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linkfanpc
- Posts: 2415
- Joined: Wed Aug 05, 2015 7:07 pm
Re: Game Development: Map Rabbit
Duplicate post. :/
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.
randomtelelocxyz wrote:want wish to jorb stop loving gayanal porn
Archipenos wrote:Irl if someone kills me, if I want to burn their house down, nothing but fear of the law or reprisal or my own moral compass stops me.
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Keiriku
- Posts: 74
- Joined: Mon Jun 18, 2012 9:03 pm
Re: Game Development: Map Rabbit
1) seashells at sand biome as low tier pearls (fast to study, common and frequent to find, low xp/attention, small perc x exp requirements but low lp gain)
2) seashell necklace as low tier pearl necklace (10 seashells and string results in +1-2% Lp gain bonus)
3) spiders in wildlife that can bite you and poison when you pickup them and ability to produce spider silk from web as well as spiders breeding
4) raw hide cloak
5) raw hide armor
2) seashell necklace as low tier pearl necklace (10 seashells and string results in +1-2% Lp gain bonus)
3) spiders in wildlife that can bite you and poison when you pickup them and ability to produce spider silk from web as well as spiders breeding
4) raw hide cloak
5) raw hide armor

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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Game Development: Map Rabbit
Then we're back at 'missing a manual'.loftar wrote:Already possible by Ctrl-clicking, in fact.Granger wrote:- Being able to move while holding an item on the cursor
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Game Development: Map Rabbit
More music wouldn't be a bad thing, I like the sailing noise that accompanies the knarr for example but some music playing in the background would give it that little something extra, kind of like when it played while you followed along a road which should also come back too.
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wafflecat
- Posts: 260
- Joined: Thu Dec 15, 2011 7:46 pm
Re: Game Development: Map Rabbit
Bumping my question. So is this not possible yet?wafflecat wrote:I've got a ton of map tiles I had saved for use in my map merger tool. They're all original map tiles from the game folder and are ordered by the same coords as the ones that the new map interface uses (0,0 being my base center).
I tried copying them into the most recent map session folder to add them to the interface, but that didn't have any effect. Is there another way to insert tiles into it manually?
Thanks
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loftar
- Posts: 9093
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- Location: Your character database
Re: Game Development: Map Rabbit
That's a custom-client feature to begin with, so naturally the default client doesn't support it.wafflecat wrote:I've got a ton of map tiles I had saved for use in my map merger tool. They're all original map tiles from the game folder and are ordered by the same coords as the ones that the new map interface uses (0,0 being my base center).
I tried copying them into the most recent map session folder to add them to the interface, but that didn't have any effect. Is there another way to insert tiles into it manually?
Thanks
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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wafflecat
- Posts: 260
- Joined: Thu Dec 15, 2011 7:46 pm
Re: Game Development: Map Rabbit
Oh, I had no idea. So +1 for the ability to import, that'd be hella neat.loftar wrote:That's a custom-client feature to begin with, so naturally the default client doesn't support it.wafflecat wrote:
Awesome feature either way, cheers!
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loftar
- Posts: 9093
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- Location: Your character database
Re: Game Development: Map Rabbit
I don't know how it works, but I'd assume that they export simple image files, which would be terribly difficult to convert to the format used by the default client's map.wafflecat wrote:So +1 for the ability to import, that'd be hella neat.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Redlaw
- Posts: 1638
- Joined: Sun Oct 02, 2011 10:58 pm
Re: Game Development: Map Rabbit
Kozhukh anyone know whats needed tio make this?
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Teleskop
- Posts: 2910
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