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Where do add custom mobs...


Peopleperson49

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I have added a custom mob to the correct sprite folder in my grf, but how do I make so people see it when the mob appears? I'm using the rAthena client. I have looked through my LUA files, mob_avail, and added it to the sprite_id tab in the mob_db2. The LUA files didn't have anything even close except for npcidentity, which I'm not sure if that is where to add it or where it would go if I wanted to use a mob as a npc. Thanks.

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This was posted before in eAthena forum and I don't know if this is compatible in how to add custom mobs in rAthena. but I hope so..

Prerequisites

Lua Compiler 5.0.2

1.

Navigate to ..\data\lua files\datainfo\ and open npcidentity.lua

2.

Scroll ALL the way to the bottom until you find this.

  ["JT_4_WHITETIGER"] = 505,
["JT_4_VENDING_MACHINE"] = 506

3.

Add below it your spritename and monster ID. (I'll be using Goldring for example)

["JT_4_WHITETIGER"] = 505,
["JT_4_VENDING_MACHINE"] = 506,
["JT_GOLDRING"] = 3500

The layout for it is:

["JT_SPRITENAME"] = XX

SPRITENAME is your monster sprite & act filename.

XX is your monster ID.

4.

Save and close that file then open jobname.lua

5.

Scroll ALL the way to the bottom until you find this.

[jobtbl.JT_MER_ELEANOR] = "MER_ELEANOR",
[jobtbl.JT_4_VENDING_MACHINE] = "4_VENDING_MACHINE"

6.

Add below it your spritename. (From jobname.lua)

CODE

[jobtbl.JT_MER_ELEANOR] = "MER_ELEANOR",

[jobtbl.JT_4_VENDING_MACHINE] = "4_VENDING_MACHINE",

[jobtbl.JT_GOLDRING] = "GOLDRING"

The layout for it is:

[jobtbl.SPRITENAME] = "SPRITENAME"

SPRITENAME is the spritename from jobname.lua that you put in.

7.

Copy luac5.0.2.exe into ..\data\lua files\datainfo\

8.

Rightclick luac5.0.2.exe and press create shortcut.

9.

Rightclick the shortcut you've just created and press properties.

10.

Add to the end of the target

-o "jobname.lub" "jobname.lua"

The layout is -o "outputname" "lua file you want to compile"

11.

Double click the shortcut to compile the lua file.

12.

Repeat steps 9&10&11

But instead of jobname.lua and jobname.lub

Put npcindentity.lub and npcidentity.lua

NOTE: Make sure that you've got the correct sprite & act files in ..data\sprite\���� or else it will not show up!

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On 6/2/2012 at 9:31 PM, RCharles said:

This was posted before in eAthena forum and I don't know if this is compatible in how to add custom mobs in rAthena. but I hope so..

Thanks! I needed to know where to find the sprite names for my monster, because the Alice.spr was showing up like a solider! hahah

I was able to fix after finding out in a different GRF I was overwriting the sprite file name!

Thanks!

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Updating my files works fine if I manually put the custom sprite for it in my data folder, but for patching it doesn't work. Any ideas there. I'm using a thor patcher.

Peopleperson49

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People, create a data folder with the pathway to the correct sprite folder carrying the mob sprite. Then use Gryff_svn to convert the language to the correct format and use the extract button to extract data folder path back to your desktop so now you have the proper language format. Use grf factory to add the new extracted data folder to create a gpf file (x200 format for GRF). Apply the GPF file to your patch list in thor and thor patcher to patch your GRF with the gpf file. All done.

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So just taking the sprite and adding it to the grf isn't enough? I have never messed with gpf files. I don't actually know what your talking about, which is probably why I can't get it to work. I miss xray!!!

Peopleperson49

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USING 7zip, follow the steps below.

Step 1. Download the attached file, extract the data folder on your desktop and drop your mob files in the folder with the text file telling you to put the mobs there.

Step 2. Open GRF Factory (gf.exe) -You can download it from ratemyserver.net-

Step 3. Click 'Add Dir'

Step 4. Select 0x200 for GRF Version under the GRF Factory properties.

Step 5. Select High as your Compression Level under the GRF Factory properties

Step 6. Click 'Repack' and when you name your file to save make sure you include .gpf in the name to be saved. ex) 2012-06-03.gpf <- Thats my ENTIRE name, so include the file extension in it as well.

Step 7. Add the gpf to your thor plist2.txt (patch list). Make sure you include the FULL NAME of the GPF including the file extension

Step 8. Add the gpf to your thor data folder that carries your patches

Step 9. Run the Thor patcher and it will patch that GPF to your main GRF file. It will merge that GPF in it updating your GRF.

Step 10. Done

Note: If you extract the data folder but you dont see the proper folder name of the folder under data/sprite/XXXX. The XXXX is 몬스터

Mob Data Folder Path.7z

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Thank you for taking the time to post that. I will give it a try as soon as I get the chance.

Peopleperson49

I did all that and uploaded it to the thorpatcher. However, when it trys to patch it just says "Saving Resource..." I let it sit that way for about 5 minutes. I read the instructions is just to have the patcher upload the gpf only, but would I still need to generate a thor patch and upload that?

Peopleperson49

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ewww grf factory D: ive had cases of that thing leaving out some files upon repack, i suggest checking out grfbuilder instead...

and for ur patching problem, thor comes with a patch generator, u should be packing .thor files not .gpf files o_O

Edited by lilcooldude69
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.Thor patches are to patch to your root folder aka RO, BGM folder, data folder, or other locations. I use thor patcher on a daily basis and to patch directly to my main GRF I use GPF files.

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I use the thor patch generator and it will patch item data, lua files, etc just fine to my grf, but when I try to patch sprites and bmp files to my grf it's like I didn't patch at all. It will patch just fine when logging in, but no update actually happens. I need to be able to patch anything to my grf and not into my actual data folder. I will try to use GRF Builder when I get home to create the gpf, but how do I get thor to patch to the grf or what is a program that will patch like I need it to? Thanks.

Peopleperson49

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http://rathena.org/wiki/Thor_Patcher

See DefaultGRF below:

Config.ini contains the following lines:
[edit] [Config:Main]
RootURL='http://domain.com/patch/'
	The URL where you plan to store all data related to thor patcher.
RemoteConfigFile='main.ini'
	The name of the 2nd part of the config (NOT the full path).
TimeOut=0
	This option enables you to control how long the patcher will try to connect to your webhost before giving up.
	Format: time in seconds.
	0 = Default value.
	Don't change this unless you know what you are doing! Might lead to patcher not patching.
StatusFile='server.dat'
	File that stores patch ID and possibly miscellaneous data in the future. Change it to fit your server.
DefaultGRF='YourRO.grf'
	The main GRF that your server uses. This GRF will will be patched if you left target GRF field blank during making .thor file or patch from GRF/GPF.
ClientEXE='Your RO.exe'
	The name of the executable that the patcher will launch after patching.
ClientParameter='-1sak1'
	The parameter thor uses when calling your client exe. Useful when you want your players to be fully patched. leave blank when not using.
	Advice: Change the parameter in your exe to something unique by hexing it, makes harder to bypass patching. Don't forget to change it in your config too.
FinishOnConnectionFailure=false
	The user can only exit if the patch fails and the setting is set to false. If set to true, the user can continue to launch the game if the patcher is unable to connect to your webserver. Setting to true may lead to gravity errors and crashes.

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My config files is fine, I am able to patch some stuff with any issues.

Peopleperson49

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