sietse11 Posted February 14, 2013 Posted February 14, 2013 (edited) 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 February 14, 2013 by sietse11 Quote
Emistry Posted February 14, 2013 Posted February 14, 2013 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.... Quote
sietse11 Posted February 14, 2013 Author Posted February 14, 2013 data\luafiles514\lua files your link doesnt work for me( bad gateway) Quote
michaelsoftman Posted February 14, 2013 Posted February 14, 2013 Your syntax is wrong, should be [jobtbl.JT_COWRING] = "cowring", and ["JT_COWRING"] = 2999, You had the ] in the wrong spot 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 Quote
sietse11 Posted February 14, 2013 Author Posted February 14, 2013 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 Quote
michaelsoftman Posted February 15, 2013 Posted February 15, 2013 Do you have your max mob DB set to 1000 higher than the highest mob number you have? Quote
sietse11 Posted February 16, 2013 Author Posted February 16, 2013 (edited) 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 February 17, 2013 by sietse11 Quote
michaelsoftman Posted February 17, 2013 Posted February 17, 2013 You change the MAX_MOB_DB setting in your source code. Just make it 1k higher and recompile. Quote
mrlongshen Posted February 17, 2013 Posted February 17, 2013 MAX_MOB_DB 10000 hehe. im using it xD Quote
PewN Posted February 17, 2013 Posted February 17, 2013 so if it's 4000 i will increase it to 5000 im right? Quote
mrlongshen Posted February 17, 2013 Posted February 17, 2013 so if it's 4000 i will increase it to 5000 im right? try use 10000. im use it and fine Quote
PewN Posted February 17, 2013 Posted February 17, 2013 everytime the mob walk im getting don't send Quote
Saisho Posted February 19, 2013 Posted February 19, 2013 im having the same issue when i spawn the mob a poring comes out w/ the same table attributes of the supposed summoned monster. Quote
sietse11 Posted February 20, 2013 Author Posted February 20, 2013 (edited) 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 February 20, 2013 by sietse11 Quote
Saisho Posted February 21, 2013 Posted February 21, 2013 i increased to 10.000 ["JT_4_F_SWORDMAN"] = 645, -- 7999 ["JT_SNOWBUNNY"] = 8000, [jobtbl.JT_SNOWBUNNY] = "snowbunny", Quote
sietse11 Posted February 22, 2013 Author Posted February 22, 2013 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 Quote
sietse11 Posted February 24, 2013 Author Posted February 24, 2013 Whats the user and pass for the translated lua files? Quote
Question
sietse11
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 sietse1117 answers to this question
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