Zakum Spawn Fixed OdinTeh/MoopleDev Based. v62 - v88
so I noticed how broken some of the zakum spawns was in afew servers given that the hands was over the body and no one knew what was wrong with it
so here is the code that you can just copy and paste if you know what you are doing to get a working zakum expect that the zakum animation is abit messed up with the spawning appearing from the top of reactor rather then below so this should be almost close to 95%, but after the animation spawn is finished the zakum should appear identical to gms
have fun :)
ReactorActionManager
Code:
public void spawnZakum(int id) {
reactor.getMap().spawnZakum(MapleLifeFactory.getMonster(id), getPosition());
}
MapleMap
Code:
public void spawnZakum(MapleMonster mob, Point pos) {
spawnFakeMonsterOnGroundBelow(new MapleMonster(mob), pos);
ArrayList<Integer> theList = new ArrayList<>(8);
theList.addAll(Arrays.asList(8800003, 8800004, 8800005, 8800006, 8800007, 8800008, 8800009, 8800010));
for (int mid : theList) {
MapleMonster monsterid = MapleLifeFactory.getMonster(mid);
spawnMonsterOnGroundBelow(monsterid, pos);
}
}
2111001.js
Code:
/*
This file is part of the OdinMS Maple Story Server
Copyright (C) 2008 Patrick Huy <patrick.huy@frz.cc>
Matthias Butz <matze@odinms.de>
Jan Christian Meyer <vimes@odinms.de>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as
published by the Free Software Foundation version 3 as published by
the Free Software Foundation. You may not use, modify or distribute
this program under any other version of the GNU Affero General Public
License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
function act() {
if (rm.getPlayer().getEventInstance() != null) {
rm.getPlayer().getEventInstance().setProperty("canEnter", "false");
}
rm.changeMusic("Bgm06/FinalFight");
rm.spawnZakum(8800000);
rm.createMapMonitor("ps00", 211042300, "gate");
rm.mapMessage(5, "Zakum is summoned by the force of Eye of Fire.");
}
Re: Zakum Spawn Fixed OdinTeh/MoopleDev Based. v62 - v88
Does your MapMonitor close the Zakum door or any other boss portal animation as well?
Re: Zakum Spawn Fixed OdinTeh/MoopleDev Based. v62 - v88
Quote:
Originally Posted by
sjjjwwjw2
Does your MapMonitor close the Zakum door or any other boss portal animation as well?
it certainly does.
Re: Zakum Spawn Fixed OdinTeh/MoopleDev Based. v62 - v88
That didn't fix zakum for me o.o
Re: Zakum Spawn Fixed OdinTeh/MoopleDev Based. v62 - v88
Quote:
Originally Posted by
dorkie4ever
That didn't fix zakum for me o.o
Because it's not a real fix. It's made by E.D., what'd you expect?
Re: Zakum Spawn Fixed OdinTeh/MoopleDev Based. v62 - v88
Quote:
Originally Posted by
dorkie4ever
That didn't fix zakum for me o.o
can you be more specified that what did not work for you
[removed by Becca]
Re: Zakum Spawn Fixed OdinTeh/MoopleDev Based. v62 - v88
Quote:
Originally Posted by
ExtremeDevilz
can you be more specified that what did not work for you
well I set it up as your code says, zakum spawns and there are no errors.
but the animation is still the same, the body is in the back and hands in front o-o
Re: Zakum Spawn Fixed OdinTeh/MoopleDev Based. v62 - v88
Quote:
Originally Posted by
dorkie4ever
well I set it up as your code says, zakum spawns and there are no errors.
but the animation is still the same, the body is in the back and hands in front o-o
should not been happening what source are you using?
Re: Zakum Spawn Fixed OdinTeh/MoopleDev Based. v62 - v88
Quote:
Originally Posted by
ExtremeDevilz
should not been happening what source are you using?
Solaxia
Re: Zakum Spawn Fixed OdinTeh/MoopleDev Based. v62 - v88
Quote:
Originally Posted by
dorkie4ever
Solaxia
You can just call the body first and the arms after. (If I'm correct)
Re: Zakum Spawn Fixed OdinTeh/MoopleDev Based. v62 - v88
Quote:
Originally Posted by
Rakeda
You can just call the body first and the arms after. (If I'm correct)
idunno what that would work, a second after you spawn it, it seems like its ok but then the body uses some kind of animation and then it hoes behind the hands o.o
Re: Zakum Spawn Fixed OdinTeh/MoopleDev Based. v62 - v88
Last I tested it works fine yeah I know about the animation issue possible something I'm missing but I think the only source that has this right is Extalia and I did the fix on LocalMS v83, you can watch their YouTube video and see how the proper spawn