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Bug Monster
Discussion on Bug Monster within the Flyff Private Server forum part of the Flyff category.
02/09/2014, 01:01
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#1
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elite*gold: 353
Join Date: Jan 2013
Posts: 924
Received Thanks: 617
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Bug Monster
Hay all,
habe folgendes problem:
habe gerade behemoth hinzugefügt also in resource xD jetzt ist das Problem wenn ich behe ATK passiert nichts also es kommt nen Miss und wenn er mich atkn sollte crasht der server weg :O
beim debugen kam raus :
> WorldServer.exe!CAIMonster::SubAttackChance(const AIMSG & msg={...}, CMover * pTarget=0x4557d4d8) Line 1360 + 0xe C++
Code:
DWORD dwAtkRange = GetAtkRange( m_dwAtkMethod );
EDIT : HABE EINTRÄGE VERGESSE DANKE APOZEN !
Einträge im resource :
MDLDYNA.inc
Code:
Behemoth MI_BEHEMOTH MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.0f 0 1 ATEX_NONE 1
{
"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
"atk3" MTI_ATK3
"groggy" MTI_GROGGY
// extra
"walk" MTI_JUMP1
"walk" MTI_JUMP2
"walk" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
PropmoverEX.inc :
Code:
MI_BEHEMOTH
{
Maxitem = 8;
DropItem(II_WEA_SWO_BEHESWORD, 800000, 0, 1);
DropItem(II_WEA_SWT_BEHETWOSWORD, 800000, 0, 1);
DropItem(II_WEA_AXT_BEHETWOAXE, 800000, 0, 1);
DropItem(II_ARM_ARM_SHI_BEHESHILD, 800000, 0, 1);
DropItem(II_WEA_SWO_BEHEONEHANDSWORD, 800000, 0, 1);
DropItem(II_WEA_AXE_BEHEONEHANDAXE, 800000, 0, 1);
DropItem(II_WEA_BOW_BEHECROSSBOW, 800000, 0, 1);
DropItem(II_WEA_YOY_BEHEYOYO, 800000, 0, 1);
DropItem(II_WEA_KNU_BEHENUCLE, 800000, 0, 1);
DropItem(II_ARM_ARM_SHI_BEHEFORCEZEM, 800000, 0, 1);
DropItem(II_WEA_CHE_BEHESTICK, 800000, 0, 1);
DropItem(II_WEA_WAN_BEHEWAND, 800000, 0, 1);
DropItem(II_ARM_ARM_SHI_BEHEMAGICBOOK, 800000, 0, 1);
DropItem(II_WEA_STA_BEHESTAFF, 800000, 0, 1);
m_nAttackFirstRange = 10;
AI
{
#Scan
{
scan
}
#battle
{
Attack 20 cunning sam
Rangeattack 10
Berserk 20 2.0
}
#move
{
Loot d 5
}
}
}
propmover.txt
Code:
MI_BEHEMOTH IDS_PROPMOVER_TXT_001606 AII_MONSTER 360 360 360 600 300 2660 = BELLI_MELEE2X = 143 = = RANK_SUPER 0 = 1 = 23328 24437 II_WEA_MOB_BEHEMOTH_ATK1 II_WEA_MOB_BEHEMOTH_ATK2 II_WEA_MOB_BEHEMOTH_ATK3 = 0.38 = = = = = = 1000 3000 265566928 100 616 130 0 = 3 16 = 0.12 = 0 = = = 440 0 0 0.3 -0.3 0 2000 = = = = 15000 13811413 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_001607
achja ich benutze v15 offi files ^^
lg und gute nacht
edit :
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02/09/2014, 03:59
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#2
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elite*gold: 28
Join Date: Feb 2010
Posts: 463
Received Thanks: 277
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Look MonsterSkill.lua
Code:
AddMonster( "MI_BEHEMOTH" )
--{
AddSkill( ATK_MELEE, "SI_BIL_HERO_DISENCHANT", 5, 1, 0, 15, 0, true )
AddSkill( ATK_MELEE, "SI_ELE_EARTH_EARTHQUAKE", 5, 1, 0, 30, 0, true )
AddSkill( ATK_MELEE, "SI_ELE_ELECTRICITY_ELETRICSHOCK", 10, 1, 0, 15, 0, true )
AddSkill( ATK_MELEE, "SI_MAG_EARTH_SPIKESTONE", 1, 1, 0, 5, 20, true )
AddSkill( ATK_RANGE, "SI_ELE_WATER_POISONCLOUD", 10, 1, 12, 4, 30, true ) -- Æ÷ÀÌÁð Æ½´ç100,±âº» ½ºÅ³ µ¥¹ÌÁö
AddSkill( ATK_RANGE, "SI_PSY_PSY_PSYCHICBOMB", 5, 1, 5, 5, 5, true )
AddSkill( ATK_RANGE, "SI_MAG_EARTH_SPIKESTONE", 1, 1, 20, 15, 10, true )
AddSkill( ATK_RANGE, "SI_ACR_YOYO_DEADLYSWING", 20, 1, 30, 10, 20, true )
AddSkill( ATK_RANGE, "SI_ACR_YOYO_PULLING", 20, 1, 30, 20, 0, true )
AddSkill( ATK_RANGE, "SI_JST_HERO_SILENCE", 1, 1, 30, 23, 6, true )
AddSkill( ATK_RANGE, "SI_MAG_EARTH_LOOTING", 20, 1, 30, 23, 10, true )
--}
And include to YOUR-CLIENT/SFX/SCRIPT => mvr_Behemoth.lua
Code:
function mvr_behemoth_create( id_who )
call_sfx(id_who, 1, "sfx_mvratkbehemoth02", "Bip01 Spine1", 1, 0 )
call_sfx(id_who, 1, "sfx_mvratkbehemoth03", "Bip01 Tail4", 1, 0 )
end
function mvr_behemoth_battle( id_who )
call_sfx(id_who, 1, "sfx_mvratkbehemoth01", "Bip01 L Hand", 1, 1 )
call_sfx(id_who, 1, "sfx_mvratkbehemoth01", "Bip01 R Hand", 1, 1 )
end
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02/09/2014, 10:22
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#3
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elite*gold: 46
Join Date: Jan 2014
Posts: 200
Received Thanks: 39
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Hast du die mdldyna Einträge unter "mvr" geaddet?
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02/09/2014, 10:29
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#4
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elite*gold: 51
Join Date: Sep 2012
Posts: 1,141
Received Thanks: 575
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Ohne Animation wird wohl nichts. Sieht typisch danach aus
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02/09/2014, 10:31
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#5
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elite*gold: 400
Join Date: May 2012
Posts: 156
Received Thanks: 37
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TroubleMaker war leider schneller 
Wollte auch gerade schreiben überprüf mal die Animationen.. Und guck dass der Client die richtigen res Dateien hat..
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02/09/2014, 12:25
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#6
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elite*gold: 353
Join Date: Jan 2013
Posts: 924
Received Thanks: 617
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hat wer die Animationen von den ganzen behemoth monstern :/ ?
habe z.b. die aus dem model ordner von ****** flyff genommen :
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02/09/2014, 14:10
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#7
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elite*gold: 20
Join Date: Sep 2012
Posts: 176
Received Thanks: 212
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Die Animationen sind da, sonnst würd sich das Vieh nicht bewegen.
Hast du auch
II_WEA_MOB_BEHEMOTH_ATK1
II_WEA_MOB_BEHEMOTH_ATK2
II_WEA_MOB_BEHEMOTH_ATK3
in der spec_item.txt eingetragen?
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