adding all new mobs??

04/04/2010 17:48 DragoNLegacY#1
Ok, so I've been looking around the forums for this and found nothing special on the topic. So I'll start with the basics.

First off, I know how to edit the basics such as the .dds files and such.
I think I also know how to edit a mobs HP and all that, but, what i would like to know is how to do things like add a completly new mob, not just change an existing one.

For instance, I wanna add a Pig in Tc along side the Pheasants, I don't wanna edit the Pheasants to look like pigs, I wanna add the whole new mob, this will imply editing spawns and adding the info to the monster.dat file and such things, but i'm unaware of how to do this, also i would like, if possible for someone to explain to me, to the best of there ability, what the following means:

[PinkPiglet]
SizeAdd=1
ZoomPercent=120
MaxLife=50000
Level=1
BornAction=315
BornEffect=MBStandard
BornSound=none
ActResCtrl=0
ASB=5
ADB=6
BodyType=0
TypeID=4058
AntiType=0
Armet=0
ArmetColor=3
RWeapon=0
LWeapon=0
LWeaponColor=3
Misc=0
Mount=0
BattleLev=0
ExtraExp=100
StcType=0
this is taken from the monster.dat file decry to txt

what part of this info would control the monster's look and animation? Where would i edit the spawning info and such things? Ok, I'm not sure if there is any other question i should be asking here, but this is all i can think of right know.
Thanks alot everyone =)
04/04/2010 18:04 PeTe Ninja#2
Quote:
Originally Posted by DragoNLegacY View Post
Ok, so I've been looking around the forums for this and found nothing special on the topic. So I'll start with the basics.

First off, I know how to edit the basics such as the .dds files and such.
I think I also know how to edit a mobs HP and all that, but, what i would like to know is how to do things like add a completly new mob, not just change an existing one.

For instance, I wanna add a Pig in Tc along side the Pheasants, I don't wanna edit the Pheasants to look like pigs, I wanna add the whole new mob, this will imply editing spawns and adding the info to the monster.dat file and such things, but i'm unaware of how to do this, also i would like, if possible for someone to explain to me, to the best of there ability, what the following means:

[PinkPiglet]
SizeAdd=1
ZoomPercent=120
MaxLife=50000
Level=1
BornAction=315
BornEffect=MBStandard
BornSound=none
ActResCtrl=0
ASB=5
ADB=6
BodyType=0
TypeID=4058
AntiType=0
Armet=0
ArmetColor=3
RWeapon=0
LWeapon=0
LWeaponColor=3
Misc=0
Mount=0
BattleLev=0
ExtraExp=100
StcType=0
this is taken from the monster.dat file decry to txt

what part of this info would control the monster's look and animation? Where would i edit the spawning info and such things? Ok, I'm not sure if there is any other question i should be asking here, but this is all i can think of right know.
Thanks alot everyone =)
to spawn mobs.. src side
to change hp ( the look client side, the actual source side)
04/04/2010 18:23 DragoNLegacY#3
well, pete i don't get your point, but yes i am working on the source side, what i intend to do is add a new mob to a specific map, i don't want to just edit an existing mob to look like i want, I want to add special mobs to my server but i'm unware of the meaning of all that info in the monster.txt file i got, and i would also like to know where i change the references to shape size and look (ani, ini, c3, dds and such) i can change the dds file, i just wanna know who to point the monster.dat in its direction
04/04/2010 19:05 Fish*#4
Quote:
Originally Posted by DragoNLegacY View Post
well, pete i don't get your point, but yes i am working on the source side, what i intend to do is add a new mob to a specific map, i don't want to just edit an existing mob to look like i want, I want to add special mobs to my server but i'm unware of the meaning of all that info in the monster.txt file i got, and i would also like to know where i change the references to shape size and look (ani, ini, c3, dds and such) i can change the dds file, i just wanna know who to point the monster.dat in its direction
he means you change the look in client side :)
04/04/2010 19:26 ~Yuki~#5
BornEffect=MBStandard

Is the effect when it spawns
04/04/2010 19:56 DragoNLegacY#6
Thanks guys, I just figured out basically what i needed =) I was trying to edit in the wrong files =) I'm new at this so bear with me, I'm trying to relearn coding and stuff and figure these things out, but i kinda got what i wanted by editing the mobinfos.txt and the mobspawns.txt, I figured how to create the new entry in the mobinfos and how to make it spawn, i guess all i got to find now is a more recent list of Mob meshes to play with, so i can add them to my mobinfos.txt anyone know how to discover new mesh ids for mobs? x)
04/04/2010 20:28 pro4never#7
Honestly you are best using trial and error...

What I'd try doing is create a server cmd to spawn a monster with any mesh you want (Look at my monster spawn function I posted... it will allow you to do that easily) and then use trial and error.

Basically it lets you enter monster info into a player cmd and it will spawn the monster beside you ingame.. that way you can run through monster meshes quickly.

if you wanted to do an improved version you could write a function to do a similar thing and simply increase the mesh number (and have it named the same thing) using a loop to go through like mesh 1-10000 or whatever you like... Could save some time (and you'd have to do it in chunks as obviously you cant just spawn 10,0000 mobs right beside you all at the same time without crashing the client or causing other problems + alot of them will be invalid... if I remember correctly though that will just skip over it or default it to something else..
04/04/2010 21:48 DragoNLegacY#8
pro4never, that's a great idea, that actually will help alot if i can manage to get the function working, i'll check it out though, btw, i'm working with a 5165 source in case that matters =) now all i need is to find the new mobs tq well be releasing to add them later on, but i wonder, that would imply me adding them to the source as well, correct? Things like animation, and meshes, but anyway one step at a time =) lol

Edit: like i figured, CoEmu, the actual code won't work, but thanks alot i get the ideia =)
04/05/2010 00:54 pro4never#9
You can use the coemu code as a guideline for how to code one in lotf. Simply find where your monster spawns are handled, copy it to a new .cs file (for simplicity sake) and write something along the lines of what I have.

No, you will not need to add anything server side except in your database possibly to control the full monster info. Mesh/animation/specific monster info is all controlled client side. The server simply says something like "Monster with name x level y mesh z spawned at these coords" and the client actually handles all the display part of that.

When you do something like this the size add and stuff won't display properly because the monster doesn't exist client side. There is no real structure to handle that in the client meaning it just displays the default value to fill in the blanks where it is missing information. Seeing as the server has specified the mesh to use, that is all taken care of already though and you will be able to preview them a group at a time (I'd do like 15-20 at a time or so and have the name of the mob == the mesh id for easy tracking)