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where can i see the monster skills in this section? please help.
where can i see the monster skills in this section? please help.
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First things first - they're using my and Bogdy's mob editor back from 2016 or so (you can see it's updated version, with ZeroN 9D in the window title). And no, it's not about mob skills, just character skills. Even though the structures were similar in the past, I doubt you can use them for mobs.Quote:
Maybe this will give you some ideas, probably you need a better tool than 010 editor :)
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You guys always released legit stuff, i had used a monster editor previously from a VN guy and its still on my PC after reinstalling windows x3 times so you can imagine im never gonna download tools from shady sources again hahaQuote:
First things first - they're using my and Bogdy's mob editor back from 2016 or so (you can see it's updated version, with ZeroN 9D in the window title). And no, it's not about mob skills, just character skills. Even though the structures were similar in the past, I doubt you can use them for mobs.
A bunch of guys sold the open-source tool after changing the theme of the app, the other one tried to do the same for EU/US market, and then another guy preferred to hire fiverr guy (and overpaying at least 4x) to deal with my shitty code, because I didn't bother with his scamming attempts or ludicrous offers (2 beers for at least a day's worth of work, maybe?).Quote:
You guys always released legit stuff, i had used a monster editor previously from a VN guy and its still on my PC after reinstalling windows x3 times so you can imagine im never gonna download tools from shady sources again haha
thanks for your comment. i am interested in working with 010. although i have the tools to edit. and i also found the answer to my question. my next problem is to remove the debuff when the character fights the boss which is too high level compared to the boss. can you suggest me this part?Quote:
Maybe this will give you some ideas, probably you need a better tool than 010 editor :)
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there are so many tools you develop that are very useful for the 9d community. it's a shame some people use it as a business tool. thanks for everything.Quote:
A bunch of guys sold the open-source tool after changing the theme of the app, the other one tried to do the same for EU/US market, and then another guy preferred to hire fiverr guy (and overpaying at least 4x) to deal with my shitty code, because I didn't bother with his scamming attempts or ludicrous offers (2 beers for at least a day's worth of work, maybe?).
And people wonder why this community is dying.
I hope someone else would actually try to help this poor guy, or at least they will manage to find their way through all of that.
please let us know where we can modify that maybe it will help anyone in the future !Quote:
thanks for your comment. i am interested in working with 010. although i have the tools to edit. and i also found the answer to my question. my next problem is to remove the debuff when the character fights the boss which is too high level compared to the boss. can you suggest me this part?
there are so many tools you develop that are very useful for the 9d community. it's a shame some people use it as a business tool. thanks for everything.
Feel free to share it, that may help other people (including me, to refresh my memory).Quote:
and i also found the answer to my question.
The rule of thumb: unless you dip yourself into some retarded RE shit, the debuff appears when you are at least 24 levels higher than a boss.Quote:
my next problem is to remove the debuff when the character fights the boss which is too high level compared to the boss. can you suggest me this part?
DNPC_Skill_table.bsk contains all monster skills. You can open and edit it with skill table editor.Quote:
please let us know where we can modify that maybe it will help anyone in the future !
I checked again and confirmed exactly what you said. The debuff is set at temp2 with 0 being not applied. But now because I'm using a RE source server, that item doesn't work. Even if temp2 = 0, the debuff is still applied. Maybe I'll switch to removing the debuff at skill id 8058.Quote:
Feel free to share it, that may help other people (including me, to refresh my memory).
The rule of thumb: unless you dip yourself into some retarded RE shit, the debuff appears when you are at least 24 levels higher than a boss.
The lazy way: the debuff itself is skill ID 8058. You can remove the effects and it should work.
The proper way: in mob editor there is a field called temp2. If set to 0, the debuff shouldn't be inflicted. Test if on a single mob, then let us know if that was enough.
How is RE affecting it? As long as the mob table loading function is not hooked, it should work.Quote:
DNPC_Skill_table.bsk contains all monster skills. You can open and edit it with skill table editor.
I checked again and confirmed exactly what you said. The debuff is set at temp2 with 0 being not applied. But now because I'm using a RE source server, that item doesn't work. Even if temp2 = 0, the debuff is still applied. Maybe I'll switch to removing the debuff at skill id 8058.
I'm not sure how it affects. But I tried with temp2 and it works fine on the original source. But it doesn't work on the RE source. I'll check if it affects temp1 or temp3?Quote:
How is RE affecting it? As long as the mob table loading function is not hooked, it should work.
Besides I have a problem. Do you know what type 100 is in the monster drop. I only know the types in the item file and 101 in CommonRank.txt.Quote:
How is RE affecting it? As long as the mob table loading function is not hooked, it should work.
I may be wrong about this, but I think type=100 is used, when multiple items (possibly with different types) share item rank. Can't tell for sure, I hope someone can clarify that for me.Quote:
Besides I have a problem. Do you know what type 100 is in the monster drop. I only know the types in the item file and 101 in CommonRank.txt.
I checked it on 2012 files. I set the item rank 32123 (don't be me and don't forget the max value is 32767...) to multiple items: weapons, elixirs, potions, etc.Quote:
I may be wrong about this, but I think type=100 is used, when multiple items (possibly with different types) share item rank. Can't tell for sure, I hope someone can clarify that for me.
so we can understand. Type 100 will not require specific type of item but only require rank of item to drop. maybe it is made to drop types like type 0 of weapon. thank you very much for thisQuote:
I checked it on 2012 files. I set the item rank 32123 (don't be me and don't forget the max value is 32767...) to multiple items: weapons, elixirs, potions, etc.
With type=100 I can drop all of them. If I set, let's say, type=5, I only dropped elixirs, even though the item rank contains weapons/elixirs/potions/BEs.
thank you for this suggestionQuote:
Weapons
My RE version can install GM function for players. I have set gm = 3 column in database but when entering the game, there is no GM function. Meanwhile, another account with character set gm = 3 and gm = 10 works. It's confusing. I don't know if I missed something or not.Quote:
I checked it on 2012 files. I set the item rank 32123 (don't be me and don't forget the max value is 32767...) to multiple items: weapons, elixirs, potions, etc.
With type=100 I can drop all of them. If I set, let's say, type=5, I only dropped elixirs, even though the item rank contains weapons/elixirs/potions/BEs.