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Promeister

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Posts posted by Promeister

  1. Most the equips that were stripped by the client was due to equipment script requiring specific measurements(Blvl,Job etc..) so if you want to fully remove this I suggest manually overwriting every equipment that has a job requirement and level requirement. That way whenever you rebirth your equips will automatically retain.

  2. No val1, etc. are used for the skill the monster is using, not the condition.

     

    You need to do one row per skill trigger.

    How about in the " afterskill " ? is it the same ? do i need to make another row for it to trigger ?

  3. Yeah put the skill ID you want the monster to react to as value.

    1087,Orc [email protected]_THUNDERSTORM,chase,21,20,10000,1500,5000,no,target,skillused,18,,,,,,,

    Like this means that Orc Hero will counter "Firewall" with the ranged skill "Thunder Storm".

    Hi Thanks again for another clear reply :D so if i want multiple skill ID's should i make another process or just add ID's in the val1,val2,val3... ?

  4.  

    1. always cast the skills while idle/chase/attack
    2. cast when the amount of players gangbang the monster is more than X
    3. cast when the amount of players gangbang the monster is more than or equal X
    4. cast when the players casted specific skills on the mob
    5. cast skill when after another skill is triggered. (chain skills)

    I believe should be like these.

     

    I'm glad for the fast reply ! 

    so in no.5 if its about chain skills, i'll just put in the condition value the SKILLID that's been used before it happened ? this is also a related question in no.4.

  5. Can anyone tell me a much more broad explanations about the conditions in mobs ? 

    The texts at are highlighted as red are the ones i'm somewhat confused about..

     

    CONDITION:
    // always Unconditional (no condition value).
    // onspawn When mob spawns/respawns (no condition value).
    // myhpltmaxrate When mob's HP drops to the specified %.
    // myhpinrate When mob's HP is in a certain % range (condition value = lower bound, val1 = upper bound).
    // mystatuson If mob has the specified abnormality in status.
    // mystatusoff If mob has ended the specified abnormality in status.
    // friendhpltmaxrate When mob's friend's HP drops to the specified %.
    // friendhpinrate When mob's friend's HP is in a certain % range (condition value = lower bound, val1 = upper bound).
    // friendstatuson If friend has the specified abnormality in status.
    // friendstatusoff If friend has ended the specified abnormality in status.
    // attackpcgt When attack PCs become greater than specified number.
    // attackpcge When attack PCs become greater than or equal to the specified number.
    // slavelt When number of slaves is less than the original specified number.
    // slavele When number of slaves is less than or equal to the original specified number.
    // closedattacked When close range melee attacked (no condition value).
    // longrangeattacked When long range attacked, ex. bows, guns, ranged skills (no condition value).
    // skillused When the specified skill is used on the mob.
    // afterskill After mob casts the specified skill.
    // casttargeted When a target is in cast range (no condition value).
    // rudeattacked When mob is rude attacked (no condition value).
     
    The thing here is that, i'm not sure what to put on the condition values cause its not specifically detailed.

    Thank you and Godbless in advance to whom that might reply to this topic ^,^
     
    [Edit]
    I've viewed the mob_skill_db.txt and majority of the row processes doesn't use the state:" any ". is it because the scripts on the mobs need to be direct to what every row processes should be ? Please answer. Thanks =)

     
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