[Guide] Making *.n_ndt in hex editor.

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Hello people,

Many of you are having problem in making *.n_ndt. So i am trying to help you by showing How to make *.n_ndt in Hex editor directly. Hope it will be usefull to all of you.


==> 1st open calculator from Start>Program's>Accessories>Calculator. Now switch to Scientific Mode in calculator from View>Scientific. Now, refer the 1st image, Suppose if you want to put Monster No. 420.

knightH@wk - [Guide] Making *.n_ndt in hex editor. - RaGEZONE Forums


==> Now, you have to convert the value 420 into Hex, for that just click at Hex in calculator or Press F5. You will get 1A4 in calculator, this is the Hex value of 420. Now in order to make *.n_ndt file you have to write A4 01 in hex file (this is how its written in hex files). If you want to put monster no. 1 then convert 1 into Hex you will get 1 only. So in Hex editor u have to write as 00 01.

knightH@wk - [Guide] Making *.n_ndt in hex editor. - RaGEZONE Forums


==> Now open any Hex Editor ( I m using 010 Editor ). Open a new file, now 1st two bytes are for Monster Code's. We have got A4 01 (420 in dec.) so write A4 01. Now two next byte is for X & Y co- ordiante of the monster. 1st C8 (200 in dec.) is for X-axis and 2nd C8 is for Y-axis. Next four bytes i.e 00 00 02 00 are for monster's or NPC's facing direction. Put every were same 00 00 02 00 for monster's.

knightH@wk - [Guide] Making *.n_ndt in hex editor. - RaGEZONE Forums


Save this file as *.n_ndt and you are done.

Congratulation's, you have successfully put New Monster in your Map. If you want to put more Monster's then again follow the steps as above.

i.e A4 01 C8 C8 00 00 02 00 QQ QQ WW EE 00 00 02 00 ( where QQ QQ is for monster code and WW is for X- axis and EE is for Y-axis , 00 00 02 00 will be same in all case's)
 
I will soon post all the Episode 4 and 5 monster code's, and also Complete list of Map's along with their Monster Code's.

Till then keep trying....

Ill soon post Guide to make MC.ull & MON.ull , changing monster's group etc.
 
As I said over and over again - the MON.ull has the info of the group mob numbers and etc.

Let's see if I understand it better, follows a column of numbers of mobs, the last column is the order of the groups, as I think the group if I added more of a kind of monster in different map .....


example: mobs n
 
o.0 ... You need to look at it in hex first. There the group code is defined first and then the creed codes are given that come under it. All group are seperated by 4 nulls.



You remember the one example posted on the forum that I can continue with the new monsters .......
 
Do the following.....
Convert your MON.ull to MON.bin
Open the MON.bin you have created in HEX Editor and look in the very first lines you will find the following

52 02 00 00 90 01 00 00 46 6F 72 6E 20 4B 68 61 6C 6C 68 69 61 73 68

See this carefully!
52 02 - are the group code
00 00 - 4 Null Bytes as iNs@nE mentioned
90 01 - Creep Code
00 00 - 4 Null Bytes
46 6F 72 6E 20 4B 68 61 6C 6C 68 69 61 73 68 - Name of the Creep your Client should Display!
 
Thx Cvrdheeraj , Thx Mr. Ins@nE

Did greater suscess the mobs appearing on maps, thx ...

 

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