Custom Monster does no Damage

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  1. #1

    Custom Monster does no Damage

    Hello Ragezone

    I tried to add a New Selfmade Monster to Flyff. In this Case i created
    the Model for my Mob and also every needed Animation File.

    My Model and also the animation working fine in Beast and Cola.
    So i tried to add my Monster into my Server.
    After editing each File (mdlDyna,inc, propMover.txt, propMover.txt.txt, propMoverEx.inc and
    defineObj.h) i spawned via Beast my Monsterns on the Map and started my Server.

    Everything looks like it works but for some reasons when i attack my own Monster and wait
    till it attacks me, it playes the Attack Animation but i don't get any Damage nor Miss or Block from
    it. I do Damange on him but he not on me x.x

    These are my Entries in the Files:
    mdlDyna.inc
    Spoiler:

    Code:
    Test         MI_TEST   MODELTYPE_ANIMATED_MESH "" 0   MD_MID 0  0.03f 0 1 ATEX_NONE 1
        {
            "stand"     MTI_STAND 
            "walk"      MTI_WALK 
            "idle1"     MTI_IDLE1 
            "idle2"     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
    
            // not needed because no transy for it!
           // "walk"      MTI_JUMP1 
          //  "walk"      MTI_JUMP2 
           // "walk"      MTI_JUMP3 
           // "walk"      MTI_JUMP4 
           /// "walk"      MTI_RUN
        }


    propMover.txt
    Spoiler:

    Code:
    MI_TEST    IDS_PROPMOVER_TXT_002236    AII_MONSTER      15     20     15     13    40    3    =     BELLI_MELEE2X    =    1    =    0.035    RANK_NORMAL    0    =    1    =    30    40    II_WEA_MOB_MONSTER1_ATK1    II_WEA_MOB_MONSTER1_ATK2    II_WEA_MOB_MONSTER1_ATK3    =    =    =    =    =    =    =    =     1000    6000    120    100    3    130        0    =    4    1    0    0.075    =    0    =    =    =    1    0    -0.3    0    0    0.3    8    =    =    =    =     25    2    0    =    =    1    II_WEA_HAN_HAND    VT_ITEM        =    =    =    =    =    =    =    =    SND_ITEM_ANIMAL     SND_PC_DMGWANB    =    =    =    IDS_PROPMOVER_TXT_002237    AREA_NORMAL    =    31


    propMover.txt.txt
    Spoiler:

    Code:
    IDS_PROPMOVER_TXT_002236    TestMob
    IDS_PROPMOVER_TXT_002237


    propMoverEx.inc
    Spoiler:

    Code:
    MI_TEST
    {
        Maxitem = 3;
        DropGold(6, 9);
    
        DropItem(II_GEN_MAT_ORICHALCUM02, 300000000, 0, 5);
        DropItem(II_GEN_MAT_MOONSTONE, 300000000, 0, 5);
        DropItem(II_CHR_FOO_COO_REMANTIS, 3000000000, 0, 5);
    
        m_dwAttackMoveDelay = 1000;
        m_dwRunawayDelay = 2000;
        m_nAttackFirstRange = 8;
       
            AI
        {
            #Scan
                        {
                scan
                        }
            #battle
                {
                Attack cunning low
                        }
            #move
                {
                Loot d 5
                }    
           }               
    }


    defineObj.h
    Spoiler:

    Code:
    #define MI_TEST                         13


    I also tried to change "II_WEA_MOB_MONSTER1_ATK?" to Feffern or something else and also
    "BELLI_MELEE2X" to some other Belligerence like "BELLI_MELEE", "BELLI_PEACEFUL" without
    success.

    I hope someone can help me.

    LG


  2. #2
    Banana Adler is offline
    MemberRank
    Feb 2009 Join Date
    1,119Posts

    Re: Custom Monster does no Damage

    You need hit flags. Use common sense. The animation of any monster doesn't magically know when it hits the player. It always hits the player at a specific time within the animation, which is determined by a hit flag.

  3. #3

    Re: Custom Monster does no Damage

    Quote Originally Posted by Adler View Post
    You need hit flags. Use common sense. The animation of any monster doesn't magically know when it hits the player. It always hits the player at a specific time within the animation, which is determined by a hit flag.
    Yeah got it working yesterday. Next time i should open my eyes when i play an animation in Cola xD

  4. #4
    Banana Adler is offline
    MemberRank
    Feb 2009 Join Date
    1,119Posts

    Re: Custom Monster does no Damage

    Quote Originally Posted by iKasu View Post
    Yeah got it working yesterday. Next time i should open my eyes when i play an animation in Cola xD
    There's also SFX and Quake flags if you want to mess with those.

  5. #5

    Re: Custom Monster does no Damage

    Quote Originally Posted by Adler View Post
    There's also SFX and Quake flags if you want to mess with those.
    SFX? Mh okay :o
    I maybe remind that if you set the "Hitpoint" then the SFX from a Skill will be shown aswell.
    For the Quake Part - dunno why they add it there and it seems it has no special effects on normal mobs.
    Mobs like CW etc. are hardcoded with their Skills so yeah - maybe in future i'll find it useful.



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