Quote:
Originally Posted by Syberboy
1.Then thats not really fixable if you're computer can't keep up.
2.Would probably help if you didn't have it set to see all damage though....
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1. It wasn't my computer. I tried getting non aggro working via "positive_attack.csv" and messed up somehow.
2. I put the damage on so you could see/would believe that there are mobs around me.
I can't seem to get it working properly.
1. My info.csv for Ivid Laiden (.2732)
2732,6,16,18,6,2000,2000,1200,1000,,,,50,2,0,4,999 9,0,100,30,0,18,10,0,2,20,10,5,0,0,0,0,0,0,999 9,01,15,1,1
2. My attack animation (.9)
0,ATTACK,9,Monster\reiden\reiden_att2.anim,4,1,0.0 ,0,0,0.75,0,1,0,188,0
3. The non-aggro I am using (Dungeon no DC vac)
[ENABLE]
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)
0045C???: //8B 50 1C 89 51 20
jmp newmem
nop
returnhere:
newmem:
//DwExploreRange eax
mov [eax+08],00000040//DwSight eax+08
mov [eax+04],00000040//DwPersuitRange eax+04
//DwAvoidRange eax+0C
//mov [eax+10],00000500//DwExploreStandDelay eax+10
//mov [eax+14],00000500//DwExploreMoveDelay eax+14
//mov [eax+18],00000500//DwStandDelay eax+18
//mov [eax+1C],00000500//DwMoveDelay eax+1C
//DwFollowMyMasterRange eax+20
//DwStopMasterNear eax+24
//DwWarpMyMasterRange eax+28
//mov [eax+2C],00000064//DwCallTeamPossibelHP eax+2C
//mov [eax+30],00000020//DwCallTeamCount eax+30
mov [eax+34],00000000//DwBlockNFirstAttack eax+34//mov [eax+38],00000020//dwCallTeamCell byte[eax+38]
//dwFollowTarget eax+3C
//dwSpecialAttackStartHP
//dwSpecialMeleeAttackRate
//dwSpecialRangeAttackRate
//DwPowerAttacjStartHP
//dwPowerMeleeAttackProbable
//dwPowerRangeAttackProbable
mov [eax+40],00000000//DwUnderAttackAggro eax+40
mov [eax+44],00000000//DwMeleeAttackRangeInAggro eax+44
mov [eax+48],00000000//DwRangeAttackRangeInAggro eax+48
//DwSightInAggro eax+4C
//DwDefeatAggro eax+50
mov [eax+54],00000000//DwBlockedAggro eax+54
mov [eax+58],00000000//DwSlideAggro eax+58
mov [eax+5C],00000000//DwHealAggro eax+5C
//DwMasterUnderAttackAggro eax+50
//DwMasterDefeatAggro eax+54
//DwMasterBlockingAggro eax+58
//DwMasterSlideAggro eax+5C
//DwCOmplusionUnderAttackAggro eax+60
//dwMaxSummonsMonsterCount eax+64
//dwReSummonsMonsterTick eax+68
//dwMaxSummonsMonsterRange eax+6C
//dwSummonsStartPcCountPatternType eax+70
originalcode:
mov edx,[eax+1c]
mov [ecx+20],edx
//mov edx,30 // number spawn
//mov [eax+8c],edx
//mov edx,64 // time delay spawn
//mov [eax+90],edx
mov edx,99 // # follow monster
mov [eax+3C],edx
mov [ecx+20],edx // # follow my master
exit:
jmp returnhere
[DISABLE]
dealloc(newmem)
0045C???: /
mov edx,[eax+1c]
mov [ecx+20],edx
Is it the "follow monster" I have to disable as well?
Or is the the Vac II and Vac III that mess everything up?
The spawn actitude seems to be messed up as well. Sometims Laiden spawns just aroud 20 Egos and at another tim he spawns around 50.
Both is nothing I would consider worth doing.
This is how I feel: :facepalm: