I'm trying to make it where Slingers are higher level, more hp, higher attack and defense, and give more exp so lvl 130's can level up to 138. Anyone have idea's? I've tried changing a few things in mobinfo.txt . I'm using 5165.
public Mob(string Line)
{
LastMove = DateTime.Now;
string[] Info = Line.Split(' ');
MobID = int.Parse(Info[0]);
Name = Info[1];
Type = (MobBehaveour)byte.Parse(Info[2]);
Mesh = ushort.Parse(Info[3]);
Level = byte.Parse(Info[4]);
MaxHP = uint.Parse(Info[5]);
Defense = ushort.Parse(Info[6]);
MDef = ushort.Parse(Info[7]);
MAttack = ushort.Parse(Info[8]);
MinAttack = ushort.Parse(Info[9]);
MaxAttack = ushort.Parse(Info[10]);
DmgReduceTimes = byte.Parse(Info[11]);
Dodge = byte.Parse(Info[12]);
AtkType = (AttackType)byte.Parse(Info[13]);
if (AtkType == AttackType.Magic)
{
MagicSkill = ushort.Parse(Info[14]);
MagicLvl = byte.Parse(Info[15]);
Gives = bool.Parse(Info[16]);
AttackDist = byte.Parse(Info[17]);
MinSilvers = int.Parse(Info[18]);
MaxSilvers = int.Parse(Info[19]);
MoveSpeed = ushort.Parse(Info[20]);
SpawnSpeed = uint.Parse(Info[21]);
LevDifDmg = bool.Parse(Info[22]);
}
else
{
Gives = bool.Parse(Info[14]);
AttackDist = byte.Parse(Info[15]);
MinSilvers = int.Parse(Info[16]);
MaxSilvers = int.Parse(Info[17]);
MoveSpeed = ushort.Parse(Info[18]);
SpawnSpeed = uint.Parse(Info[19]);
LevDifDmg = bool.Parse(Info[20]);
}
CurrentHP = MaxHP;
}
83 Slinger 1 145 [COLOR="Red"]105[/COLOR] [COLOR="Red"]30110[/COLOR] [COLOR="Red"]0[/COLOR] 86 0 [COLOR="Red"]1234 1353[/COLOR] 1 86 2 True 2 10 1000 1000 12 False
else if ((MobID == 83) && ((MyMath.ChanceSuccess(100))))
{
Char.Experience + 12345667;
}
.... There's no point doing a Experience += stated amount... just have it calculate as normal and boost their health and stats.Quote:
In the source should be this to look off of:
Here is the Slinger info:Code:public Mob(string Line) { LastMove = DateTime.Now; string[] Info = Line.Split(' '); MobID = int.Parse(Info[0]); Name = Info[1]; Type = (MobBehaveour)byte.Parse(Info[2]); Mesh = ushort.Parse(Info[3]); Level = byte.Parse(Info[4]); MaxHP = uint.Parse(Info[5]); Defense = ushort.Parse(Info[6]); MDef = ushort.Parse(Info[7]); MAttack = ushort.Parse(Info[8]); MinAttack = ushort.Parse(Info[9]); MaxAttack = ushort.Parse(Info[10]); DmgReduceTimes = byte.Parse(Info[11]); Dodge = byte.Parse(Info[12]); AtkType = (AttackType)byte.Parse(Info[13]); if (AtkType == AttackType.Magic) { MagicSkill = ushort.Parse(Info[14]); MagicLvl = byte.Parse(Info[15]); Gives = bool.Parse(Info[16]); AttackDist = byte.Parse(Info[17]); MinSilvers = int.Parse(Info[18]); MaxSilvers = int.Parse(Info[19]); MoveSpeed = ushort.Parse(Info[20]); SpawnSpeed = uint.Parse(Info[21]); LevDifDmg = bool.Parse(Info[22]); } else { Gives = bool.Parse(Info[14]); AttackDist = byte.Parse(Info[15]); MinSilvers = int.Parse(Info[16]); MaxSilvers = int.Parse(Info[17]); MoveSpeed = ushort.Parse(Info[18]); SpawnSpeed = uint.Parse(Info[19]); LevDifDmg = bool.Parse(Info[20]); } CurrentHP = MaxHP; }
105 = LevelCode:83 Slinger 1 145 [COLOR="Red"]105[/COLOR] [COLOR="Red"]30110[/COLOR] [COLOR="Red"]0[/COLOR] 86 0 [COLOR="Red"]1234 1353[/COLOR] 1 86 2 True 2 10 1000 1000 12 False
30110 = MaxHP
0 = Defense
1234 = MinimumAttack
1353 = MaximumAttack
As for the Experience, you could do something like this:
I dont' know about ^ that though.Code:else if ((MobID == 83) && ((MyMath.ChanceSuccess(100)))) { Char.Experience + 12345667; }
Goodluck!