fast question about npc

05/04/2017 16:55 StayAlive-Online#1
how i can add or delete (( repair button)) like in weapon npc
in any npc like potion npc i need to add this button.

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thank you
05/04/2017 17:17 StayAlive-Online#2
Quote:
Originally Posted by ZαKuRα View Post
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i hoppe you have the answer ..... thank you
05/04/2017 18:29 blapanda#3
It depends on the type of NPC you are adding, the so called "TID" numbers.
Every item, every rideable mount, pet, grab pet, consumable, NPC, Mob, and so on has them.

If you want to remove e.g. the Blacksmith's repair function in jangan, just hit up an seller-NPC which doesn't have that function, for instance the Grocery and Stable Keeper NPC. Line up those strings (obtained from the databank) and watch whats different.

And don't hit up the [Only registered and activated users can see links. Click Here To Register...] button that early.

@[Only registered and activated users can see links. Click Here To Register...] there is no need in spamming every topic with "add my skype". Help them directly, instead.
05/04/2017 19:29 StayAlive-Online#4
Quote:
Originally Posted by blapanda View Post
It depends on the type of NPC you are adding, the so called "TID" numbers.
Every item, every rideable mount, pet, grab pet, consumable, NPC, Mob, and so on has them.

If you want to remove e.g. the Blacksmith's repair function in jangan, just hit up an seller-NPC which doesn't have that function, for instance the Grocery and Stable Keeper NPC. Line up those strings (obtained from the databank) and watch whats different.

And don't hit up the [Only registered and activated users can see links. Click Here To Register...] button that early.

@[Only registered and activated users can see links. Click Here To Register...] there is no need in spamming every topic with "add my skype". Help them directly, instead.
:)
oky bro i will try again
05/05/2017 15:45 DaxterSoul#5
Quote:
Originally Posted by blapanda View Post
It depends on the type of NPC you are adding, the so called "TID" numbers.
Every item, every rideable mount, pet, grab pet, consumable, NPC, Mob, and so on has them.

If you want to remove e.g. the Blacksmith's repair function in jangan, just hit up an seller-NPC which doesn't have that function, for instance the Grocery and Stable Keeper NPC. Line up those strings (obtained from the databank) and watch whats different.
This has not much to do with TypeIDs. You will find 1, 2, 2, 0 for every NPCNPC except "Siege Pullies".

Comparing 2 RefObjCommon (+RefObjChar) lines will be identical except for the ID, Name and used resource.

The client receives the TalkOptions with the spawn of an object (0x3015, 0x3019) and when selecting it (0xB045).

Injecting a list of different TalkOptions will add them visually...

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...but of course they won't work, so we have to figure how the GameServer builds these lists.

Searching for NPC_CH_SMITH text references using your favorite dissembler will easily bring you to the correct function.

You'll see a list of Smith and Armor NPCs (both having the ability to repair) with jumps to the same destination where the TalkOption is pushed onto the stack before the registering the it to the NPC.
[Only registered and activated users can see links. Click Here To Register...]

You can either replace the string reference or write a code cave to manipulate this lists to create even more awesome NPCs.
But that's your job :p

Final result:
[Only registered and activated users can see links. Click Here To Register...]
05/05/2017 16:18 blapanda#6
Quote:
Originally Posted by DaxterSoul View Post
This has not much to do with TypeIDs. You will find 1, 2, 2, 0 for every NPCNPC except "Siege Pullies".

Comparing 2 RefObjCommon (+RefObjChar) lines will be identical except for the ID, Name and used resource.

The client receives the TalkOptions with the spawn of an object (0x3015, 0x3019) and when selecting it (0xB045).

Injecting a list of different TalkOptions will add them visually...

[Only registered and activated users can see links. Click Here To Register...]

...but of course they won't work, so we have to figure how the GameServer builds these lists.

Searching for NPC_CH_SMITH text references using your favorite dissembler will easily bring you to the correct function.

You'll see a list of Smith and Armor NPCs (both having the ability to repair) with jumps to the same destination where the TalkOption is pushed onto the stack before the registering the it to the NPC.
[Only registered and activated users can see links. Click Here To Register...]

You can either replace the string reference or write a code cave to manipulate this lists to create even more awesome NPCs.
But that's your job :p

Final result:
[Only registered and activated users can see links. Click Here To Register...]
Meh, consider my comment being sent as "not currently at home", since I don't have time checking into anything which comes up to this forum.
05/05/2017 18:01 EgyptionShield#7
Quote:
Originally Posted by DaxterSoul View Post
This has not much to do with TypeIDs. You will find 1, 2, 2, 0 for every NPCNPC except "Siege Pullies".

Comparing 2 RefObjCommon (+RefObjChar) lines will be identical except for the ID, Name and used resource.

The client receives the TalkOptions with the spawn of an object (0x3015, 0x3019) and when selecting it (0xB045).

Injecting a list of different TalkOptions will add them visually...

[Only registered and activated users can see links. Click Here To Register...]

...but of course they won't work, so we have to figure how the GameServer builds these lists.

Searching for NPC_CH_SMITH text references using your favorite dissembler will easily bring you to the correct function.

You'll see a list of Smith and Armor NPCs (both having the ability to repair) with jumps to the same destination where the TalkOption is pushed onto the stack before the registering the it to the NPC.
[Only registered and activated users can see links. Click Here To Register...]

You can either replace the string reference or write a code cave to manipulate this lists to create even more awesome NPCs.
But that's your job :p

Final result:
[Only registered and activated users can see links. Click Here To Register...]
Quote:
Originally Posted by blapanda View Post
Meh, consider my comment being sent as "not currently at home", since I don't have time checking into anything which comes up to this forum.
good answer
you help me too ..
05/08/2017 06:23 Spidy.#8
#Case closed