with jobs. If you have custom body sprites, you have to add them as new jobs.
     
     
    ~Kenpachi
  17. Like
    Tio Akima reacted to meko in Create instance for just one player   
    It's IOT_CHAR, not IM_CHAR
    [email protected] = getcharid(CHAR_ID_CHAR); [email protected] = getcharid(CHAR_ID_ACCOUNT); [email protected]_name$ = "mapname"; // the map you want to instance [email protected]_name$ = sprintf("%[email protected]%i%d", [email protected]_name$, [email protected], gettime(GETTIME_SECOND)); // a unique name for your instance [email protected] = instance_create([email protected]_name$, [email protected], IOT_CHAR); // create the instance and attach it to the char [email protected]_map_name$ = sprintf("%[email protected]%i", [email protected]_name$, [email protected]); // a unique name for the instanced map [email protected]$ = instance_attachmap([email protected]_name$, [email protected], false, [email protected]_map_name$); // attach the instanced map to your instance instance_timeout(600, 1, [email protected]); // alive and idle timeout, in seconds // setup is ready so init the instance and warp the player instance_init([email protected]); warpchar([email protected]$, 20, 20, [email protected]); // the (x,y) starting point
  18. Like
    Tio Akima got a reaction from Naruto in jobchange and sc_end   
    when i use pc-> jobchange () it finishes some SC_ (sc originals) and my sc_ custom it doesn't finish ...
    The idea is that he will stop finishing all SCs
     

     
    the two original sc_ he is finalizing ... I can not understand why he finalizes these two, and my custom not
     
    I looked at the whole pc->jobchange() function
    And I found this condition that from status_change_end,
    I left commented //
     
    // if ((job & MAPID_UPPERMASK) != (sd->job & MAPID_UPPERMASK)) { //Things to remove when changing class tree. // const int class_idx = pc->class2idx(sd->status.class); // short id; // for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[class_idx][i].id) > 0; i++) { //Remove status specific to your current tree skills. // enum sc_type sc = status->skill2sc(id); // if (sc > SC_COMMON_MAX && sd->sc.data[sc]){ // status_change_end(&sd->bl, sc, INVALID_TIMER); // } // } // } but it did not work
    the strange thing is that it finish (sc_end) only the original sc
    in sc_config they are set the same
    with these flags
    Flags: { NoDeathReset: true NoDispelReset: true NoClearanceReset: true NoMadoReset: true }  
     
    @EDIT SOLVED! 
  19. Like
    Tio Akima reacted to Cretino in GID Error   
    The actual 'getunitdata' has no support for player units.
    This is why you receive this message error.
    If you want to get values from player units, you'll need to make a source modification.
    I made one, you can test if you want.
     
    getunitdata_pc_type.diff
  20. Like
    Tio Akima reacted to meko in get npc name   
    use strnpcinfo() like
    strnpcinfo(NPC_NAME_UNIQUE, "", npc id)  
  21. Like
    Tio Akima reacted to Ridley in WeeThumbnail to win10   
    I answered your question here to have it available if someone is looking for it
  22. Upvote
    Tio Akima reacted to Ridley in WeeThumbnail under Windows 10   
    As requested here
    WeeThumbnail.dll is part of the WeeTools and allows Windows to preview a .spr file. Original Author is Shinryo @rAthena
     
    In order to make it work in Windows 10 you need to register the .dll
     
    Download x86 or x64 based on your OS Copy the .dll to your windows/system32 folder Click the Windows/Start button in the lower left corner Type CMD - then right click it and select "Run as Administrator" Note: If you run it through Win+R you need to confirm with  Ctrl+Shift+Enter to run it as administrator
    Now in CMD Run the following command regsvr32 "C:\Windows\System32\WeeThumbnail.dll" This is how it should look like:
     

     
    Afterwards a PopUp from RegSvr32 appears, saying the .dll was installed successfully.
    Now Restart your system and Windows should preview .spr files

     
    Troubleshooting: 
    Error 0x80070005 means you didn't run CMD as admin.
     
     
  23. Like
    Tio Akima reacted to meko in search for nearby targets   
    // set the unit ID of the target [email protected]_id = XXXXX; // get the location of the target (change TYPE to PC/MOB/...) getmapxy([email protected]$, [email protected], [email protected], UNITTYPE_{{TYPE}}, [email protected]_id); // get all mobs within a 3 cell radius around the target [email protected] = getunits(BL_MOB, [email protected][0], false, [email protected]$, max(0, [email protected] - 3), max(0, [email protected] - 3), [email protected] + 3, [email protected] + 3); // iterate over the mob units for ([email protected] = 0; [email protected] < [email protected]; [email protected]) { [email protected] = [email protected][[email protected]]; // ... do something with your [email protected] }  
  24. Like
    Tio Akima got a reaction from Caspian in [Showcase] Survival - The infected city   
    thanks
     

     
    oh cool man, nice, i love RE for PS1... i love chrono trg and cross too! (for ps1)
    thanks for comment ❤️ 
  25. Like
    Tio Akima got a reaction from Yeezus in [Showcase] Survival - The infected city   
    Hi ... I've finished a series of maps recently, inspired by a horror story theme. The main map is a modern city, freely inspired by Raccon City (RE)
    with classic places such as the famous Mansion of RE1 and also the raccon city police station.
    A map made for RO, but the idea was to remove all the medieval elements, to maintain a modern aesthetic, to approach our present world.

    The second map is MANSION (freely inspired)
    This map has 4 floors (two extremely large 2 floors (150x150), 1 small floor and basement.
    The maps are well detailed and with the possibility to compose a series of quest's and events.


    There are many possibilities. It can be used as an instance, as main city, map for events
    (such as zombie invazion, undead, savior, vips events, hunter), quests, etc. just be creative.
    Tell me your opinion, maybe you can help me improve.
    Thank you.
    ps: The police department is not ready yet.*****
    (Some images to better illustrate)
     
    THE CITY










    Now some images of the Mansion with 4 floors
    I like it when the maps are well filled, with no empty spaces, and with many details,
    something that suggests that there is life there, with dirt and trash on the floor, etc ...
    01F and 02F












    03F and basement



     





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