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[V17] Monster fail ?

Discussion on [V17] Monster fail ? within the Flyff Private Server forum part of the Flyff category.

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Old   #1
 
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[V17] Monster fail ?

Hey die v17 Monster sind bei mir schon eingetragen. Doch wenn ich den "/cn" befehl nutze, spawnen die nicht... Im Model Ordner sind sie auch schon drin.

was ist falsch ?
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Old 08/26/2011, 18:43   #2


 
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Zähle mal auf wo du alles eingetragen hast.(Vielleicht hast ja etwas vergessen)
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Old 08/26/2011, 18:45   #3
 
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defineobj.h
mdldyna.inc
probmover.txt
probmover.txt.txt
probmoverex.inc

...bearbeitet?

Normal müsste der Server in irgendeinerweise einen Error ausspucken. Ich denke du hast die Monster nicht richtig in den Server eingebunden. Am besten du überprüfst alle relevanten Daten nochmal.

MfG.
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Old 08/26/2011, 18:56   #4
 
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propmover.txt.txt
Code:
IDS_PROPMOVER_TXT_001840	Desert Spirit of the Commander
IDS_PROPMOVER_TXT_001841
propMover.txt
Code:
MI_RUGALKUMA	IDS_PROPMOVER_TXT_001840	AII_PARTY_AGGRO_LEADER	338	338	338	338	278	1210	=	BELLI_MELEE	=	141	=	=	RANK_CAPTAIN	0	=	1	=	6578	6945	II_WEA_MOB_MONSTER3_ATK1	II_WEA_MOB_MONSTER3_ATK2	II_WEA_MOB_MONSTER3_ATK3	=	1.1	=	=	=	=	=	=	1000	2400	217750	100	303	130	0	=	3	9	=	0.075	=	0	=	=	=	121	0	-0.3	0	0	0.3	2000	=	=	=	=	11	2302568	0	=	=	1	II_WEA_HAN_HAND	VT_ITEM	=	=	=	=	=	=	=	=	SND_ITEM_ANIMAL 	SND_PC_DMGWANB	=	=	=	IDS_PROPMOVER_TXT_001841
mdldyna.inc
Code:
Rugalkuma      MI_RUGALKUMA		MODELTYPE_ANIMATED_MESH "" 0   MD_MID 0  1.0f 0 1 ATEX_NONE 1		//루갈루 마스터 쿠마
	{
		"stand"     MTI_STAND 
		"walk"      MTI_WALK 
		"idle1"     MTI_IDLE1 
		"idle1"     MTI_IDLE2
		"dmg1"      MTI_DMG1
		"dmg2"      MTI_DMG2
		"dmgFly"    MTI_DMGFLY
		"dmgDie"    MTI_DMGDIE
		"dmgLive"   MTI_DMGLIVE
		"die1"      MTI_DIE1
		"atk1"      MTI_ATK1
		"atk2"      MTI_ATK2
		"atk1"      MTI_ATK3
		"groggy"    MTI_GROGGY

		// extra
		"walk"      MTI_JUMP1 
		"walk"      MTI_JUMP2 
		"walk"      MTI_JUMP3 
		"walk"      MTI_JUMP4 
		"walk"      MTI_RUN
	}
propmoverex
Code:
MI_RUGALKUMA
{
	Maxitem = 2;
	DropGold(409, 515);


	
	DropKind(IK3_SWD, 6, 6);
	DropKind(IK3_AXE, 6, 6);
	DropKind(IK3_CHEERSTICK, 6, 6);
	DropKind(IK3_KNUCKLEHAMMER, 6, 6);
	DropKind(IK3_WAND, 6, 6);
	DropKind(IK3_STAFF, 6, 6);
	DropKind(IK3_HELMET, 6, 6);
	DropKind(IK3_SUIT, 6, 6);
	DropKind(IK3_GAUNTLET, 6, 6);
	DropKind(IK3_BOOTS, 6, 6);
	DropKind(IK3_SHIELD, 6, 6);
	DropKind(IK3_BOW, 6, 6);
	DropKind(IK3_YOYO, 6, 6);
	DropKind(IK3_THSWD, 6, 6);
	DropKind(IK3_THAXE, 6, 6);
	
	DropItem(II_SYS_SYS_SCR_BARUNARUNE03, 15000000, 0, 1);
	DropItem(II_SYS_SYS_SCR_BARUNARUNE04, 15000000, 0, 1);
	DropItem(II_SYS_SYS_SCR_BARUNARUNE05, 15000000, 0, 1);
	
	AddSummonMonster( MI_RUGALWIND02 );



	m_nAttackFirstRange = 8;
	

	AI
	{
		#Scan
                    {
			scan 
                    }
		#battle
		    {
			Attack
			Berserk 20 2.0
                               
                    }
		#move
		    {
			Loot d 5
		    }	
   	}               
}
defineobj.h
Code:
#define MI_RUGALKUMA			1343
lg
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Old 08/26/2011, 19:06   #5
 
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Ich habe die vermutung das es an:

Quote:
AII_PARTY_AGGRO_LEADER
-> bi der probMover.txt liegt. Änder es mal zu AII_MONSTER
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Old 08/26/2011, 19:13   #6
 
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arg. du weisst nicht wie sehr ich dich liebe :'D

komisch nur, dass es so bei eFlyff eingetragen war oO

naja vielen Dank jedenfalls ! (;
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Old 08/26/2011, 19:16   #7
 
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Das ist das neue ai System was doch dazu kam. Wenn man es richtig machen will muss man es im Source einstellen. Ansonsten reicht halt wirklich die einfache änderung aus wie oben schon beschrieben
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Old 08/26/2011, 19:26   #8

 
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hab nochmal bisschen in der propmover.txt geschaut und hab auch AII_AGGRO_NORMAL oder AII_PARTY_AGGRO_SUB gefunden,die sind sozusagen das gleiche also einfach nur zu AII_MONSTER und fertig
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