[Dev] Region Manager

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Region Manager for Flyff all Versions (untested)

So I'm sitting there looking at Beast and thinking, this is just a half assed map maker. I will not be adding these mobs in one at a time, it would take forever.

So I designed a Region Manager for the servers. They work with all versions, although at this point anything from 11-13 SHOULD load. v6 and v14 are untested.

GlaphanKing - [Dev] Region Manager - RaGEZONE Forums


This program at this point in time is reading the files with little to no bugs. The only thing that isn't parsed is the triggers (i.e. North Flaris flashes on the screen) and the text box for the revival spot is not coded.

I'm having a bit of trouble getting the trigger titles and the descriptions to parse with my current reader.

Writing the files isn't that difficult, its getting it into memory that is the pain.

It should be ready for testing either today or tomorrow. Then the final version will be released for all to enjoy.

And no there will be no source. That is of course, if the server devs and high level devs want to take a look at it, then maybe I'll consider.

I also want to point out that the actuall structure of the rgn files is not complete. I've only gathered bits and pieces of information so many things still need to be added like Aggro Probability (% percent a given spawn will be aggro out of the swarm).

Any help or program design suggestions will be appreciated.
 
Looks great. Can this also spawn items?

Also if its not too much trouble... can you give me a very brief explanation how you go about finding the file structures?

Thnx and goodluck with the project.
 
Hmm... If I am right rgn files (region) only holder the data of the mob spawns. Unless i misread the topic and he said that it can spawn more then mobs. But so far I only know it holds the spawn posistions of the mobs.- I will probably re-read all my post in the morning (Stoned :D)
 
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Hmm... If I am right rgn files (region) only holder the data of the mob spawns. Unless i misread the topic and he said that it can spawn more then mobs. But so far I only know it holds the spawn posistions of the mobs.- I will probably re-read all my post in the morning (Stoned :D)

Unofrtunately you have failied sorry :p

RGN file contains item, background item (i think it's what you can call a controler) and monster spawn and region triggers....

@glaphan : the int value just after time respawn is th number of aggro mob(x) in the group. the value before time respawn (y) is monster quantity in this area, so you have x/y monster agro (most of the time 1/10 - 1/20 but take a look into heaven tower rgn to see other example of number of agro monster...

About revival area, first you need to read revival line in wld. You will have 2 cases...

1- revival 0 "" :
That mean that revival area are defined in the current map you don't have to be teleported to another area to resurrect. Then you have just to search for the lowest distance between center of the revival ares and player position.

2- revival MAPID "AREANAME"
In this case it refer to an area in the map corresponding of the name given.

take a look to the revival trigger structures :

You will 3 the 3 case of revival region :

Normal revival region :
region3 6 13 3808.401123 59.000000 4455.150879 0x0 0 0 "" "" 0 0.000000 0.000000 0.000000 3800 4444 3816 4460 "darkon" 0 -1 -1 -1 -1 -1 -1 -1 -1 0 0 0

PK revival region
region3 6 13 8258.552734 95.922882 2536.253906 0x0 0 0 "" "" 0 0.000000 0.000000 0.000000 8248 2528 8264 2544 "saintmorning" 0 -1 -1 -1 -1 -1 -1 -1 -1 0 0 1

and old region abandonned :

region3 6 13 7768.892090 107.453445 4100.373047 0x0 0 0 "" "" 0 4096.000000 0.000000 1024.000000 7492 3723 7969 4272 "flaris" 1 -1 -1 -1 -1 -1 -1 -1 -1 0 0 0

bold value are our main interest they give : position of the player when resurrect, define area name and say if it's abandonned and finaly if the revival region is for PK...


Hope it can help you a little, but the hardest part will be background object structure :p
 
@divine: Yes, I know about the revival structure. The aggro stuff I wasn't sure on, so thanks for reinforcing it.

I fixed the title and descriptions to load the constants identifiers. I'm working on getting it so you can create your own right there instead of opening another file and manually putting them in.

@ryuchao009: Yes, I am using C# with a little help from XNA for their vector structures.

I will be including the DLL files along with the binary in case no one has XNA framework installed.
 
This looks exciting... I am glad to see someone with talent has decided to do this.. Because I hate doing it atm QQ

Good luck man :) I will be following whats going on ^_^...

~Craze
 
the item spawn can be edited in PropMover ex.. No need to worry..

i think it will just position the monster..

(Not good in programming C+/C# but only java :D)
 
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