I'm working on a "mount editor" to add the new (episo 5.3) mounts, and edit the existing ones, and have some questions regarding their definition.
for these items, the dbo.Items table uses:
Code:
ItemName a name
Type 42
TypeID id
ReqLevel the required minimum level to use it
Country the country that can use it
(0: human, 1: elf, 3: deatheater, 4: vail)
Grow the required class (1: Normal, 2: Hard, 3: Ultimate)
ReqDex 2, 3, 4 or 7
ReqIg 10 or 20
Range 0 to 6 (9 for RFU)
I can not determine precisely where the velocities and number of seats are stored. The used model is also a great mystery since the 'model' field of sdata is always zero. May be the Nth mount of a class simply uses the Nth entry in vehicle_class_01.mon
.mon format
"MO2" -- header
count -- int32, number of records
// for k in 1 .. count
String -- length prefixed string, name of mount
unknown1 -- int8, 0xFF
// animations, always 17 entries
String[17] -- length prefixed string, path of .ani file
count1 -- number of shapes
// for k1 in 1 .. count1
String -- length prefixed string, path of .3DC file
String -- length prefixed string, path of .DDS file
// end k1
unkown2 -- int32
count2 -- number of "features"
// for k2 in 1 .. count2
key -- int32
value -- int32
// end k2
// end k
Thank for any information helping to understand ReqDex, ReqIg and Range field as well as details regarding speed & seats if they are coded elsewhere (skills ?...)
mmm i can suppose that the same value that gives the speed to the sonic lapis 1 or 2 will give the speed to the mount also, but i dont know anything about this so... just an idea
ReqDex is colour of item's name. It shouldn't be different here.
Quote:
Quoted from my guide:
ReqIg - The group number. Like when you use a potion all items in that group cannot be used until the timer runs out. Prevents people from using that same group of items in a short time.
Country - actually it defines faction, meaning which can use which items. 2 - AoL, 5 - UoF, 6 - All
Family - this is race (0 - Human, 1 - Elf, 2 - Vail, 3 - DeathEater (Nordein) )
Job - class (Warrior, Guardian, etc.)
Range - I thought I had it covered in my tutorial .. well ... it's not. I did a query for Range<>0 and as long as weapons are concerned Range is what it means - effective attack distance of a weapon. Things get complicated with other items. The numbers go in hundreds. Could it be reference to skills in Skills.SData?
I think its no way to edit that, mean this in a game.exe procedure can understand where need to create mount, but absolutely right some percent exist in a skills (cast time mount) so right combine skills+items make a mounth, and to hard to understand textures (Vehicle - monster or any, what class textures).
ReqDex is colour of item's name. It shouldn't be different here.
it's very likely to be the same - miss time to verify before posting, sry
Quote:
Country / Family / Job
yep, Family not Country
Quote:
Range - I thought I had it covered in my tutorial .. well ... it's not. I did a query for Range<>0 and as long as weapons are concerned Range is what it means - effective attack distance of a weapon. Things get complicated with other items. The numbers go in hundreds. Could it be reference to skills in Skills.SData?
agree, Range is obvious when it's a range ... but there ...
the issue is for these fields, Range & ReqIg, forgot the pretty obvious other ones.
I tried to match SkillID with Range but no luck. Range seems to be the same for some particular items. Like for potions and other healing ones. I am not sure how to understand them though.
Here is every possible value for RANGE (beside weapons):
i have been doing some manual editing of mounts them self and have found that if (in client side) you change the direct 3dc dds and ina or what ever that 3rd one is to mobs matched say run.ina(or witchever extention that is exact havent done it in a while so im a lil lost atm) with matched mob run.ina and so also for 3dc and dds fiels corospondeing to the mobs and rename to the specific mounts 3dc dds and ina you can sucesfully spawn the mob as a mount BUT the riders position is kinda a where ever it desides to put ya spot as i did a dragon (fm) it spawns fm dragon but cuts it tail off (no clue on the removed body parts) and rider is sitting backwords on the dragons shoulder changed to a bears fiels it spawns perfect minus a missing head rider is sitting where the head should have been spawned it as a eyeball guy from lights map2 julia lake and it spawns perfect no missing parts and rider is spawned holding on to an eye stim on top of head so its posable to change the aperance of the mounts direct thrue the cleints sah file itself but im not fluent enufe in this stuff to determin the mount positions of rider and so on or reson it spawns partial aperances of mobs when turned to mounts and so on. i do hope my fidaling dose help a little bit on understandeing the aperance of mobs and so on tho i doubt its realy any good info on what you are actyaly trying to do.
also the snowboard #10, but no way to use the mounts #11 & 12. I can create the item, equip it and launch it but nothing appears at the end of the cast-time (yes all ani, dds, 3dc are present).
the korean update #526 redefines 2 mounts (TypeID 42, 43) and adds 2 new mounts (TypeID: 44 & 45) but the only changes in skills.sdata are:
i don't see anything relevant for mounts there ... if you have an idea ...
Edit:
The mount editor will be released "as it is" ... no sense can be given to the Range field -- and knowing
Quote:
Code:
ItemID ItemName Range
100043 Large Increase EXP 223
100172 Power Lapisia of Syeeric 223
it's indeed quite hard to give it a sense -- no guaranty can be given that a defined mount will actually works. I assume that the number of seats is defined by the model itself and the speed by the animations but it's just default assumptions.
hi all,
i think range is the "model" and maybe im wrong but.. if u open the file .mon inside "folder" Vehicle and check the lines 12 and 11.. for the new mounts.. they dont match with the others.. maybe here is the "why" they dont work..
they dont match with the others.. maybe here is the "why" they dont work..
mine seem to match, are you thinking of a specific fields ?
even the unknown2 field (int32) has the same value for snowboard 10 & 12, the first works not the second.
i am talk about the name.. of the 11 and 12
11
Animations
0 vehicle_hu_11_wa.ANI should be walk?
1 vehicle_hu_11_run.ANI
2 vehicle_hu_11_att1.ANI should be jump
6 vehicle_hu_11_bas.ANI should be br?
8 vehicle_hu_11_auto.ANI should be idle?
--
12
0 vehicle_hu_12_wa.ANI
1 vehicle_hu_12_run.ani
2 vehicle_hu_12_att1.ANI
6 vehicle_hu_12_bas.ANI
8 vehicle_hu_12_auto.ANI
..
but i have 99% sure the range is model.. if u try change it on DB for exemplo range 0 frist mount.. and the beste is if u change it for -1 u will tranfor onde goddess fury.. and -8 u will be invisible.. so far not luck to fix the news mounts..
Sorry to necro-post here, but I'd kind of like to know what came of all this mess. Did anyone ever find a solution? I'm having the same issues getting the lvl 1 mounts to work; all files are present, but nothing appears after the apparent cast-time on the summon stone.
Did anyone ever get these mounts, the Garomoth and Razor Mare, to work? Please share if you did, I want to ride one so bad!
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