In this project there are 2 separate projects. The main game project and the NPCDialogues. You should just need to open the NPCDialogues project and add the NPCs in there. I am not sure as I have not looked at this source in too much detail. Someone feel free to correct me if I am wrong.
But if all the npc's are in a dll, how am i supposed to retrieve them all? when i opened the project up, only 2 npc's were coded.
But if all the npc's are in a dll, how am i supposed to retrieve them all? when i opened the project up, only 2 npc's were coded.
well if only 2 NPCs were coded then I would guess yano not that I have used my brain at all but I guess you would have to make some more. Its called from a dll if you update the Dialogues then it will read from that. So just try adding a new NPC and see if that works.
Anyone still working on this source? If so can someone please help me!
I have been at it for days and can't get mobs to spawn. I have tried different ways.... e.g calling from Sql and txt files neither way works for me and I don't know why.
If anyone can offer me a solution to my problem this would be very grateful.
Also I tried creating mobs the same way portals are loaded and also the same way NPCs are loaded (kind of) couldn't figure it out 100% though.
Currently I am trying to load from txt files again.
Here
Ok so gonna skip over what code you wrote so far and write my own 2c worth...
You need to create something to hold monster variables (look at the character/entity class for examples)
You need to create a dictionary to store spawns (I'd use a spawn key + a dictionary of monsters?)
You need to load them from .txt or sql db (looks like you have that somewhat correct but you are loading spawns... not individual monsters)
You then need to spawn them using a spawn packet (test out a hardcoded spawn packet first.. make sure it works) by running through each monster in the monster spawns db and spawning them (then do something like a bool to say it's alive/spawned so you know for future reference)
You then need a thread to control monster movement/attacking (loop through monsters, check if it's spawned/alive, then check conditions for movement/attacking). If mob is not alive, start a respawn for it (make sure there is a delay or it will respawn as soon as it dies!
Hopefully that answers some questions.
What you have under your map file is the SPAWNS, not the individual monsters
Ok so gonna skip over what code you wrote so far and write my own 2c worth...
You need to create something to hold monster variables (look at the character/entity class for examples)
You need to create a dictionary to store spawns (I'd use a spawn key + a dictionary of monsters?)
You need to load them from .txt or sql db (looks like you have that somewhat correct but you are loading spawns... not individual monsters)
You then need to spawn them using a spawn packet (test out a hardcoded spawn packet first.. make sure it works) by running through each monster in the monster spawns db and spawning them (then do something like a bool to say it's alive/spawned so you know for future reference)
You then need a thread to control monster movement/attacking (loop through monsters, check if it's spawned/alive, then check conditions for movement/attacking). If mob is not alive, start a respawn for it (make sure there is a delay or it will respawn as soon as it dies!
Hopefully that answers some questions.
What you have under your map file is the SPAWNS, not the individual monsters
Thanks for the info I will keep this in mind. I am going to use Sql to call the spawns and mob infos, got the basics of it down just need to work out a few bugs in the code and write the Sql File then I should be good to go. I have taken examples from different sources and managed to code it near enough complete as I say just a few minor bugs and a couple of errors. But nothing that can't be fixed without a little common sense I hope.
@pro4never Any chance I can add you on msn. Just incase I run into minor problems that I can't fix?
#region Firwork EndlessLove
case 720031:
{
MyClient.Inventory.Remove(item, Game.Enums.ItemUse.Remove);//Dont know about this, in this version
GC.AddSend(Packets.String(GC.MyChar.EntityID, 10, "firework-1love"));
}
break;
#endregion
[RELEASE] [OPEN SOURCE] CE 5.5 Pointer to AutoIt Source-Code 02/13/2011 - AutoIt - 6 Replies Habe heute erst gemerkt, dass es hier eine AutoIt Sektion gibt xD also poste ich mal mein Programm mit rein.
Funktionsweise:
1. in CE Rechtsklick auf den Pointer und auf "Copy" klicken
2. in meinem Programm auf "Code generieren" klicken
3. In euer Scite gehen und einfügen
Hier ist der Source Code vom Programm:
[Release]How To Make Tq Source Work + Working Source + Server ByBass + Commands 12/08/2008 - CO2 PServer Guides & Releases - 15 Replies 1: How To Make The Server Work
In fact, before other people did not just let ACC now with hi EACC Columbia landing on the settlement of the issue, and the rest is our own how to improve the content of those interested can improve the next. MY MY set and the same. INI MAP INI files and MAP with the client-to-date coverage of the account. server.dat ! And then as long as the client will be able to modify server.dat!
127.0.0.1 192.168.0.1 192.168.1.1 IP。 Please do generally use...