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[Release]LabNpc's
Discussion on [Release]LabNpc's within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
02/16/2010, 19:51
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#16
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Ok, got the NPC's fixed, just had to move around your code a bit. This was in the wrong place:
Code:
else
{
GC.AddSend(Packets.NPCSay("You do not have a Earth Token Kill AgilRats for the token"));
GC.AddSend(Packets.NPCLink("I see.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
This is what I changed the code to be. Also added the code above to the Lab1 NPC. So now it looks like this.
Lab2:
Code:
#region Lab2
case 1153:
{
if (Control == 0)
{
GC.AddSend(Packets.NPCSay("Would u like to go to lab2 it will cost u a Skytoken."));
GC.AddSend(Packets.NPCLink("Lab 2", 1));
GC.AddSend(Packets.NPCLink("TwinCity", 2));
GC.AddSend(Packets.NPCLink("Just passing by.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
if (Control == 1)
{
if (GC.MyChar.Inventory.Count < 40)
{
if (GC.MyChar.InventoryContains(721537, 1))
{
GC.MyChar.RemoveItem(GC.MyChar.NextItem(721537));
GC.MyChar.Teleport(1352, 029, 230);
}
else
{
GC.AddSend(Packets.NPCSay("You do not have a Sky Token Kill Gold Ghosts for the token"));
GC.AddSend(Packets.NPCLink("I see.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
}
if (Control == 2)
{
GC.MyChar.Teleport(1002, 431, 379);
}
break;
}
#endregion
Lab3:
Code:
#region Lab3
case 1154:
{
if (Control == 0)
{
GC.AddSend(Packets.NPCSay("Would u like to go to lab3 it will cost u 1 Earth Token."));
GC.AddSend(Packets.NPCLink("Lab 3", 1));
GC.AddSend(Packets.NPCLink("TwinCity", 2));
GC.AddSend(Packets.NPCLink("Just passing by.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
if (Control == 1)
{
if (GC.MyChar.Inventory.Count < 40)
{
if (GC.MyChar.InventoryContains(721538, 1))
{
GC.MyChar.RemoveItem(GC.MyChar.NextItem(721538));
GC.MyChar.Teleport(1353, 028, 270);
}
else
{
GC.AddSend(Packets.NPCSay("You do not have a Earth Token Kill AgilRats for the token"));
GC.AddSend(Packets.NPCLink("I see.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
}
if (Control == 2)
{
GC.MyChar.Teleport(1002, 431, 379);
}
break;
}
#endregion
Lab4
Code:
#region Lab4
case 1155:
{
if (Control == 0)
{
GC.AddSend(Packets.NPCSay("Would u like to go to Lab4 or go back to TwinCity?"));
GC.AddSend(Packets.NPCLink("Lab4", 1));
GC.AddSend(Packets.NPCLink("TwinCity", 2));
GC.AddSend(Packets.NPCLink("No thanks i think i'm gonna stay here awhile!", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
if (Control == 1)
{
if (GC.MyChar.Inventory.Count < 40)
{
if (GC.MyChar.InventoryContains(721539, 1))
{
GC.MyChar.RemoveItem(GC.MyChar.NextItem(721539));
GC.MyChar.Teleport(1354, 009, 290);
}
else
{
GC.AddSend(Packets.NPCSay("You do not have a SoulToken Kill FiendBats for the token"));
GC.AddSend(Packets.NPCLink("I see.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
}
if (Control == 2)
{
GC.MyChar.Teleport(1002, 431, 379);
}
break;
}
#endregion
Still have the problem with the Invisable AgileRats and the Bladeling..will post back if I can find a fix.
Please don't give me thanks, this is coreymills code, I just changed it up to work for me.
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02/16/2010, 20:46
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#17
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Did you do the mobinfo and mobspawns?
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02/16/2010, 20:53
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#18
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Quote:
Originally Posted by .Arco
Did you do the mobinfo and mobspawns?
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yes, this is what I have
Mobinfo
Code:
86 Bladeling 1 600 110 33140 100 87 0 1300 1702 1 87 2 True 2 10 900 1000 12 False
87 AgileRat 1 600 112 58110 545 45 1800 0 0 1 45 21 1000 0 True 2 100 1500 1000 12 False
mobspawns same as he posted
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02/16/2010, 20:57
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#19
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For agile rate try this:
87 AgileRat 1 442 112 58110 545 45 1800 0 0 1 45 21 1000 0 True 2 100 1500 1000 12 False
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02/16/2010, 21:14
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#20
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Quote:
Originally Posted by .Arco
For agile rate try this:
87 AgileRat 1 442 112 58110 545 45 1800 0 0 1 45 21 1000 0 True 2 100 1500 1000 12 False
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That worked..
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02/16/2010, 21:30
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#21
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Quote:
Originally Posted by HardNotTo
That worked..
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KK, gimme a few to find the bladeling.
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02/16/2010, 22:04
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#22
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ok, thanks. is there a post somewhere on how to find the info for spawning mobs..i know what most of the info is and how to get it but not all of it.
MobInfo:
Code:
ID Name type Mesh level MaxHP Defense MDef Matk MinAtk MaxAtk DmgRedTime Dodge AtkType Gives AtkDist MinSilver MaxSilver MoveSpeed SpawnSpeed LevDifDmg
18 BanditL33 1 601 33 1634 0 0 0 86 94 1 75 2 True 3 30 300 1000 12 True
I know how to get these: name, level, max hp, Def, MDef, Min/Max Attack, Dodge, all from the CO Website, but how to get the rest of the info I have no idea.
MobSpawns:
87 125 1352 496 518 532 486
I know those in red, in order are, MobID, Amount Spawned, and MapID...also that 2 of the last 4 sets of numbers are x,y locations, just not sure which ones or what the other 2 would be.
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02/16/2010, 22:33
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#23
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so....
Code:
87 AgileRat 1 442 112 58110 545 45 1800 0 0 1 45 21 1000 0 True 2 100 1500 1000 12 False
What about 86? I'm just assuming that it's 442 but I've never done the lab quest myself. Is it 601 for 86?
EDIT: If it is supposed to look like bandits then:
Code:
86 Bladeling 1 601 110 33140 100 87 0 1300 1702 1 87 2 True 2 10 900 1000 12 False
Earth tokens aren't dropping btw.
Change the code to:
Code:
else if (Name == "AgileRat")
{
if (MyMath.ChanceSuccess(30))//change 100 to what ever u want the droprate to be
{
DI2.Info.ID = 721538;
DI2.Info.MaxDur = DI2.Info.DBInfo.Durability;
DI2.Info.CurDur = DI2.Info.MaxDur;
}
}
EDIT 2: Btw everyone, I'm a newbie at coding. x_x" I'm pretty sure this is right. It worked for me at least. =P Enjoy? (I hope ._.)
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02/16/2010, 23:09
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#24
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@HardNotTo
Quote:
87 125 1352 496 518 532 486
87-Mob id from mobinfos.txt
125-how many will spawn
1352-map
496-start x
518-start y
532-end x
486-end y
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srry all i had the mob meshes wrong on the bladelings and agilrats there fixed now
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02/16/2010, 23:26
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#25
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Quote:
Originally Posted by coreymills
@HardNotTo
srry all i had the mob meshes wrong on the bladelings and agilrats there fixed now
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thanks, so the spawn start x,y and spawn end x,y would be like saying that those two points is where the number spawned will be between?
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02/16/2010, 23:40
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#26
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Well.... 400 makes them blue... rofl (closer? x_x")
EDIT:
[CODE]
86 Bladeling 1 240 110 33140 100 87 0 1300 1702 1 87 2 True 2 10 900 1000 12 False
87 AgileRat 1 442 112 58110 545 45 1800 0 0 1 45 21 1000 0 True 2 100 1500 1000 12 False
[CODE]
How about now? xP Is that right?
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02/16/2010, 23:50
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#27
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Quote:
Originally Posted by darkdestiny54
Well.... 400 makes them blue... rofl (closer? x_x")
EDIT:
[CODE]
86 Bladeling 1 240 110 33140 100 87 0 1300 1702 1 87 2 True 2 10 900 1000 12 False
87 AgileRat 1 442 112 58110 545 45 1800 0 0 1 45 21 1000 0 True 2 100 1500 1000 12 False
[CODE]
How about now? xP Is that right?
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yes that is correct but OP allready fixed it and updated his first post
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02/17/2010, 00:37
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#28
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Quote:
Originally Posted by HardNotTo
yes that is correct but OP allready fixed it and updated his first post
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Oops. lol, oh well =P
At least it's working now!
^^
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03/11/2010, 04:21
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#29
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k the mobs are there now how do you make them able to move?????
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03/11/2010, 08:25
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#30
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Quote:
Originally Posted by jasonk1980
k the mobs are there now how do you make them able to move?????
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You just need to load the dmaps for those maps.
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