#if __VER >= 19 m_WndStartButton.Create( "", 0, CRect( rectClient.left, rectClient.bottom - 12, rectClient.left + 75, rectClient.bottom ), this, 133337 ); m_WndStartButton.SetTexture( D3DDEVICE, MakePath( DIR_THEME, "ButtMainMenu.tga" ), TRUE ); //12*75 m_WndStartButton.FitTextureSize(); #endif //__VER >= 19
if( pItemElem->m_nItemNum > 0 )
{
// ¾ÆÀÌÅÛ ·¹º§¿¡ µû¶ó¼* °øÇåµµ¸¦ ´Ù¸£°Ô ÇÑ´Ù.
nValue = (pItemElem->GetProp()->dwItemLV + 1) / 2;
nValue *= pItemElem->m_nItemNum;
}
Quote:
Random Box :
PropPackItem , Copy Paste Any Box And Edit
TaskBar v19 Fixed: WndWorld.Cpp
Monster : PropMoverCode:#if __VER >= 19 m_WndStartButton.Create( "", 0, CRect( rectClient.left, rectClient.bottom - 12, rectClient.left + 75, rectClient.bottom ), this, 133337 ); m_WndStartButton.SetTexture( D3DDEVICE, MakePath( DIR_THEME, "ButtMainMenu.tga" ), TRUE ); //12*75 m_WndStartButton.FitTextureSize(); #endif //__VER >= 19
Where can i edit the exp here? because everytime i add Quest item the leve of the guild only reach with level 9 after that the guild will not going to level again even i got a many Quest Item added on itQuote:
Guild exp:
CDPSrvr::OnGuildContribution
Code:if( pItemElem->m_nItemNum > 0 ) { // ¾ÆÀÌÅÛ ·¹º§¿¡ µû¶ó¼* °øÇåµµ¸¦ ´Ù¸£°Ô ÇÑ´Ù. nValue = (pItemElem->GetProp()->dwItemLV + 1) / 2; nValue *= pItemElem->m_nItemNum; }
On source you can edit the amount of EXP given by each quest item.Quote:
Where can i edit the exp here? because everytime i add Quest item the leve of the guild only reach with level 9 after that the guild will not going to level again even i got a many Quest Item added on it
@[Only registered and activated users can see links. Click Here To Register...]Quote:
All files required to add new monster: propMover.txt, defineObj.h, mdlDyna.inc
To add monster on maps you can use the program Beast.exe.
Oh really? o: Can you explain me that too? I didn't know that method.Quote:
@[Only registered and activated users can see links. Click Here To Register...]
can also add monster manually in map if your desire monster/monster file is already in your file.. just modify .rgn file at your world folder...
you can open it with notepad/notepad++
my god i hate drugs :handsdown:Quote:
Oh really? o: Can you explain me that too? I didn't know that method.
Quote:
ok i know many of you have had nothing but problems with beast editor, so here we go editing with out beast. Now this is going to show a break down of what i know in rgn files.
we will use the Mutant Fefern from the Mas Dungeon Mob to make this easy to understand. below you will see the .rgn monster code dont be scared its easy to read once you know what you are looking at.
respawn7 5 654 901.279419 80.000000 965.370300 10 60 0 900 964 907 971 1 30 1 24 1 1 2 0.000000 -1 0 0
Leave these exactly how they are here.
Monster code
X.Y.Z coordinates, AKA mob spawn point.
number of mob spawned
Respawn rate
Mob agro rate 0 for normal 1 for agro
Mob spread AKA where the mob wanders when spawned.
im not sure what this is yet:lol:
Now this is to show how to change the spawn rate of mobs and such not to add new mobs. though once i get the rest of the rgn code broke down, it can be used for that as well. :thumbup:
Thanks Jcdacez for the Mob Spread information.
hope this helps you to understand the .rgn files a bit more. i will update it once i have the full break down understood.