It's possible use efects in teleports ?

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strikerbcb
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It's possible use efects in teleports ?

Post by strikerbcb » 14 Aug 2008, 17:28

it's possible use the particle effects in Teleports in 0.0 ? It's good to show where is an teleport in some situations ... I see it's possible to use with npcs, and teleports are npcs too ...
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Jaxad0127
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Re: It's possible use efects in teleports ?

Post by Jaxad0127 » 14 Aug 2008, 17:29

strikerbcb wrote:it's possible use the particle effects in Teleports in 0.0 ? It's good to show where is an teleport in some situations ... I see it's possible to use with npcs, and teleports are npcs too ...
You mean warps to other maps? Those are not NPCs. The client doesn't know anything about them (or at least it shouldn't).
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fate
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Re: It's possible use efects in teleports ?

Post by fate » 14 Aug 2008, 17:46

Hi,

The (withdrawn) patch in Mantis issue report #305 includes a suitable teleport effect, as well as the necessary client changes. Might be of interest to some tmw fork, or perhaps to some tmw release in the not-so-near future.

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Re: It's possible use efects in teleports ?

Post by strikerbcb » 16 Aug 2008, 16:47

no, it´s the graphic of the place were a teleport stays, and not the action of teleport, like in Ragnarok for example. The eAthena reads the teleports like Npcs, it´s not possible to attach one particle effect in them ?
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Re: It's possible use efects in teleports ?

Post by Jaxad0127 » 16 Aug 2008, 17:31

strikerbcb wrote:no, it´s the graphic of the place were a teleport stays, and not the action of teleport, like in Ragnarok for example. The eAthena reads the teleports like Npcs, it´s not possible to attach one particle effect in them ?
I don't think the client is told about their position.
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Re: It's possible use efects in teleports ?

Post by fate » 16 Aug 2008, 18:03

Hi,

statically assigning particle effects to NPCs is trivial (cf. the southern entrance to the Hatmaker's Dungeon). Assigning particle effects to PC positions is possible, but right now you are limited to two predefined effects (this is part of what #305 was meant to fix). Assigning particle effects to arbitrary locations is also possible, by using temporary, transparent NPCs (cf. the use of spell effects for teleport-out etc. in #303).

To support this by scripting, the eAthena scripting engine would have to be extended to (a) trigger effects, (b) create temporary NPCs. Both should require no more than ten minutes of coding if you use the code from #303.

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