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Custom mob crashing client


sietse11

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so heres what i did.

 

mob_db_2 [ inserted mob according to wiki]

amatsu.txt[added line //new_1-1,50,100,55,105 monster cowring 2999,70,5000,0,0]

 

now for the luo files.

 

i went to my data folder - sprite-luafiles514-luafiles-datainfo

jobname.lub[added to last line [jobtbl.JT_COWRING] = "cowring",]

npcidentity.lub[added to last line ["JT_COWRING"] = 2999,]

 

@mobinfo shows the mob as, MVP MONSTER.'3'/'Cowring'/'COWRING'(2999)

 

could it be i need to change the lua's in the data.grf?

and how come when i extract jobname.lua and npcidentity.lua the text files show jibberish instead of the code in the data folder?

 

EDIT-1-------------------------

changing the id of my cowring to 2390 made the client stop crashing, however its the wrong sprite now !!

Edited by sietse11
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did you added the sprite to correct folder inside your GRF...?

 

and get the translated / updated LUA file here.

http://subversion.assembla.com/svn/ClientSide/Lua_Project/lua%20files/

 

and convert it to LUB if your client read LUB....

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data\luafiles514\lua files

 

your link doesnt work for me( bad gateway)

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Your syntax is wrong, should be

[jobtbl.JT_COWRING] = "cowring",

and

["JT_COWRING"] = 2999,

 

You had the ] in the wrong spot :P

 

Also the LUA files shouldn't be gibberish.  Redownload them from the link Emistry gave (no idea why it was down for you) and then add your Cowring back in.

 

Try this.  http://subversion.assembla.com/svn/ClientSide/Lua_Project/lua%20files/datainfo/npcidentity.lua

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srry was a typo in my post. the thing is. when i use an existing mob id. cowring will come out with that id's sprite. if i change it to an unexisting id client crashes

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Do you have your max mob DB set to 1000 higher than the highest mob number you have?

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no, how do i do that?  cant find it.

on a different note,

1.  I read that only xray clients can have additional mob id's, so does this mean i can only replace sprites with custom sprites?

1-1 where is a list of unused mobs?

 

2 would it be posible to diff/hex my client to accept new mob id's?

2-2 which of the two?

2-3 would it be posible to give custom mobs a range like id 2500-3000 is custom mobs.

2-4 would i need to add the mob_db2 as the source of these mobs?

 

3 would anybody be willing to explain this to me in a 30 minute skype session?

Edited by sietse11
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You change the MAX_MOB_DB setting in your source code.  Just make it 1k higher and recompile.

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MAX_MOB_DB should be in mob.h file

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MAX_MOB_DB 10000

 

hehe. im using it xD

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so if it's 4000 i will increase it to 5000 im right?

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so if it's 4000 i will increase it to 5000 im right?

 

try use 10000. im use it and fine :)

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everytime the mob walk im getting don't send

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im having the same issue

when i spawn the mob a poring comes out w/ the same table attributes of the supposed summoned monster.

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im having the same issue

when i spawn the mob a poring comes out w/ the same table attributes of the supposed summoned monster.

I believe this problem means you have to check jobname and npcidentity for your entries. I have spawned my mob several times now with a wrong sprite but never with the correct one.

I just changed max mob db from 4000 to 8000. This means i should now be able to get my custom sprites to work under database id's 7001-8000.

Correct?

---edit---

7001 to 8000 are used for clones.

so 6500 to 7000 should be safe i think

Edited by sietse11
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i increased to 10.000

    ["JT_4_F_SWORDMAN"] = 645,
    -- 7999
    ["JT_SNOWBUNNY"] = 8000,
 

 
    [jobtbl.JT_SNOWBUNNY] = "snowbunny",

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I increased max mob db to 8000.

 

give my little cowring the id 6500

 

problems,

 

mob spawns as a poring(defaulth sprite when you made a mistake?)

mob cant be attacked

 

fixed,

 

mob no longer shows up as a MVP

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Whats the user and pass for the translated lua files?

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