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Realistic custom castle guardians!


Peopleperson49

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I was once again asked if and how it was possible to make custom guardians for castles. So I took this screenshot as a bit of proof, but I'm not sure this is the correct section to post it. This is more of a showcase of what can be done.

 

Peopleperson49

 

post-1850-0-89795900-1471768294_thumb.jpg

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i think you can just replaced the guardian with a sprite of your type on the agit_main


I've seen this on the agit_main.txt

monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Guardian Master",1251,1;

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Just add them up on db/import/mob_avail.txt if you need to change their looks into character class sprite.

// Mob Availability and Alias Database
//
// Structure of Database:
// MobID,SpriteID{,Equipment}
//
// 01. MobID        Mob ID to change.
// 02. SpriteID     Mob ID which will be sent to the client instead of MobID.
//                  If 0, the mob becomes unavailable for use.
// 03. Equipment    Item ID of pet equipment (must be available for pet counterpart, or this will cause problems).
//
// To disguise a mob as a player:
// MobID,SpriteID,Sex,Hair_Style,Hair_Color,Weapon,Shield,Head_Top,Head_Middle,Head_Bottom,Option,Dye_Color
//
// SpriteID is a job class value.
// Weapon and Shield uses Item ID, while Head uses View ID.

P.S. Yea you're right about the wrong section becuase this should be on Script Support.

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Lelouch this is not how mine are actually done. I used to use that method, but a couple years ago it quit working so I figure they changed some stuff and it quit working. I would be willing for you to give it a try and tell me if it works. If its working that way again it would be easier than my method. Thanks.

 

Peopleperson49

Edited by Peopleperson49
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