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Any guide lines or tutorials to follow to add new NMs?
Posted: Sun Jun 08, 2014 10:14 am
by inu
So I've noticed a lot of NM's in "basic"\starting zones are still missing, as I was attempting to build a list for family and friends on monsters they can get "good" gear from, without having to rely on the AH and to increase their list of things to do.
In particular, Chariotbuster Byakzak and it's Auriga Xiphos.
I'm not sure if they're still missing due to the lack of time, totally accurate information, or any other reason; but are there any tutorials on the proper way of implementing them with lua scripting, or we just follow the examples already working? I'd like to attempt to add the 4 Fort Ghelsba ones at least.
Dangruf Wadi also seems to be missing it's special badies, but those look a bit more complicated with some special pop conditions.
Re: Any guide lines or tutorials to follow to add new NMs?
Posted: Mon Jun 09, 2014 12:02 pm
by tagban
If they're in the polutils on the latest version, they are addable, if not, they aren't.
Re: Any guide lines or tutorials to follow to add new NMs?
Posted: Mon Jun 09, 2014 1:49 pm
by inu
I'm not sure what you mean, but I think I made a mistake, as I was expecting all NM scripts to be... well in the scripts\zones folder.
And now I notice it's not that simple.
Re: Any guide lines or tutorials to follow to add new NMs?
Posted: Mon Jun 09, 2014 2:35 pm
by Shadowmh
The mobs you are looking for are found in Navicat. Chariotbuster would be found in mob_spawn_points.sql. However because he has unusual spawn conditions he has no pos x, pos y, pos z, or pos rot. Meaning he will not spawn. Following his groupid of 7767 to mob_groups.sql you will see his respawntime is set to 0. Meaning he will respawn again instantly after death. For now you can just set him as a timed spawn like the wikia says his timer is or make a custom time yourself. Also if you know where he spawns you can set the positions for x, y, z, and his rotation.
Re: Any guide lines or tutorials to follow to add new NMs?
Posted: Mon Jun 09, 2014 4:27 pm
by inu
Think I'll do just that, if it takes to long, to figure out how to work with the place holders.
Re: Any guide lines or tutorials to follow to add new NMs?
Posted: Tue Jun 10, 2014 5:12 pm
by inu
Shadowmh wrote:The mobs you are looking for are found in Navicat. Chariotbuster would be found in mob_spawn_points.sql. However because he has unusual spawn conditions he has no pos x, pos y, pos z, or pos rot. Meaning he will not spawn. Following his groupid of 7767 to mob_groups.sql you will see his respawntime is set to 0. Meaning he will respawn again instantly after death. For now you can just set him as a timed spawn like the wikia says his timer is or make a custom time yourself. Also if you know where he spawns you can set the positions for x, y, z, and his rotation.
His spawn point is exactly where Orcish Panzer died, so it make sense that it has not spawn position; it comes to life already claimed, and if Chariotbuster Byakzak doesn't spawn, an Orcish Fighter spawns instead. What a mess of a NM spawn.
Not sure how to do all of this just yet...
So mob_groups.sql defines the respawn? What about the zone Lua scripts useless?
Re: Any guide lines or tutorials to follow to add new NMs?
Posted: Tue Jun 10, 2014 6:29 pm
by Shadowmh
You can script a custom NM pop condition with lua scripting. A good script to follow would be to look at King Behemoth's in darkstar/scripts/zones/Behemoths_Dominion/mobs/King_Behemoth.lua
Again this is a custom script just to give you a general idea of what to do, is easier to just set it as a timed spawn for now if you really don't want to bother trying to script him. Chariotbuster is really an unusual spawn type.
And yes mob_groups.sql holds the respawn time for all mobs, making them timed. The groupid is followed to mob_spawn_points.sql for more details like where they will spawn etc etc.
Re: Any guide lines or tutorials to follow to add new NMs?
Posted: Tue Jun 10, 2014 6:38 pm
by inu
Thank you for the new information!