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V17 Monster PropmoverEx Problem

Discussion on V17 Monster PropmoverEx Problem within the Flyff Private Server forum part of the Flyff category.

Closed Thread
 
Old   #1
 
elite*gold: 0
Join Date: May 2008
Posts: 1,012
Received Thanks: 1,341
V17 Monster PropmoverEx Problem

So nun habe ich auch mal ne kleine Frage:

Mein Server spuckt wenn ich den World Server starte diese Errors aus:

Code:
2011/ 8/27   14:19:26   LoadPropMoverEx::m_nAttackFirstRange ÀÌ»ó:60
Ich weiß das es Hydros ist, wenn ich ihn ingame Spawne, kommt jede Sek dieser error: (Boss geht 1 a, nur in den logs)

Code:
2011/ 8/27   14:31:53   m_nAttackFirstRange ÀÌ»ó:60 Hydros
Das lustige ist, das der erros nur kommt wenn ich ihn nicht angreife.


In meinen File ist das eingestellt:
Propmover.txt:
Code:
MI_KALGASBOSS	IDS_PROPMOVER_TXT_001862	AII_MONSTER	395	395	395	660	330	5320	=	BELLI_RANGE	=	152	=	=	RANK_SUPER	0	=	1	=	24494	25658	II_WEA_MOB_MONSTER3_ATK1	II_WEA_MOB_MONSTER3_ATK2	II_WEA_MOB_MONSTER3_ATK3	=	1.1	=	=	=	=	=	=	1000	2400	146061808	100	677	130	0	=	5	18	=	0	=	0	=	=	=	484	0	-0.3	0	0	0.3	2000	=	=	=	=	11	16573695	0	1	=	1	II_WEA_HAN_HAND	VT_ITEM	=	=	=	=	=	=	=	=	SND_ITEM_ANIMAL 	SND_PC_DMGWANB	=	=	=	IDS_PROPMOVER_TXT_001863
PropMoverEx.inc:
Code:
MI_KALGASBOSS		//Ä®°¡½º
{
	Maxitem = 8;
	DropGold(99, 143);

	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);



	DropItem(II_ARM_M_LORDK_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_LORDK_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_LORDK_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_LORDK_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_LORDK_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_LORDK_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_LORDK_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_LORDK_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_STORMB_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_STORMB_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_STORMB_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_STORMB_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_STORMB_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_STORMB_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_STORMB_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_STORMB_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_WINDL_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_WINDL_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_WINDL_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_WINDL_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_WINDL_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_WINDL_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_WINDL_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_WINDL_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_CRACKS_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_CRACKS_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_CRACKS_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_CRACKS_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_CRACKS_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_CRACKS_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_CRACKS_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_CRACKS_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FLOR_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FLOR_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FLOR_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FLOR_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FLOR_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FLOR_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FLOR_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FLOR_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FORCEM_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FORCEM_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FORCEM_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FORCEM_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FORCEM_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FORCEM_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FORCEM_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FORCEM_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_MENT_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_MENT_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_MENT_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_MENT_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_MENT_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_MENT_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_MENT_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_MENT_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_ELEL_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_ELEL_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_ELEL_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_ELEL_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_ELEL_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_ELEL_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_ELEL_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_ELEL_BOOTS_SET_KAL , 15000000, 0, 1);

	DropItem(II_SYS_VIS_LV3_WARRIOR, 31000000, 0, 1);
	DropItem(II_SYS_VIS_LV3_KNIGHT, 31000000, 0, 1);
	DropItem(II_SYS_VIS_LV3_BUBBLE 31000000, 0, 1);
	DropItem(II_SYS_VIS_LV3_IBLIS, 31000000, 0, 1);
	DropItem(II_SYS_VIS_LV3_SHADE, 31000000, 0, 1);

	DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
	DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
	DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
	DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
	DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
	DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
	DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
	DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
	DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
	DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
	DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
	DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
	DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
	DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
	DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
	DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
	DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
	DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
	DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
	DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
	DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
	DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
	DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
	DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
	DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
	DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);

    DropItem(II_GEN_JEW_RIN_INTRING, 30000000, 18, 1);
	DropItem(II_GEN_JEW_RIN_DEXRING, 30000000, 18, 1);
	DropItem(II_GEN_JEW_RIN_STRRING, 30000000, 18, 1);

	DropItem(II_GEN_MAT_ELE_CANDLEA, 30000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_RAINATKA, 30000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_SPARKATKA, 30000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_BREEZEATKA, 30000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_SANDATKA, 30000000, 0, 1);

	DropItem(II_GEN_MAT_ELE_LIGHTING, 50000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_VOLCANO, 50000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_EARTHQUAKE, 50000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_OCEAN, 50000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_VACCUM, 50000000, 0, 1);
	
	DropItem(II_GEN_MAT_OPERCID, 50000000, 0, 1);
	DropItem(II_GEN_MAT_OPERCID, 50000000, 0, 1);
	DropItem(II_GEN_MAT_OPERCID, 50000000, 0, 1);
	DropItem(II_GEN_MAT_CID,	 80000000, 0, 1);
	DropItem(II_GEN_MAT_CID,	 80000000, 0, 1);
	DropItem(II_GEN_MAT_CID,	 80000000, 0, 1);
	
	

	DropItem(II_SYS_SYS_QUE_ETERPENDANT, 500000000, 0, 1);
	
	
	
	m_nAttackFirstRange = 60;

	AI
	{
		#Scan
                    {
			scan
                    }
		#battle
		    {
			Attack 20 cunning sam
                        Rangeattack 60
                        KeepRangeAttack 60
			Berserk 20 2.0
			summon 10 3 MI_KALGASLESSER01
                    }
		#move
		    {
			
		    }	
   	}                
}

Jedoch habe ich schonmal die Attacken und drops rausgenommen gehabt, error kam immer noch.


Hoffe ihr wisste da was.


Mfg Pixelz
pixelz is offline  
Old 08/27/2011, 14:57   #2
 
elite*gold: 59
Join Date: Aug 2009
Posts: 1,586
Received Thanks: 489
Code:
MI_KALGASBOSS		//Ä®°¡½º
{
	Maxitem = 8;
	DropGold(99, 143);

	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);



	DropItem(II_ARM_M_LORDK_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_LORDK_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_LORDK_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_LORDK_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_LORDK_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_LORDK_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_LORDK_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_LORDK_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_STORMB_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_STORMB_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_STORMB_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_STORMB_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_STORMB_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_STORMB_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_STORMB_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_STORMB_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_WINDL_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_WINDL_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_WINDL_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_WINDL_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_WINDL_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_WINDL_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_WINDL_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_WINDL_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_CRACKS_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_CRACKS_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_CRACKS_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_CRACKS_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_CRACKS_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_CRACKS_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_CRACKS_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_CRACKS_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FLOR_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FLOR_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FLOR_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FLOR_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FLOR_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FLOR_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FLOR_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FLOR_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FORCEM_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FORCEM_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FORCEM_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FORCEM_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FORCEM_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FORCEM_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_FORCEM_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_FORCEM_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_MENT_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_MENT_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_MENT_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_MENT_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_MENT_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_MENT_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_MENT_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_MENT_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_ELEL_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_ELEL_HELMET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_ELEL_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_ELEL_SUIT_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_ELEL_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_ELEL_GAUNTLET_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_M_ELEL_BOOTS_SET_KAL , 15000000, 0, 1);
	DropItem(II_ARM_F_ELEL_BOOTS_SET_KAL , 15000000, 0, 1);

	DropItem(II_SYS_VIS_LV3_WARRIOR, 31000000, 0, 1);
	DropItem(II_SYS_VIS_LV3_KNIGHT, 31000000, 0, 1);
	DropItem(II_SYS_VIS_LV3_BUBBLE 31000000, 0, 1);
	DropItem(II_SYS_VIS_LV3_IBLIS, 31000000, 0, 1);
	DropItem(II_SYS_VIS_LV3_SHADE, 31000000, 0, 1);

	DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
	DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
	DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
	DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
	DropItem(II_GEN_MAT_DIAMOND, 51000000, 0, 1);
	DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
	DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
	DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
	DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
	DropItem(II_GEN_MAT_EMERALD, 57000000, 0, 1);
	DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
	DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
	DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
	DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
	DropItem(II_GEN_MAT_SAPPHIRE, 660000000, 0, 1);
	DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
	DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
	DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
	DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
	DropItem(II_GEN_MAT_RUBY, 680000000, 0, 1);
	DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
	DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
	DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
	DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
	DropItem(II_GEN_MAT_TOPAZ, 830000000, 0, 1);
	DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_ORICHALCUM01, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);
	DropItem(II_GEN_MAT_MOONSTONE, 2700000000, 0, 1);

    DropItem(II_GEN_JEW_RIN_INTRING, 30000000, 18, 1);
	DropItem(II_GEN_JEW_RIN_DEXRING, 30000000, 18, 1);
	DropItem(II_GEN_JEW_RIN_STRRING, 30000000, 18, 1);

	DropItem(II_GEN_MAT_ELE_CANDLEA, 30000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_RAINATKA, 30000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_SPARKATKA, 30000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_BREEZEATKA, 30000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_SANDATKA, 30000000, 0, 1);

	DropItem(II_GEN_MAT_ELE_LIGHTING, 50000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_VOLCANO, 50000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_EARTHQUAKE, 50000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_OCEAN, 50000000, 0, 1);
	DropItem(II_GEN_MAT_ELE_VACCUM, 50000000, 0, 1);
	
	DropItem(II_GEN_MAT_OPERCID, 50000000, 0, 1);
	DropItem(II_GEN_MAT_OPERCID, 50000000, 0, 1);
	DropItem(II_GEN_MAT_OPERCID, 50000000, 0, 1);
	DropItem(II_GEN_MAT_CID,	 80000000, 0, 1);
	DropItem(II_GEN_MAT_CID,	 80000000, 0, 1);
	DropItem(II_GEN_MAT_CID,	 80000000, 0, 1);
	
	

	DropItem(II_SYS_SYS_QUE_ETERPENDANT, 500000000, 0, 1);
	
	
	
	m_nAttackFirstRange = [COLOR="Red"]10[/COLOR];

	AI
	{
		#Scan
                    {
			scan
                    }
		#battle
		    {
			Attack 20 cunning sam
                        Rangeattack 60
                        KeepRangeAttack 60
			Berserk 20 2.0
			summon 10 3 MI_KALGASLESSER01
                    }
		#move
		    {
			
		    }	
   	}                
}
Try it, hat bei mir diesen error auch beseitigt. ^^
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Old 08/27/2011, 15:01   #3
 
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Super scheint zu funzen, das heißt jetzt alles was über 10 verbuggt ist.

Flyff ist so wie mans erwartet einfach spitze (ironisch gemeint)


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Old 08/27/2011, 20:49   #4



 
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DAnn erweıter doch ım Source dıe Range
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