[Release]LabNpc's

02/16/2010 19:51 HardNotTo#16
Ok, got the NPC's fixed, just had to move around your code a bit. This was in the wrong place:
Code:
else
    {
        GC.AddSend(Packets.NPCSay("You do not have a Earth Token Kill AgilRats for the token"));
        GC.AddSend(Packets.NPCLink("I see.", 255));
        GC.AddSend(Packets.NPCSetFace(N.Avatar));
        GC.AddSend(Packets.NPCFinish());
    }
This is what I changed the code to be. Also added the code above to the Lab1 NPC. So now it looks like this.

Lab2:
Code:
#region Lab2
case 1153:
{
    if (Control == 0)
    {
        GC.AddSend(Packets.NPCSay("Would u like to go to lab2 it will cost u a Skytoken."));
        GC.AddSend(Packets.NPCLink("Lab 2", 1));
        GC.AddSend(Packets.NPCLink("TwinCity", 2));
        GC.AddSend(Packets.NPCLink("Just passing by.", 255));
        GC.AddSend(Packets.NPCSetFace(N.Avatar));
        GC.AddSend(Packets.NPCFinish());
    }
    if (Control == 1)
    {
        if (GC.MyChar.Inventory.Count < 40)
        {
            if (GC.MyChar.InventoryContains(721537, 1))
            {
                GC.MyChar.RemoveItem(GC.MyChar.NextItem(721537));
                GC.MyChar.Teleport(1352, 029, 230);
            }
            else
            {
                GC.AddSend(Packets.NPCSay("You do not have a Sky Token Kill Gold Ghosts for the token"));
                GC.AddSend(Packets.NPCLink("I see.", 255));
                GC.AddSend(Packets.NPCSetFace(N.Avatar));
                GC.AddSend(Packets.NPCFinish());
            }
        }
    }
    if (Control == 2)
    {
        GC.MyChar.Teleport(1002, 431, 379);
    }
    break;
}
#endregion
Lab3:
Code:
#region Lab3
case 1154:
{
    if (Control == 0)
    {
        GC.AddSend(Packets.NPCSay("Would u like to go to lab3 it will cost u 1 Earth Token."));
        GC.AddSend(Packets.NPCLink("Lab 3", 1));
        GC.AddSend(Packets.NPCLink("TwinCity", 2));
        GC.AddSend(Packets.NPCLink("Just passing by.", 255));
        GC.AddSend(Packets.NPCSetFace(N.Avatar));
        GC.AddSend(Packets.NPCFinish());
    }
    if (Control == 1)
    {
        if (GC.MyChar.Inventory.Count < 40)
        {
            if (GC.MyChar.InventoryContains(721538, 1))
            {
                GC.MyChar.RemoveItem(GC.MyChar.NextItem(721538));
                GC.MyChar.Teleport(1353, 028, 270);
            }
            else
            {
                GC.AddSend(Packets.NPCSay("You do not have a Earth Token Kill AgilRats for the token"));
                GC.AddSend(Packets.NPCLink("I see.", 255));
                GC.AddSend(Packets.NPCSetFace(N.Avatar));
                GC.AddSend(Packets.NPCFinish());
            }
        }
    }
    if (Control == 2)
    {
        GC.MyChar.Teleport(1002, 431, 379);
    }
    break;
}
#endregion
Lab4
Code:
#region Lab4
case 1155:
{
    if (Control == 0)
    {
        GC.AddSend(Packets.NPCSay("Would u like to go to Lab4 or go back to TwinCity?"));
        GC.AddSend(Packets.NPCLink("Lab4", 1));
        GC.AddSend(Packets.NPCLink("TwinCity", 2));
        GC.AddSend(Packets.NPCLink("No thanks i think i'm gonna stay here awhile!", 255));
        GC.AddSend(Packets.NPCSetFace(N.Avatar));
        GC.AddSend(Packets.NPCFinish());
    }
    if (Control == 1)
    {
        if (GC.MyChar.Inventory.Count < 40)
        {
            if (GC.MyChar.InventoryContains(721539, 1))
            {
                GC.MyChar.RemoveItem(GC.MyChar.NextItem(721539));
                GC.MyChar.Teleport(1354, 009, 290);
            }
            else
            {
                GC.AddSend(Packets.NPCSay("You do not have a SoulToken Kill FiendBats for the token"));
                GC.AddSend(Packets.NPCLink("I see.", 255));
                GC.AddSend(Packets.NPCSetFace(N.Avatar));
                GC.AddSend(Packets.NPCFinish());
            }
        }
    }
    if (Control == 2)
    {
        GC.MyChar.Teleport(1002, 431, 379);
    }
    break;
}
#endregion
Still have the problem with the Invisable AgileRats and the Bladeling..will post back if I can find a fix.

Please don't give me thanks, this is coreymills code, I just changed it up to work for me.
02/16/2010 20:46 Arcо#17
Did you do the mobinfo and mobspawns?
02/16/2010 20:53 HardNotTo#18
Quote:
Originally Posted by .Arco View Post
Did you do the mobinfo and mobspawns?
yes, this is what I have

Mobinfo

Code:
86 Bladeling 1 600 110 33140 100 87 0 1300 1702 1 87 2 True 2 10 900 1000 12 False
87 AgileRat 1 600 112 58110 545 45 1800 0 0 1 45 21 1000 0 True 2 100 1500 1000 12 False
mobspawns same as he posted
02/16/2010 20:57 Arcо#19
For agile rate try this:
87 AgileRat 1 442 112 58110 545 45 1800 0 0 1 45 21 1000 0 True 2 100 1500 1000 12 False
02/16/2010 21:14 HardNotTo#20
Quote:
Originally Posted by .Arco View Post
For agile rate try this:
87 AgileRat 1 442 112 58110 545 45 1800 0 0 1 45 21 1000 0 True 2 100 1500 1000 12 False
That worked..
02/16/2010 21:30 Arcо#21
Quote:
Originally Posted by HardNotTo View Post
That worked..
KK, gimme a few to find the bladeling.
02/16/2010 22:04 HardNotTo#22
ok, thanks. is there a post somewhere on how to find the info for spawning mobs..i know what most of the info is and how to get it but not all of it.

MobInfo:
Code:
ID	Name    		type	Mesh	level	MaxHP	Defense	MDef	Matk	MinAtk	MaxAtk	DmgRedTime	Dodge	AtkType	Gives	AtkDist	MinSilver		MaxSilver		MoveSpeed		SpawnSpeed	LevDifDmg
18	BanditL33 	1	601	33	1634	0	0	0	86	94	1		75 	2	True	3 	30		300		1000 		12 		True
I know how to get these: name, level, max hp, Def, MDef, Min/Max Attack, Dodge, all from the CO Website, but how to get the rest of the info I have no idea.

MobSpawns:
87 125 1352 496 518 532 486

I know those in red, in order are, MobID, Amount Spawned, and MapID...also that 2 of the last 4 sets of numbers are x,y locations, just not sure which ones or what the other 2 would be.
02/16/2010 22:33 darkdestiny54#23
so....

Code:
87 AgileRat 1 442 112 58110 545 45 1800 0 0 1 45 21 1000 0 True 2 100 1500 1000 12 False
What about 86? I'm just assuming that it's 442 but I've never done the lab quest myself. Is it 601 for 86?

EDIT: If it is supposed to look like bandits then:
Code:
86 Bladeling 1 601 110 33140 100 87 0 1300 1702 1 87 2 True 2 10 900 1000 12 False
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Earth tokens aren't dropping btw.
Change the code to:

Code:
else if (Name == "AgileRat")
                    {

                        if (MyMath.ChanceSuccess(30))//change 100 to what ever u want the droprate to be
                        {
                            DI2.Info.ID = 721538;
                            DI2.Info.MaxDur = DI2.Info.DBInfo.Durability;
                            DI2.Info.CurDur = DI2.Info.MaxDur;

                        }
                    }
EDIT 2: Btw everyone, I'm a newbie at coding. x_x" I'm pretty sure this is right. It worked for me at least. =P Enjoy? (I hope ._.)
02/16/2010 23:09 coreymills#24
@HardNotTo
Quote:
87 125 1352 496 518 532 486

87-Mob id from mobinfos.txt
125-how many will spawn
1352-map
496-start x
518-start y
532-end x
486-end y
srry all i had the mob meshes wrong on the bladelings and agilrats there fixed now
02/16/2010 23:26 HardNotTo#25
Quote:
Originally Posted by coreymills View Post
@HardNotTo


srry all i had the mob meshes wrong on the bladelings and agilrats there fixed now
thanks, so the spawn start x,y and spawn end x,y would be like saying that those two points is where the number spawned will be between?
02/16/2010 23:40 darkdestiny54#26
Well.... 400 makes them blue... rofl (closer? x_x")

EDIT:
[CODE]
86 Bladeling 1 240 110 33140 100 87 0 1300 1702 1 87 2 True 2 10 900 1000 12 False
87 AgileRat 1 442 112 58110 545 45 1800 0 0 1 45 21 1000 0 True 2 100 1500 1000 12 False
[CODE]

How about now? xP Is that right?
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02/16/2010 23:50 HardNotTo#27
Quote:
Originally Posted by darkdestiny54 View Post
Well.... 400 makes them blue... rofl (closer? x_x")

EDIT:
[CODE]
86 Bladeling 1 240 110 33140 100 87 0 1300 1702 1 87 2 True 2 10 900 1000 12 False
87 AgileRat 1 442 112 58110 545 45 1800 0 0 1 45 21 1000 0 True 2 100 1500 1000 12 False
[CODE]

How about now? xP Is that right?
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yes that is correct but OP allready fixed it and updated his first post
02/17/2010 00:37 darkdestiny54#28
Quote:
Originally Posted by HardNotTo View Post
yes that is correct but OP allready fixed it and updated his first post
Oops. lol, oh well =P
At least it's working now!
^^
03/11/2010 04:21 jasonk1980#29
k the mobs are there now how do you make them able to move?????
03/11/2010 08:25 Arcо#30
Quote:
Originally Posted by jasonk1980 View Post
k the mobs are there now how do you make them able to move?????
You just need to load the dmaps for those maps.