• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

[OTCv8] Auras and wings

Look
Post
Post automatically merged:


search features and find auraCenter, use it in modules/game_features and it should help with auras

Try IT:

GameAuraFrontAndBack
Or
GameDrawAuraOnTop
Thanks, but already solved. Fixed the outfit offset in Object builder.
Post automatically merged:

Hi, i implemented it into nekiro 1.5 772 downgrade to test. I was able to compile it and log in with those new features, however mounts, wings and aura were not visible after outfit selection (dont really care for mounts and wings). I tested the aura with outfit id that already existed if i'll see another outfit being rendered but nothing.
I even imported the aura png (that someone posted here) into my outfits with object builder and added that ID into auras.xml however it didnt even showup in outfit window (The existing monster outfit did but wasnt applied anyway). Any ideas why the aura is not rendering ?

-------
EDIT:
solved with changes on page: [OTCv8] Auras and wings (https://otland.net/threads/otcv8-auras-and-wings.284325/page-2#post-2727031)

aura renders correctly. First time i did something wrong when manually creating aura from .png so it was working only when i was facing north :D however position was ok
View attachment 87357
so i duplicated 32x32 outfit and replaced sprites from the aura.png without those sparks just those circles.
View attachment 87358
now working in all direction but the position is somehow wrong so i'll have to fix that, but at least its working :D
edit2: fixed outfit offset in object builder

Also do you think that it will work with nekiro 772 downgrade if i only import "aura" parts of code into my sources without mounts ? ( so i could set aura in lua )

With the full implementation i guess i need
Code:
ProtocolGame:parseToggleMount
in order to trigger the outfit change if im right, because of this.
LUA:
    addGameTask(&Game::playerToggleOutfitExtension, player->getID(), mount, wings, aura, shader);

Almost forgot, for some reason its only working when i compile and run server in Windows. When i compile and run it inside docker i get segmentation fault when i try to login. Same code which is weird :D(worked in previous version)

Update: After commenting mount parts i got it working without "GamePlayerMounts", however in order to not break OTClientV8 i have to use "GameWingsAndAura" and "GameOutfitShaders" in otcv8.

I was wondering, is there easier way of removing the "shaders" "wings" and "auras" from OutfitWindow other than commenting those parts in otcv8 modules ?. Without the features the screen breaks.
I dont want the player to see anything other than outfit and addons. I will be using condition outfit to apply aura.

Also still struggling with segmentation fault when compiling and running in docker alpine. My master branch without this changes works great. But with wings and auras i will get segmentation fault on character login.
Is it working for you under linux ?

gdb bt full output: pastebin
 
Last edited:
Look
Post
Post automatically merged:


search features and find auraCenter, use it in modules/game_features and it should help with auras

Try IT:

GameAuraFrontAndBack
Or
GameDrawAuraOnTop
I think you didn't understand... I went through the entire post before asking any questions here or reporting an error... of course, I had already made absolutely every change proposed here... the GM works just fine, my problem is with the normal character.

Here’s a video demonstrating.

Post automatically merged:

Guys, updating my situation... I just discovered something new...

If my character doesn’t have any full addon, it’s impossible to use auras and wings... but, if I have a full addon, it works... if anyone had this problem and can help me fix it, I’d be grateful... here’s the explanatory video showing what happens.

 
Last edited:
I've never tested/added that feature on any server, but with links you will find in this thread multiple OTSes made it 'work'.

What are auras?
It's extra outfit in .dat/.spr rendered before (default)/after rendering player outfit. Ex. of aura with both effect:
View attachment 74195
  • before (under) outfit: fire effect on ground
  • after (on top of) outfit: fire effect on legs/body

What are wings?
Name says everything. That are wings rendered like 3rd addon on player's outfit back, but with possibility to wear same wings with any outfit (not assigned to 1 outfit like addon). In .dat/.spr it's just another outfit.
It's hard to use wings without 'Bones' feature in .dat, that let you position wings for every outfit (set offset for north/east/south/west directions). Someone sells DatEditor with that 'Bones' feature. I don't remember who.

How to add auras and wings to your server?
First you need to apply changes on server side for these systems (TFS 1.x example code):
Then you must edit file modules/game_features/features.lua in OTCv8:
and under:
LUA:
-- you can add custom features here, list of them is in the modules\gamelib\const.lua
add:
LUA:
g_game.enableFeature(GameWingsAndAura)
It's enables basic version of Auras and Wings. Auras are rendered before (below) outfit of player.
Config of auras in on server in file data/XML/auras.xml ex.:
XML:
<?xml version="1.0" encoding="UTF-8"?>
<auras>
    <aura id="1" clientid="368" name="Widow Queen" speed="20" />
    <aura id="2" clientid="369" name="Racing Bird" speed="20" />
    <aura id="3" clientid="370" name="War Bear" speed="20" />
</auras>
Player with 'Aura ID 1' will get extra 20 speed and in OTCv8 it will render outfit 368 under his outfit. In outfit 368 you must put animation of aura you want to add to player.

There are also other features you can enable, to change rendering of Auras:
1. Draw aura after outfit (on top of it):
LUA:
GameDrawAuraOnTop = 109
2. Use 2 layers of outfit from .dat/.spr to draw single aura before and after outfit (below it and on top of it):
LUA:
GameAuraFrontAndBack = 115 -- To use that: First layer is bottom/back, second (blend layer) is top/front
3. I don't know what it is, but someone needed it, so it's in OTCv8:
LUA:
GameBigAurasCenter = 119 -- Automatic negative offset for aura bigger than 32x32
bro have u that sprites? i wanna that sprites pleaseee..
 
Back
Top