-
Content Count
63 -
Joined
-
Last visited
-
Days Won
8
Reputation Activity
-
SyncMaster got a reaction from Shinigamiiinaruto in [Showcase] Naruto Kyuubi Cloak - 1 Tail
"By using the beast's chakra with its tail, the host begins its transformation. They
begin the red chakra aura, which gives them increased strength, speed and healing. "
Credits - Renato Manara & SM et al
*If anyone get interested, we are recruiting
-
SyncMaster got a reaction from Ridley in [Showcase] Konohagakure (Naruto)
Konohagakure no Sato
"[...] Is the hidden village of the Land of Fire. As the village of one of the Five Great Shinobi Countries."
Ingame
-
SyncMaster got a reaction from Naruto in [Showcase] Tailed Beast / Bijuu
The tailed beasts (尾獣, bijū), sometimes referred to as "Chakra Monsters" (チャクラのバケモノ, Chakura no Bakemono),
are the nine titanic living forms of chakra created by the Sage of Six Paths out of the chakra from the Ten-Tails.
They are differentiated by the number of tails they have, ranging from one to nine.
Shukaku, Matatabi, Isobu, Son Gokū, Kokuō, Saiken, Chōmei, Gyūki, Kurama.
See More : https://streamable.com/mm0icb https://streamable.com/t1b2rr
-
SyncMaster got a reaction from Naruto in [Showcase] Jutsu - Kuchyiose Gojuu Rashomon
Summoning: Quintuple Rashōmon
Summons five Rashōmon gates to block an incoming attack.
Reference:
Skill:
https://streamable.com/o9gn67
Skill : Gojuu Rashomon
By: @SyncMaster e @NettHacker
Bugs fixed by: @Zell
3D Models by: @SyncMaster
-
SyncMaster got a reaction from Caspian in [Showcase] Jutsu - Kuchyiose Gojuu Rashomon
Summoning: Quintuple Rashōmon
Summons five Rashōmon gates to block an incoming attack.
Reference:
Skill:
https://streamable.com/o9gn67
Skill : Gojuu Rashomon
By: @SyncMaster e @NettHacker
Bugs fixed by: @Zell
3D Models by: @SyncMaster
-
SyncMaster got a reaction from Ridley in [Showcase] Jutsu - Kuchyiose Gojuu Rashomon
Summoning: Quintuple Rashōmon
Summons five Rashōmon gates to block an incoming attack.
Reference:
Skill:
https://streamable.com/o9gn67
Skill : Gojuu Rashomon
By: @SyncMaster e @NettHacker
Bugs fixed by: @Zell
3D Models by: @SyncMaster
-
SyncMaster got a reaction from Caspian in [Showcase] Skill Custom - Byakugan
Byakugan
The player can move his field of vision around the map during the skill time.
Players and mobs are shown in red and blue, respectively, on the minimap.
Stronger enemies are shown with a darker shade (based on HP).
Created by: @Lucas [Nett] e @SyncMaster
Special Participation : @Falker, @Frost , @rapalooza, @Zell
https://streamable.com/c0z3fy#
-
SyncMaster got a reaction from Naruto in [Showcase] Skill Custom - Byakugan
Byakugan
The player can move his field of vision around the map during the skill time.
Players and mobs are shown in red and blue, respectively, on the minimap.
Stronger enemies are shown with a darker shade (based on HP).
Created by: @Lucas [Nett] e @SyncMaster
Special Participation : @Falker, @Frost , @rapalooza, @Zell
https://streamable.com/c0z3fy#
-
SyncMaster reacted to Tio Akima 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
-
SyncMaster got a reaction from dexkul in [Showcase] Susano'o Skeleton v2.3
At its simplest level, users only manifest aspects of Susanoo's skeletal structure, such as a ribcage for basic defence or an arm for interacting with the surroundings.
-
SyncMaster got a reaction from freezing1 in [Showcase] Susano'o Skeleton v2.3
At its simplest level, users only manifest aspects of Susanoo's skeletal structure, such as a ribcage for basic defence or an arm for interacting with the surroundings.
-
SyncMaster got a reaction from bWolfie in [Showcase] Susano'o Skeleton v2.3
At its simplest level, users only manifest aspects of Susanoo's skeletal structure, such as a ribcage for basic defence or an arm for interacting with the surroundings.
-
-
SyncMaster reacted to Naruto in Modified chain lightning
probably cause you werent using it like WL_CHAINLIGHTNING_ATK since thats where its animation is
but if your talking about a new skill using the throw shuriken animation just as its own
you need to call BF_WEAPON and throw shuriken together in the skill.c ... that is, if you cant make it with skilleffectinfo in the data.grf
something like this
skill->attack(BF_WEAPON,src,src,bl,NJ_SYURIKEN,skill_lv,tick,flag); then just make a bunch of different options in syuriken and you could link them to other skills possibly easily.... id have to find the proper call or whatever though... but ill post about it if you dont figure it out
because the animation itself is linked to the skill id
-
SyncMaster got a reaction from Ridley in Daifuku - Graphics giveaway prize not given
I have a little feeling that with this post you lost your chances to negotiate instead of force it. If was with a different person, you had lost your prize when you said "don't try to do a giveawat if you don't even have time available to do it".
It's 22 to reclaim, 29 justified waiting days + 16 waiting days. Without counting the days she warn that was off, you didn't even wait what she waited for the winner.
And, for life, depending on the draw or contest/tender, you have 5 to 7 business days to claim the prize or the vacancy.
-
SyncMaster reacted to Naruto in Modified chain lightning
so basically just went over every thing in chainlightning 1 day and i can modify it without screwing up the game
So for the gif above you need to remove everything about
NJ_SYURIKEN
then lets continue back into the skill.c
case WL_CHAINLIGHTNING: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); break; by repeating the addtimerskill line, we can multiply the amount of times we send off a chain reaction, so im throwing 6 sets of shurikens, originally it was this :
case WL_CHAINLIGHTNING: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag); break; I changed WL_CHAINLIGHTNING_ATK to NJ_SYURIKEN like we will for every entry for this source post
also you should have removed any previous syurikens so it was empty except in skill.h and battle c ( might need to remove it from battle.c)
case NJ_SYURIKEN: case WL_CHAINLIGHTNING_ATK: skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); skill->toggle_magicpower(src, skl->skill_id); struct map_session_data *sd = BL_UCAST(BL_PC, src); int cr = (pc->checkskill(sd, WL_CHAINLIGHTNING) / 2); //cr is amount of bounces if (skl->type < (cr + skl->skill_lv - skl->skill_lv) && skl->x < 3) { struct block_list *nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?3:4, //area BL_CHAR|BL_SKILL, target->id); if (nbl == NULL) skl->x++; else skl->x = 0; //tick is time just modify digit over 50 for visible results skill->addtimerskill(src, tick + 100, (nbl?nbl:target)->id, skl->x, 0, NJ_SYURIKEN, skl->skill_lv, skl->type + 1, skl->flag); } break; so i added a easy variable to change as you want if you wanna balance it, int cr = skill level * 25, if you can do this you can probably whip something else up ... i changed the formula so it negated itself because it was cause problems otherwise
tick + time, i dont touch tick and keep the digit over 50
area is just modified to be bigger then the original... i just leave it as it is since it doesnt really bother me, but if you set it to 1:1 then it wont move so much but obviously shorter range
you can keep playing with it but this is all you need
switch(skl->skill_id){ case NJ_SYURIKEN: case WL_CHAINLIGHTNING_ATK: case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: // SR_FLASHCOMBO case SR_DRAGONCOMBO: case SR_FALLENEMPIRE: case SR_TIGERCANNON: case SR_SKYNETBLOW:
copy everything
editor note : the copy_skill thing is actually what a rogue with plagirize would copy, sooo if you get hit by the bolt of the skill where the damage i dealt, youll be copying the WL_CHAINLIGHTINING as an icon
case NJ_SYURIKEN: case WL_CHAINLIGHTNING_ATK: copy_skill = WL_CHAINLIGHTNING; break; case NJ_SYURIKEN: case WL_CHAINLIGHTNING_ATK: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,NJ_SYURIKEN,-2,BDT_SKILL); break;
you gonna need to change everything in the battle.c too but if you delete it it will just be 100% magic damage
I added like 40 of those chains and this is what it looks like
i just realized i was using chain lightning for the gifs, but the idea was to use it with the throw shuriken skill ... thats why we changed everything ... and we turned shuriken into the _ATK part of chain attack so we have the animation attached.... so you need to make a new skill and copy chainlightning completly....
so just make a new skill call it NJ_SHURIKENPRE and copy chain lightning then make NJ_SYURKEN copy CHAINLIGHTNING_ATK
-
SyncMaster got a reaction from Mumbles in Daifuku - Graphics giveaway prize not given
I have a little feeling that with this post you lost your chances to negotiate instead of force it. If was with a different person, you had lost your prize when you said "don't try to do a giveawat if you don't even have time available to do it".
It's 22 to reclaim, 29 justified waiting days + 16 waiting days. Without counting the days she warn that was off, you didn't even wait what she waited for the winner.
And, for life, depending on the draw or contest/tender, you have 5 to 7 business days to claim the prize or the vacancy.
-
SyncMaster got a reaction from Naruto in Daifuku - Graphics giveaway prize not given
I have a little feeling that with this post you lost your chances to negotiate instead of force it. If was with a different person, you had lost your prize when you said "don't try to do a giveawat if you don't even have time available to do it".
It's 22 to reclaim, 29 justified waiting days + 16 waiting days. Without counting the days she warn that was off, you didn't even wait what she waited for the winner.
And, for life, depending on the draw or contest/tender, you have 5 to 7 business days to claim the prize or the vacancy.
-
-
-
SyncMaster got a reaction from Functor in Client just open sometimes
I'm using NEMO patcher on 2015-09-16a. I already try to remake the client, but since the error it's not working. I was using this client for 4 months. I'll try get the client from somewhere different. Sometimes the client start to work normal, but when I close and reopen, it don't open or I can't click. I was trying to find any driver issue.
@edit: I already fixed the model testing when the client work, and the model was the only change. I tryed change all setup config. I don't know why but I discover now that when I open the game with sandboxie it work all the times, normal.
@edit²: Solved, was caused by the bank security module.
-
SyncMaster reacted to Shiro in [Showcase] Patcher Theme
So... I'm a beginner at graphics designing. Please let me know what you think
I used Hyvraine's designs as references
also... if someone can code this please help me. message me here!
-
SyncMaster got a reaction from Legend in [Showcase] Skill Kuchyiose : Rashomon and Double Rashomon
A skill that invokes the single version or the double version of the Rashomon Shield. Works exactly like icewall, except that there is just one point to hit and kill to disable the way blocking.
Beside our differences, some customization like that could not be done without the amazing content that @Olrox provided for custom area. So, big part of the credit is his.
-
SyncMaster got a reaction from Easycore in [Showcase] Skill Kuchyiose : Rashomon and Double Rashomon
A skill that invokes the single version or the double version of the Rashomon Shield. Works exactly like icewall, except that there is just one point to hit and kill to disable the way blocking.
Beside our differences, some customization like that could not be done without the amazing content that @Olrox provided for custom area. So, big part of the credit is his.
-
SyncMaster reacted to Tokeiburu in [MAP] Size restrictions?
Short answer is : yes, the client supports larger maps, but you have to be careful when you make them! 2013-07-08 : Maximum map size : 1500 x 1500 2010-07-30 : Maximum map size : 1350 x 1350 These large maps take about 300 MB of memory, but I doubt people will go that high. Apart from the client version, maps also have a limit on the number of "lightmap" references, which is 65536 (ushort). Each tile is associated with a lightmap. Let's assume you have a map of size 512 by 512, that would mean... Tiles Up = Width/2 * Height/2 = 256 * 256 = 65536 Maximum Tiles = 3 * Width/2 * Height/2 = 196608 (up, left and right) Lightmaps to fill = Maximum Tiles = 196608 That means that even a map of 512 by 512 can "break". If you don't use walls, then you only have 65536 max tiles and there are no issues in that case. You can reuse an existing lightmap (which gives you a much bigger margin to play with), but BrowEdit doesn't seem to support this when you recalculate the lightmaps (this is the common "Sanity error: lightmaps out of bounds" error people get). Just for a quick comparison, the map schg_dun01 has 63854 lightmaps and it is 400 by 400 in size. The map has many lighting effects though and the complex background is what increases the amount so much. Also, maps larger than 1350 require a minimal size of 80 MB (this is without lightmaps), which is unfortunately too much for cps.dll (the limit is around ~75 MB). I doubt this will be needed anyhow. For further reference, these are the maps I've used to do my tests ingame (they do not have lightmaps for the reasons mentionned above) : http://www.mediafire.com/download/737b0u8dp9b6v3f/testmaps.grf You could have maps of 2500 by 20, there are no problems with these for the client. I don't think BrowEdit is able to calculate quad trees which aren't in a square shape (I may be wrong on BrowEdit's capabilities though! I haven't tested with non-squared maps).