Quote:
Originally Posted by khemomo
how can I the monster inside the map? monsther is not respawning thak you 
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I figured I would let everyone add their own monsters the way they liked. I suggest downloading a map editor so you can change the map to your liking. I uploaded the same map, but with spawning monsters just for you.
Code:
https://mega.nz/#!0kIx0ZjL!uXLnmPUzu2w9BbLR5CtQkXIBpn2Gj4q3no242JmKQUQ
• Monsters will not respawn once killed.
• Halloween Cheshire Cat does not attack back.
Here are the monster models and textures.
Code:
https://mega.nz/#!UkQE3YzR!y2B-nv2PCHtcTyT75R4RqQ6kQ97ZIS3Gt5-9p1ndhho
defineObj.h
Quote:
#define MI_MZOMBIE 1323
#define MI_FZOMBIE 1324
#define MI_NMZOMBIE 1330
#define MI_NFZOMBIE 1331
#define MI_PET_CHESHIRECATHALL 762
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mdlDyna.inc
Quote:
MZombie MI_MZOMBIE MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.1f 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
"atk1" MTI_ATK3
"groggy" MTI_GROGGY
// extra
"walk" MTI_JUMP1
"walk" MTI_JUMP2
"walk" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
FZombie MI_FZOMBIE MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.1f 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
"atk1" MTI_ATK3
"groggy" MTI_GROGGY
// extra
"walk" MTI_JUMP1
"walk" MTI_JUMP2
"walk" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
NMZombie MI_NMZOMBIE MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.1f 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
"atk1" MTI_ATK3
"groggy" MTI_GROGGY
// extra
"walk" MTI_JUMP1
"walk" MTI_JUMP2
"walk" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
NFZombie MI_NFZOMBIE MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.1f 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
"atk1" MTI_ATK3
"groggy" MTI_GROGGY
// extra
"walk" MTI_JUMP1
"walk" MTI_JUMP2
"walk" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
PetCheshireCat MI_PET_CHESHIRECATHALL MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.8f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"idle1" MTI_DMG1
"idle1" MTI_DMG2
"idle1" MTI_DMGFLY
"idle1" MTI_DMGDIE
"idle1" MTI_DMGLIVE
"idle1" MTI_DIE1
"walk" MTI_ATK1
"walk" MTI_ATK2
"walk" MTI_ATK3
"idle1" MTI_GROGGY
// extra
"walk" MTI_JUMP1
"walk" MTI_JUMP2
"walk" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
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propMover.txt
Code:
MI_MZOMBIE IDS_PROPMOVER_TXT_001800 AII_MONSTER 15 20 17 14 40 5 = BELLI_MELEE = 1 = = RANK_LOW 0 = 1 = 16 17 II_WEA_MOB_MONSTER1_ATK1 II_WEA_MOB_MONSTER1_ATK2 II_WEA_MOB_MONSTER1_ATK3 = = = = = = = = 1000 5500 1900 100 5 130 0 = 4 1 = 0.08 = 0 = = = 2 0 -0.3 0 0 0.3 10 = = = = 16 3 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_001801
MI_FZOMBIE IDS_PROPMOVER_TXT_001802 AII_MONSTER 15 20 17 14 40 5 = BELLI_MELEE = 1 = = RANK_LOW 0 = 1 = 16 17 II_WEA_MOB_MONSTER1_ATK1 II_WEA_MOB_MONSTER1_ATK2 II_WEA_MOB_MONSTER1_ATK3 = = = = = = = = 1000 5500 1900 100 5 130 0 = 4 1 = 0.08 = 0 = = = 2 0 -0.3 0 0 0.3 10 = = = = 16 3 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_001803
MI_NMZOMBIE IDS_PROPMOVER_TXT_001814 AII_MONSTER 15 20 17 14 40 5 = BELLI_MELEE = 1 = = RANK_LOW 0 = 1 = 16 17 II_WEA_MOB_MONSTER1_ATK1 II_WEA_MOB_MONSTER1_ATK2 II_WEA_MOB_MONSTER1_ATK3 = = = = = = = = 1000 5500 1900 100 5 130 0 = 4 1 = 0.08 = 0 = = = 2 0 -0.3 0 0 0.3 10 = = = = 16 3 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_001815
MI_NFZOMBIE IDS_PROPMOVER_TXT_001816 AII_MONSTER 15 20 17 14 40 5 = BELLI_MELEE = 1 = = RANK_LOW 0 = 1 = 16 17 II_WEA_MOB_MONSTER1_ATK1 II_WEA_MOB_MONSTER1_ATK2 II_WEA_MOB_MONSTER1_ATK3 = = = = = = = = 1000 5500 1900 100 5 130 0 = 4 1 = 0.08 = 0 = = = 2 0 -0.3 0 0 0.3 10 = = = = 16 3 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_001816
MI_PET_CHESHIRECATHALL IDS_HALLOWEENPROP_TXT_000000 AII_MONSTER 15 20 17 14 40 5 = BELLI_MELEE = 1 = = RANK_LOW 0 = 1 = 16 17 II_WEA_MOB_MONSTER1_ATK1 II_WEA_MOB_MONSTER1_ATK2 II_WEA_MOB_MONSTER1_ATK3 = = = = = = = = 1000 5500 1900 100 5 130 0 = 4 1 = 0.08 = 0 = = = 2 0 -0.3 0 0 0.3 10 = = = = 16 3 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_HALLOWEENPROP_TXT_000001
propMover.txt.txt
Code:
IDS_PROPMOVER_TXT_001814 Male Zombie
IDS_PROPMOVER_TXT_001815
IDS_PROPMOVER_TXT_001816 Female Zombie
IDS_PROPMOVER_TXT_001817
IDS_PROPMOVER_TXT_001800 R. DeFeo
IDS_PROPMOVER_TXT_001801
IDS_PROPMOVER_TXT_001802 Bloody Mary
IDS_PROPMOVER_TXT_001803
IDS_HALLOWEENPROP_TXT_000000 [Halloween] Cheshire Cat
IDS_HALLOWEENPROP_TXT_000001
propMoverEx.inc
Code:
MI_PET_CHESHIRECATHALL
{
Maxitem = 1;
DropItem(II_GEN_MAG_TRI_HWFIREWORKS, 900000000, 0, 1);
m_nAttackFirstRange = 10;
AI
{
#Scan
{
scan
}
#battle
{
Attack
Rangeattack 10
Berserk 20 3.0
}
#move
{
}
}
}
MI_MZOMBIE
{
Maxitem = 1;
DropItem(II_GEN_MAG_TRI_HWFIREWORKS, 900000000, 0, 1);
m_nAttackFirstRange = 10;
AI
{
#Scan
{
scan
}
#battle
{
Attack
Rangeattack 10
Berserk 20 3.0
}
#move
{
}
}
}
MI_FZOMBIE
{
Maxitem = 1;
DropItem(II_GEN_MAG_TRI_HWFIREWORKS, 900000000, 0, 1);
m_nAttackFirstRange = 10;
AI
{
#Scan
{
scan
}
#battle
{
Attack
Rangeattack 10
Berserk 20 3.0
}
#move
{
}
}
}
MI_NMZOMBIE
{
Maxitem = 1;
DropItem(II_GEN_MAG_TRI_HWFIREWORKS, 900000000, 0, 1);
m_nAttackFirstRange = 10;
AI
{
#Scan
{
scan
}
#battle
{
Attack
Rangeattack 10
Berserk 20 3.0
}
#move
{
}
}
}
MI_NFZOMBIE
{
Maxitem = 1;
DropItem(II_GEN_MAG_TRI_HWFIREWORKS, 900000000, 0, 1);
m_nAttackFirstRange = 10;
AI
{
#Scan
{
scan
}
#battle
{
Attack
Rangeattack 10
Berserk 20 3.0
}
#move
{
}
}
}