[Problem]Neues Monster hnzufügen
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zeig ma die einträgeSpecial;173586 schrieb:
zeig ma die einträge
MI_Core IDS_PROPMOVER_TXT_001590 AII_MONSTER 1000 1100 700 1200 500 4000 = BELLI_MELEE2X = 150 = 1,6 RANK_SUPER 0 = 1 = 200000 300000 II_WEA_MOB_SKELDEVIL_ATK1 II_WEA_MOB_SKELDEVIL_ATK2 II_WEA_MOB_SKELDEVIL_ATK3 = 0.38 = = = = = = 1000 3000 500927760 100 560 130 0 = 5 16 = 0.12 = 0 = = = 400 0 0 0.3 -0.3 0 2000 = = = = 15000 30009924 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_001591
IDS_PROPMOVER_TXT_001590 Core
IDS_PROPMOVER_TXT_001591
SkelDevil MI_Core 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
}#define MI_Core 1500
spoiler
MI_Core
{
Maxitem = 100;
DropGold(100000000, 50000000);
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);
DropKind(IK3_THSWD, 6, 6);
DropKind(IK3_THAXE, 6, 6);
DropItem(II_ARM_M_KIN_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_KIN_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_KIN_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_KIN_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_KIN_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_KIN_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_KIN_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_KIN_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_BLA_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_BLA_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_BLA_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_BLA_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_BLA_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_BLA_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_BLA_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_BLA_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_JST_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_JST_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_JST_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_JST_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_JST_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_JST_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_JST_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_JST_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_RAG_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_RAG_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_RAG_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_RAG_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_RAG_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_RAG_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_RAG_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_RAG_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_RIN_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_RIN_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_RIN_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_RIN_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_RIN_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_RIN_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_RIN_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_RIN_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_BIL_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_BIL_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_BIL_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_BIL_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_BIL_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_BIL_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_BIL_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_BIL_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_PSY_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_PSY_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_PSY_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_PSY_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_PSY_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_PSY_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_PSY_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_PSY_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_ELE_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_ELE_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_ELE_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_M_ELE_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_ELE_HELMET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_ELE_SUIT_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_ELE_GAUNTLET_SET_34 , 3000000000, 0, 1);
DropItem(II_ARM_F_ELE_BOOTS_SET_34 , 3000000000, 0, 1);
DropItem(II_SYS_VIS_LV3_WARRIOR, 21000000, 0, 1);
DropItem(II_SYS_VIS_LV3_KNIGHT, 21000000, 0, 1);
DropItem(II_SYS_VIS_LV3_BUBBLE 21000000, 0, 1);
DropItem(II_SYS_VIS_LV3_IBLIS, 21000000, 0, 1);
DropItem(II_SYS_VIS_LV3_SHADE, 21000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 21000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 21000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 21000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 21000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 21000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 27000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 27000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 27000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 27000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 27000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 36000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 36000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 36000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 36000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 36000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 48000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 48000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 48000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 48000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 48000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 63000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 63000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 63000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 63000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 63000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 180000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 180000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 180000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 180000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 180000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 180000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 180000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 180000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 180000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 180000000, 0, 1);
DropItem(II_GEN_JEW_RIN_INTRING, 3000000000, 18, 1);
DropItem(II_GEN_JEW_RIN_DEXRING, 3000000000, 18, 1);
DropItem(II_GEN_JEW_RIN_STRRING, 3000000000, 18, 1);
DropItem(II_GEN_MAT_ELE_CANDLEA, 3000000000, 0, 1);
DropItem(II_GEN_MAT_ELE_RAINATKA, 3000000000, 0, 1);
DropItem(II_GEN_MAT_ELE_SPARKATKA, 6000000, 0, 1);
DropItem(II_GEN_MAT_ELE_BREEZEATKA, 6000000, 0, 1);
DropItem(II_GEN_MAT_ELE_SANDATKA, 6000000, 0, 1);
DropItem(II_GEN_MAT_ELE_LIGHTING, 30000000, 0, 1);
DropItem(II_GEN_MAT_ELE_VOLCANO, 30000000, 0, 1);
DropItem(II_GEN_MAT_ELE_EARTHQUAKE, 30000000, 0, 1);
DropItem(II_GEN_MAT_ELE_OCEAN, 30000000, 0, 1);
DropItem(II_GEN_MAT_ELE_VACCUM, 30000000, 0, 1);
m_nAttackFirstRange = 10;
AI
{
#Scan
{
scan
}
#battle
{
Attack 20 cunning sam
Rangeattack 10
Berserk 20 2.0
}
#move
{
}
}
}
Das sind die bearbeiteten Scripts, ich denke da sind keine Fehler drinschreib ma bei MI_Core das Core groß also MI_CORESpecial;173591 schrieb:
schreib ma bei MI_Core das Core groß also MI_CORE
Funktioniert trotzdem nicht :(hast du auch wirklich alle MI_CORE's groß geschrieben ?
denn eig heisst es die mdldyna findet den eintrag in der defineobj net :/Special;173727 schrieb:
hast du auch wirklich alle MI_CORE's groß geschrieben ?
denn eig heisst es die mdldyna findet den eintrag in der defineobj net :/
Wo ich den Eintrag in der defineobj eintrage ist egal oder?denke schon Oo
fügs einfach mal bei einem Monster ein ^^ kein npc oder so-
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