So nun habe ich auch mal ne kleine Frage:
Mein Server spuckt wenn ich den World Server starte diese Errors aus:
Ich weiß das es Hydros ist, wenn ich ihn ingame Spawne, kommt jede Sek dieser error: (Boss geht 1 a, nur in den logs)
Das lustige ist, das der erros nur kommt wenn ich ihn nicht angreife.
In meinen File ist das eingestellt:
Propmover.txt:
PropMoverEx.inc:
Jedoch habe ich schonmal die Attacken und drops rausgenommen gehabt, error kam immer noch.
Hoffe ihr wisste da was.
Mfg Pixelz
Mein Server spuckt wenn ich den World Server starte diese Errors aus:
Code:
2011/ 8/27 14:19:26 LoadPropMoverEx::m_nAttackFirstRange ÀÌ»ó:60
Code:
2011/ 8/27 14:31:53 m_nAttackFirstRange ÀÌ»ó:60 Hydros
In meinen File ist das eingestellt:
Propmover.txt:
Code:
MI_KALGASBOSS IDS_PROPMOVER_TXT_001862 AII_MONSTER 395 395 395 660 330 5320 = BELLI_RANGE = 152 = = RANK_SUPER 0 = 1 = 24494 25658 II_WEA_MOB_MONSTER3_ATK1 II_WEA_MOB_MONSTER3_ATK2 II_WEA_MOB_MONSTER3_ATK3 = 1.1 = = = = = = 1000 2400 146061808 100 677 130 0 = 5 18 = 0 = 0 = = = 484 0 -0.3 0 0 0.3 2000 = = = = 11 16573695 0 1 = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_001863
Code:
MI_KALGASBOSS //Ä®°¡½º
{
Maxitem = 8;
DropGold(99, 143);
DropKind(IK3_SWD, 6, 6);
DropKind(IK3_AXE, 6, 6);
DropKind(IK3_CHEERSTICK, 6, 6);
DropKind(IK3_KNUCKLEHAMMER, 6, 6);
DropKind(IK3_WAND, 6, 6);
DropKind(IK3_STAFF, 6, 6);
DropKind(IK3_HELMET, 6, 6);
DropKind(IK3_SUIT, 6, 6);
DropKind(IK3_GAUNTLET, 6, 6);
DropKind(IK3_BOOTS, 6, 6);
DropKind(IK3_SHIELD, 6, 6);
DropKind(IK3_BOW, 6, 6);
DropKind(IK3_YOYO, 6, 6);
DropItem(II_ARM_M_LORDK_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_LORDK_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_LORDK_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_LORDK_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_LORDK_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_LORDK_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_LORDK_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_LORDK_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_STORMB_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_STORMB_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_STORMB_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_STORMB_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_STORMB_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_STORMB_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_STORMB_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_STORMB_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_WINDL_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_WINDL_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_WINDL_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_WINDL_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_WINDL_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_WINDL_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_WINDL_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_WINDL_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_CRACKS_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_CRACKS_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_CRACKS_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_CRACKS_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_CRACKS_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_CRACKS_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_CRACKS_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_CRACKS_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FLOR_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FLOR_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FLOR_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FLOR_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FLOR_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FLOR_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FLOR_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FLOR_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FORCEM_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FORCEM_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FORCEM_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FORCEM_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FORCEM_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FORCEM_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FORCEM_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FORCEM_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_MENT_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_MENT_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_MENT_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_MENT_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_MENT_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_MENT_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_MENT_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_MENT_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_ELEL_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_ELEL_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_ELEL_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_ELEL_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_ELEL_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_ELEL_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_ELEL_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_ELEL_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_SYS_VIS_LV3_WARRIOR, 31000000, 0, 1);
DropItem(II_SYS_VIS_LV3_KNIGHT, 31000000, 0, 1);
DropItem(II_SYS_VIS_LV3_BUBBLE 31000000, 0, 1);
DropItem(II_SYS_VIS_LV3_IBLIS, 31000000, 0, 1);
DropItem(II_SYS_VIS_LV3_SHADE, 31000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);
DropItem(II_GEN_JEW_RIN_INTRING, 30000000, 18, 1);
DropItem(II_GEN_JEW_RIN_DEXRING, 30000000, 18, 1);
DropItem(II_GEN_JEW_RIN_STRRING, 30000000, 18, 1);
DropItem(II_GEN_MAT_ELE_CANDLEA, 30000000, 0, 1);
DropItem(II_GEN_MAT_ELE_RAINATKA, 30000000, 0, 1);
DropItem(II_GEN_MAT_ELE_SPARKATKA, 30000000, 0, 1);
DropItem(II_GEN_MAT_ELE_BREEZEATKA, 30000000, 0, 1);
DropItem(II_GEN_MAT_ELE_SANDATKA, 30000000, 0, 1);
DropItem(II_GEN_MAT_ELE_LIGHTING, 50000000, 0, 1);
DropItem(II_GEN_MAT_ELE_VOLCANO, 50000000, 0, 1);
DropItem(II_GEN_MAT_ELE_EARTHQUAKE, 50000000, 0, 1);
DropItem(II_GEN_MAT_ELE_OCEAN, 50000000, 0, 1);
DropItem(II_GEN_MAT_ELE_VACCUM, 50000000, 0, 1);
DropItem(II_GEN_MAT_OPERCID, 50000000, 0, 1);
DropItem(II_GEN_MAT_OPERCID, 50000000, 0, 1);
DropItem(II_GEN_MAT_OPERCID, 50000000, 0, 1);
DropItem(II_GEN_MAT_CID, 80000000, 0, 1);
DropItem(II_GEN_MAT_CID, 80000000, 0, 1);
DropItem(II_GEN_MAT_CID, 80000000, 0, 1);
DropItem(II_SYS_SYS_QUE_ETERPENDANT, 500000000, 0, 1);
m_nAttackFirstRange = 60;
AI
{
#Scan
{
scan
}
#battle
{
Attack 20 cunning sam
Rangeattack 60
KeepRangeAttack 60
Berserk 20 2.0
summon 10 3 MI_KALGASLESSER01
}
#move
{
}
}
}
Jedoch habe ich schonmal die Attacken und drops rausgenommen gehabt, error kam immer noch.
Hoffe ihr wisste da was.
Mfg Pixelz