Yo Ragezone!!
KFlyff recently patched new monsters, and I couldn't hold myself to not care...
Even thought almost everyone got the kflyff client, here is a few new monsters..
Images
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Turtle dispatch
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Rabbit Fighter
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Rabbit Sworder
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Rabbit Spear
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Rabbit Assassin
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Rabbit Axe
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Evil Servants of the lease
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o3d & DDS
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Resource
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PropMover.txt.txt
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Code://Keep inmind that the monster names are taken from google translate ;) IDS_PROPMOVER_TXT_002216 Turtle dispatch IDS_PROPMOVER_TXT_002217 IDS_PROPMOVER_TXT_002218 Rabbit Fighter IDS_PROPMOVER_TXT_002219 IDS_PROPMOVER_TXT_002220 Rabbit Sworder IDS_PROPMOVER_TXT_002221 IDS_PROPMOVER_TXT_002222 Rabbit Spear IDS_PROPMOVER_TXT_002223 IDS_PROPMOVER_TXT_002224 Rabbit Assassin IDS_PROPMOVER_TXT_002225 IDS_PROPMOVER_TXT_002226 Rabbit Axe IDS_PROPMOVER_TXT_002227 IDS_PROPMOVER_TXT_002228 Evil Servants of the lease
PropMover.txt
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Code:MI_TURTLEGUARDER IDS_PROPMOVER_TXT_002216 AII_MONSTER 100 100 100 100 382 670 = BELLI_MELEE = 129 = = RANK_NORMAL 0 = 1 = 1980 2200 II_WEA_MOB_MONSTER3_ATK1 II_WEA_MOB_MONSTER3_ATK2 II_WEA_MOB_MONSTER3_ATK3 = 1.1 = = = = = = 1000 2400 200000 100 300 130 0 = 3 5 = 0.075 = 0 = = = 108 0 0 0 0.3 -0.3 2000 = = = = 11 3324998 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_002217 MI_RABBITFIGHTER IDS_PROPMOVER_TXT_002218 AII_MONSTER 100 100 100 100 392 700 = BELLI_MELEE = 133 = = RANK_NORMAL 0 = 1 = 2000 2220 II_WEA_MOB_MONSTER3_ATK1 II_WEA_MOB_MONSTER3_ATK2 II_WEA_MOB_MONSTER3_ATK3 = 1.1 = = = = = = 1000 2400 220000 100 310 130 0 = 4 5 = 0.075 = 0 = = = 108 0 -0.3 0 0 0.3 2000 = = = = 11 4023248 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_002219 MI_RABBITSWORDER IDS_PROPMOVER_TXT_002220 AII_MONSTER 100 100 100 100 402 750 = BELLI_MELEE = 137 = = RANK_NORMAL 0 = 1 = 2020 2240 II_WEA_MOB_MONSTER3_ATK1 II_WEA_MOB_MONSTER3_ATK2 II_WEA_MOB_MONSTER3_ATK3 = 1.1 = = = = = = 1000 2400 240000 100 315 130 0 = 5 5 = 0.075 = 0 = = = 108 0.3 0 -0.3 0 0 2000 = = = = 11 4868131 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_002221 MI_RABBITSPEAR IDS_PROPMOVER_TXT_002222 AII_MONSTER 100 100 100 100 412 800 = BELLI_MELEE = 141 = = RANK_NORMAL 0 = 1 = 3020 3600 II_WEA_MOB_MONSTER3_ATK1 II_WEA_MOB_MONSTER3_ATK2 II_WEA_MOB_MONSTER3_ATK3 = 1.1 = = = = = = 1000 2400 260000 100 320 130 0 = 1 5 = 0.075 = 0 = = = 108 0 0 0.3 -0.3 0 2000 = = = = 11 5890438 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_002223 MI_RABBITASSASSIN IDS_PROPMOVER_TXT_002224 AII_MONSTER 100 100 100 100 422 850 = BELLI_MELEE = 145 = = RANK_NORMAL 0 = 1 = 2100 2300 II_WEA_MOB_MONSTER3_ATK1 II_WEA_MOB_MONSTER3_ATK2 II_WEA_MOB_MONSTER3_ATK3 = 1.1 = = = = = = 1000 2400 280000 100 330 130 0 = 2 5 = 0.075 = 0 = = = 108 -0.3 0.3 0 0 0 2000 = = = = 11 7127430 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_002225 MI_RABBITAXE IDS_PROPMOVER_TXT_002226 AII_MONSTER 100 100 100 100 432 900 = BELLI_MELEE = 149 = = RANK_NORMAL 0 = 1 = 2200 2400 II_WEA_MOB_MONSTER3_ATK1 II_WEA_MOB_MONSTER3_ATK2 II_WEA_MOB_MONSTER3_ATK3 = 1.1 = = = = = = 1000 2400 300000 100 350 130 0 = 3 5 = 0.075 = 0 = = = 108 0 0 0 0.3 -0.3 2000 = = = = 11 8624191 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_002227 MI_IBLESSPUPPET IDS_PROPMOVER_TXT_002228 AII_MONSTER 616 616 616 616 253 3300 = BELLI_MELEE2X = 150 = = RANK_SUPER 0 = 1 = 7000 7500 II_WEA_MOB_MONSTER3_ATK1 II_WEA_MOB_MONSTER3_ATK2 II_WEA_MOB_MONSTER3_ATK3 = 0.38 = = = = = = 1000 3000 100000000 100 900 130 0 = 4 10 = 0.12 = 0 = = = 113 0 -0.3 0 0 0.3 2000 = = = = 15000 43120955 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_002229
PropMoverEx.inc
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Code:MI_TURTLEGUARDER { m_nAttackFirstRange = 8; AI { #Scan { scan } #battle { Attack cunning low } #move { Loot d 5 } } } MI_RABBITFIGHTER { m_nAttackFirstRange = 8; AI { #Scan { scan } #battle { Attack cunning low } #move { Loot d 5 } } } MI_RABBITSWORDER { m_nAttackFirstRange = 8; AI { #Scan { scan } #battle { Attack cunning low } #move { Loot d 5 } } } MI_RABBITSPEAR { m_nAttackFirstRange = 8; AI { #Scan { scan } #battle { Attack cunning low } #move { Loot d 5 } } } MI_RABBITASSASSIN { m_nAttackFirstRange = 8; AI { #Scan { scan } #battle { Attack cunning low } #move { Loot d 5 } } } MI_RABBITAXE { m_nAttackFirstRange = 8; AI { #Scan { scan } #battle { Attack cunning low } #move { Loot d 5 } } } MI_IBLESSPUPPET { m_nAttackFirstRange = 8; AI { #Scan { scan } #battle { Attack cunning low Rangeattack 20 } #move { Loot d 5 } } }
MdlDyna.inc
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Code:TurtleGuarder MI_TURTLEGUARDER MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 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 } Rabbitfighter MI_RABBITFIGHTER MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 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 } RabbitSworder MI_RABBITSWORDER MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 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 } RabbitSpear MI_RABBITSPEAR MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 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 } RabbitAssassin MI_RABBITASSASSIN MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 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 } RabbitAxe MI_RABBITAXE MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 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 } IblessPuppet MI_IBLESSPUPPET MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 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 }
DefineObj.h
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Code:#define MI_TURTLEGUARDER 1534 #define MI_RABBITFIGHTER 1535 #define MI_RABBITSWORDER 1536 #define MI_RABBITSPEAR 1537 #define MI_RABBITASSASSIN 1538 #define MI_RABBITAXE 1539 #define MI_IBLESSPUPPET 1540 (The original id numbers for kflyff, go for that if the numbers are not already in use for other monster)
I hope I didn't forget to edit any of the code from "v18" to "v15", if so, just mention it and I will fix it
Sincerely~ Xakzi

















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