SO i have read this entire Thread and saw that the maker soon release the MOB spawns and MobInfo.txt, but that was allready view months ago.
so i want to ask if someone has the mobspawns and mobs settings allready?
because everyything is working, even my Discity Spawns i still don't have.
Can someone help me with that information?
well it isn't that hard to add mobspawns and mobs.
Just take the others as reference in mobs.
for mobspawns is uid map startx starty endx endy
[Release]Frozen Grotto[5165] 05/04/2017 - CO2 PServer Guides & Releases - 42 Replies Ok lets start with adding frozen grotto :)
First off add this NPC in your OldCOBD/NPCs.txt
100001 4194 2 0 1000 472 645
Now to loads its dmap go to DMaps.cs and look for
[Mini-Release] Auto Cps from DragonBalls and Fozen Grotto Command 02/18/2011 - CO2 PServer Guides & Releases - 5 Replies here is my 2nd nooby release lol
it turns a dragonball into 215 CPs so u won't need a stupid CPs Admin
put it in character.cs
look for
public void UseItem(Item I)
[Release] Frozen Grotto Portal Fix [5165] 11/15/2010 - CO2 PServer Guides & Releases - 4 Replies It's actually very simple.
Go into OldCODB and open "Portals.txt"
Add the following two lines to the bottom:
1762 060 250 1762 637 375
1762 638 373 1762 060 253
Save it and run a guy through the two portals! I hope you enjoy not having your players get stuck =P
EDIT:
[Release]Grotto mobs that move 06/19/2010 - CO2 PServer Guides & Releases - 9 Replies First let me say that I take no credit in coding Grotto, im just releaseing a way to make your mobs inside Grotto to move like they are supposed to. And i'm probably not the first person to figure this out. May even be an easier way of doing it, but this is how I done it.
Before we get started, you should go follow pringles guide on loading DMaps if you have not yet done so.
After that goto NPCDialog.cs and find this under your Grotto NPC:
if (Control == 1)
...