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[RELEASE] nSpawn (Rappelz Spawn Editor)
Discussion on [RELEASE] nSpawn (Rappelz Spawn Editor) within the Rappelz Private Server forum part of the Rappelz category.
01/22/2015, 01:15
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#1
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[RELEASE] nSpawn (Rappelz Spawn Editor)
Introducing nSpawn The simple .NFS Editor
Epic Compatibility
nSpawn should theoretically be able to read any and all .NFS excepting any .NFS with 000 in the name. (Explanation: nSpawn converts the NFS coords to in-game coords using it's filename and as we all know 0x<any-number> = 0!
Why should I write spawns with nSpawn
To-date most PSERV developers write their spans via LUA (for things aside of Instanced Dungeons) and for some odd reason mobs spawned via LUA can just ignore .NFA collisions. This will be a big problem for anyone with a 6.2 or lower server.
NFS Spawned mobs can not roam outside of their defined spawn area in the .NFS, this effectively crushes the mobs outside walls issue and provided spawns in the way the GS is used to reading and deploying them.
How NFS Works
NFS files are listings of monster spawn areas (we will call them boxes), these boxes have a regionId (pretty much just the position of the box on the list: e.g. 1,2,3,4,5 and on), a count (monsters in this box), four coordinates (Left, Top, Right, Bottom), script trigger (always 0), script length (size of script text) and script text
The boxes script text ( normally like mob(id, #box) ) is a call to the function 'mob(id, left, top, right, bottom) in monster_respawn.lua. [#box being dynamically compiled from the boxes left, top, right, bottom coordinates]
Example: mob( 1900001, #box) <-- belongs to HM Aurumis on m012_007.nfs
which can be located in the monster_respawn.lua
monster_respawn.lua comments (from original devs)
Code:
function mob (ID, left, top, right, bottom)
- Lets call the responder ID in the event box.
local monster_ID = {0, 0, 0, 0, 0, 0} - (1 beonmop watering by default) standard mop ID
local density = {0.54, 0.36, 0.27, 0.2, 0.15, 0.1} - standard mob density
local interval = {200, 300, 400, 500, 1000, 1500} - standard responder check interval (1/100 second)
local Raremob_ID = {0, 0, 0, 0} - Rare mop ID
local Raremob_count = {1, 1, 1, 1} - Mob rare populations (primary grain)
local Raremob_interval = {30000, 60000, 180000, 360000} - Rare mop appearance check frequency (5 minutes, 10 minutes, 30 minutes, 60 minutes)
local Raidmob_ID = {0, 0, 0, 0, 0, 0} - (1 beonmop watering by default) standard mop ID
local Raidmob_density = {0.94, 0.52, 0.34, 0.2, 0.17, 0.02} - standard mob density
local Raidmob_interval = {10000, 10000, 12000, 15000, 20000, 30000} - standard respawn check interval (in hundredths of a second)
local Raid_Raremob_ID = {0, 0, 0, 0} - Rare mop ID
local Raid_Raremob_count = {1, 1, 1, 1} - Mob rare populations (primary grain)
local Raid_Raremob_interval = {30000, 60000, 180000, 360000} - Rare mop appearance check frequency (5 minutes, 10 minutes, 30 minutes, 60 minutes)
Creating new NFS
Click File > New:
Fill out below information!
Simply start adding rows to your hearts content keeping the following in mind:
REMINDERS:
1. regionIndex = the number of the current row STARTING at 0 (e.g. 0,1,2 etc..)!!!!
2. The scriptLength field must be the total length of your scriptText box! (Failure to abide this will cause errors!!!!)
3. mob(id, #box)'s id corresponds to monster_respawn.lua!!!
Editing Existing NFS
Same as Create, without the creation part. Press File > Load or drag a NFS directly onto nSpawn, once grid is populated, edit to your hearts content!
Notes:
* m005_002.nfs (unknown) caused nSpawn to crash onload
* m007_002.nfs (unknown) is an unused map
* m010_003.nfs (trainee island) will load AND SAVE but you should NOT try to remove the extra location entries and/or attempt to complete them (in 6.2 this will cause gs to insta crash upon loading this nfs)
General Warnings
1. You must have .NET 4.5.1 installed to use nSpawn
2. nSpawn does not edit NPC, this is just a novelty gag from much much older days of Rappelz!
3. Saved .NFS are placed in the /Output/ folder
Special Thanks
C1ph3r somewhat consulting me when he wasn't off doing whatever c1ph3rs do :P Thanks again mate!
Download
Final Words
I will likely post a couple more updates of this tool as I complete them (just novelty functions and the like) if you find a bug that is NOT reading m000_000 or m000_001 or please inform me.
ENJOY!
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01/22/2015, 06:43
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#2
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Thank you so much drow really really appreciated
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01/22/2015, 15:58
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#3
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Join Date: Oct 2013
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thanks ... there is a code that calls the monster in x , y and layer ?
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01/22/2015, 16:12
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#4
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Quote:
Originally Posted by Sherock
thanks ... there is a code that calls the monster in x , y and layer ?
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This spawn editor doesn't need to know layer or X/Y. If you read the guide, the monster is spawned inside of a BOX (Left, Top, Right, Bottom)
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01/22/2015, 16:18
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#5
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Quote:
Originally Posted by ismokedrow
This spawn editor doesn't need to know layer or X/Y. If you read the guide, the monster is spawned inside of a BOX (Left, Top, Right, Bottom)
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no no
i mean i want a code to regenerate a monster in x , y and layer in the game for ( GM ) if you do not mind
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01/22/2015, 16:21
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#6
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Quote:
Originally Posted by Sherock
no no
i mean i want a code to regenerate a monster in x , y and layer in the game for ( GM ) if you do not mind
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o.O You are aware this forum has a help thread, so I won't answer your question.
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01/22/2015, 16:24
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#7
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ok i'm sorry
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02/01/2015, 02:58
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#8
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hey any way you can help with what maps go to what areas and what not if not that's cool
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02/01/2015, 19:24
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#9
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Mega Release Map Location Script.
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02/01/2015, 20:13
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#10
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Moderator
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nulled
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02/02/2015, 15:57
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#11
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Love your enthusiasm there Thndr, but I'm not a fan of just handing out links: the reason being;
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06/06/2019, 13:34
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#12
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i've got error when i try to save nfs file
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.InvalidCastException: Specified cast is not valid.
at nSpawn.gui.saveData()
at nSpawn.gui.saveFile_btn_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventAr gs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3416.0 built by: NET472REL1LAST_B
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
nSpawn
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Sohey/Downloads/Compressed/nSpawn/nSpawn/nSpawn.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3324.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3416.0 built by: NET472REL1LAST_B
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3190.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3324.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3362.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3190.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Data
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3260.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Numerics
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3190.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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06/06/2019, 14:30
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#13
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Join Date: Jul 2015
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Do not use this program, use @
This post is for archive purposes.
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06/08/2019, 18:39
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#14
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Join Date: Dec 2015
Posts: 131
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who uses this anymore ?
no more accurate tool than Revolution NFEditor ..
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