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Reins

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Posts posted by Reins


  1. run this script on act editor - credits goes to tokei

    int count = act.GetAllFrames().Count + 1;
    int index = 0;

    TaskManager.DisplayTaskC("Rendering frames...", "Please wait...", () => index, count, new Action<Func<bool>>(isCancelling => {
    try {
    foreach (var action in act) {
    foreach (var frame in action) {
    if (frame.Layers.Count <= 1) {
    index++;
    continue;
    }
    if (isCancelling()) return;

    var image = frame.Render(act);
    var box = ActImaging.Imaging.GenerateFrameBoundingBox(act, frame);
    int relativeIndex = -1;

    for (int i = 0; i < act.Sprite.Images.Count; i++) {
    if (image.Equals(act.Sprite.Images[i])) {
    if (isCancelling()) return;
    relativeIndex = act.Sprite.AbsoluteToRelative(i, act.Sprite.Images[i].GrfImageType == GrfImageType.Indexed8 ? 0 : 1);
    }
    }

    if (relativeIndex < 0) {
    relativeIndex = act.Sprite.InsertAny(image);
    }

    int offsetX = (int) ((int) ((box.Max.X - box.Min.X + 1) / 2) + box.Min.X);
    int offsetY = (int) ((int) ((box.Max.Y - box.Min.Y + 1) / 2) + box.Min.Y);
    var layer = new Layer(relativeIndex, image);

    layer.OffsetX = offsetX;
    layer.OffsetY = offsetY;

    frame.Layers.Clear();
    frame.Layers.Add(layer);
    index++;
    }
    }

    // Removes unused sprites - old way, older versions have a bug
    for (int i = act.Sprite.Images.Count - 1; i >= 0 ; i--) {
    if (act.FindUsageOf(i).Count == 0) {
    var type = act.Sprite.Images[i].GrfImageType;
    var relativeIndex = act.Sprite.AbsoluteToRelative(i, type == GrfImageType.Indexed8 ? 0 : 1);
    act.Sprite.Remove(relativeIndex, type);

    if (type == GrfImageType.Indexed8) {
    act.AllLayers(layer => {
    if ((layer.IsIndexed8() && type == GrfImageType.Indexed8) ||
    (layer.IsBgra32() && type == GrfImageType.Bgra32)) {
    if (layer.SpriteIndex == relativeIndex) {
    layer.SpriteIndex = -1;
    }
    }
    });
    }

    act.Sprite.ShiftIndexesAbove(act, type, -1, relativeIndex);
    }
    }
    }
    finally {
    index = count;
    }
    }));


  2. can i request a 2 simple private room rent NPC that player will rent will have to pay for the room(custom indoor map) for a certain duration of time let say 1 hour with passcode for guest/companions of the renter which desire to enter. after an hour the room be emptied also the passcode of the renter for the new incoming renter. and the room cannot be rent while occupied the npc outside will display time left when click before next availability of the room. thanks sorry for my bad english XD


  3. is there a possibility like this

    i set the script to obtain rewards it should be online for about 6 hours

    what if i login about 2 hours in the afternoon then logout and i logged in again in the evening for about 4 hours it will still get the reward?

    /thx


  4.  

     

    Cutins Required = Number of items displayed on the wheel(More Cutins, if we want a smooth animation)

     

    Since the Items slot will move in arrow slot and arrow willl be intacted up.

    OR

    the items will remain like that only, and arrow will move to each slot of items

     

    It would be nice if the text "Lucky Spin" bounces up and down in different cutin's , so that it would have a nice animation.

    How about putting Win/Lose Text on the center of the circle after spinning =)

    I can't see anything that makes player Lose...

    Whatever spin stops at, its a win for the player :P

    well i try to put a X image which means Lose :P i sense the spinning wheel will be always have a winner which makes player easily to fund different items on it.


  5. Cutins Required = Number of items displayed on the wheel(More Cutins, if we want a smooth animation)

     

    Since the Items slot will move in arrow slot and arrow willl be intacted up.

    OR

    the items will remain like that only, and arrow will move to each slot of items

     

    It would be nice if the text "Lucky Spin" bounces up and down in different cutin's , so that it would have a nice animation.

    How about putting Win/Lose Text on the center of the circle after spinning =)


  6. 2 handed weapons are fix for sinx even if you have 2 different custom 1 hand sword it will result to default, the solution for this is to replace the default combinations of weapons and restrict the sinx for wearing it btw here's the combination default sprites are

    sword - sword
    sword - axe
    sword - dagger
    dagger - dagger
    dagger - axe
    axe - axe
    axe - sword

    so in plain explanation if you have your custom weapon above the black 2 pcs i know you declared it as a sword right? it will result as default. unlike mine i disable the sinx to wear any axe in my server so that i can put custom 2 handed see my pic below. I change naght seiger blade from 1 hand sword to axe and i replace the default axe-axe sprites into the merged 2 naght blade

     

    post-1143-0-54004500-1438058543_thumb.jpg


  7. Hi 

    can i request that when the GMs/Admins are online the npc will show on the game like this

    4_M_GENIE.gif


    and when the GMs/Admins are offline the npc will show on the games like this

    4_F_GENIE.gif

    Of course when the player interacts with the NPC it will saids

    Online: GM Example is Online

    Offline: Sorry no GMs, Admins, & Staffs are currently online


    Thanks!

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