Montag, 29. August 2011

Creature Folder.

Creature folder contains; brick/guard/monster/npc/portal/rank/remote/sentry/servant.csv


Important: Let me explain, when you're adding new bricks, npc's or monsters or whatever from Dekaron Korea, you will have to edit a few things, since Dekaron Korea has more Descriptions (Coloumns). I prefer to use CSVed when adding those things.

Example;
Our coloumns are like that;
Index,Name,Rank,Material,Level,MaxHP,HPRecovery,Defence_Min,Defence_Max


Dekaron Korea coloums contains lines like that;
MeleeDamageResist,RangeDamageResist,AntiStatusRate,AntiKnockBackRate

Means: Your .exe won't be able to read that and u will probably have the error coloumn 5 is NULL or can't convert from INT to ................ w/e.


Let's start with brick.csv:


Open it up and I'll explain, even though theres not much to explain.


As u can see brick.csv contains all bricks u will (can?) have. You can change the different ressistances, the HP of the bricks or w/e u want, but I wouldn't change many things, except the ressistances and the HP.


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Next one would be actually guard.csv, but don't have to explain it since we have just one guard?!


Want to change the Attack of the guard?


Those are the lines;
AttackDamage_Min_Melee,1150
AttackDamage_Max_Melee,2150
AbsoluteDamage_Min_Melee,150
AbsoluteDamage_Max_Melee,250


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 Next one is the monster.csv


Open it up and I'll explain, use excel or CSVed.


Here you can change everything about the mobs,


You can change the Attack, Defense, Ressistances or whatever u want.


Let's start with the Important things:


Coloumn25 = Exp; Here you can change the exp of the mob.
Coloumn26 = Money_Min0; Here you can change the min money of the mob.
Coloumn27 = Money_Max0; Here you can change the max money of the mob.
Coloumn28 = Money_Rate; Here you change the dil rate of the mob, I would make it 100000.
Coloumn29 =AIKey; Here you can change the AIKey which i explained at AI folder already.
Coloumn39-42 = AttackDamage_Min/Max_Melee, AbsoloutDamage_Min/Max_Melee; Here you can change the attack of the monsters.
^NOTE;
This applies for the other AttackDamage coloumns, for all of them, I don't have to explain every of them since they do the same thing.
Coloumn31 = MaxItemSet; Here you can change how many Itemsets the mob can drop.
Coloumn158 = Itemset from itemset.csv


The following coloumns are for the droprate, i.e next itemset index and so on.


Also, the single resultcodes coloumns, when you add new Monsters, if the monster attack's, but does no damage at all, It ALWAYS means its a wrong result code for the monster, means the monster needs a new result codes. Try some different result codes from the monsters which already exist and attack properly, thats how you will get them to deal damage and attack properly.


Thats it for monster.csv already, If I didn't explain anything right or want to know some more just make a comment to it and I'll answer it.


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Alright let's move on to npc.csv, open it and I'll explain,


Thats the file where u can add NPC's, but as well change their jobs, jobcounts and other stuff.


Alright again I'll explain the coloumns which might be hard to figure out yourself,


Coloumn3 = Shape; The shape found at script folder called npc_shape.csv
Coloumn4 = Desc; Index used from script/string/stringtable_job, don't want the description to be some random numbers when you hoove the mouse over the npc dot on your map? Add the index to it!
Coloumn6 = CommTableIndex; Index used from script/string/stringtable_conv, you want your NPC to have a conversation on it? Add the index!
Coloumn7 = JobCount; Obviously how many jobs u want the npc to have, not sure how many you can add, I haven't checked it out yet.
Coloumn8 = JobType; Alright that might be a difficult part for some of you, but don't worry, its not :). I'll explain, JobType is the type of the job you want to add to your NPC, i.e Teleporter, ReturnMaster, Shop(Skill/Armor/Wep/etc.), Guild Master, Siege Master, Fortifiy Master or w/e u want to add u can add it here.
Important Job's:

Shop = 0
Quests = 1
Teleporter = 2
Stash = 3
ReturnMaster = 4
Slot Merchant = 14/41; Add Slot/Remove Slot.
Fortifiy = 11


Those are mostly the most important Job's, if I missed some you can look them up by urself just using an example of an existing NPC which has the job u wanna add to ur new NPC.


Coloumn9 = JobIndex1; Thats the different indexes you have to add for Teleport indexes found in share/arrange/teleporter.csv, or for return masters at share/arrange/location.csv, for shop's at share/item/shop.csv, and etc.


Note:

Coloumn 8/9 apply for the next coloumns as well as their only for JobTypes and Indexes.


Thats it actually for NPC.csv as it doesn't contain that much.


Also its easy to figure out what each coloumn does once you work with it.


Hope I explained everything alright so you guys understand everything.


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Portal.csv, do I really have to explain?!


Obviously for the Portals you wanna add, all the coloumns explain itself...


Coloumn1 = MapIndex; Obviously the damn Map index, Lol.
Coloumn2 = LocationIndex; LocationIndex found in share/arrange/portallocation.csv
Coloumn3 = Shape;......................................................................................wait I won't explain that one.


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Remote.csv!!!


This is mainly for the skill, monster effects.


But also some mobs/skills use remote.csv to deal damage.


Coloumn1 = Index; Oh Index....
Coloumn2 = EffectID; Most likely the effect id which u can find at data/property/effect - effectscene.txt files.
Coloumn3 = SceneID; The SceneID of the effect which is also in the effectscene.txt files.
Coloumn4 = EffectTime; Obviously the Effect Time, its in seconds.
Coloumn5 = Description; Your decision if you wanna add to what thing the effect belons to or not.
Coloumn6 = ResultType; ResultType, kinda the same as the ResultCode which I've already explained at monster.csv, you might have to changed it to make monsters attack, if its a wrong result code it will display it at dbmon.exe
Coloumn7 = MaxDistance; Its Obviously the distance. Don't have to explain more.
Coloumn8 = MoveSpeed; Should be obvious as well, its the speed you want it to have.
Coloumn9 = Size; To be honest, I don't know it myself, but its probably the range you want to have on that effect.
Coloumn10 = MaxPiercingNum; The Maximum Piercing rate the Skilll/Effect has, as an example if theres 100 people in at one same spot, and the Piercing Rate is 30, it will only hit 30 people and not all 100.
Coloumn11 = MaxPiercingRate; The rate of the Piercing effect, as explained above if its 100 it will hit all 30 people, if its 50 then its a 50/50 chance.
Coloumn12 = ContactEffectID; Found in the effectscene.txt files as well, thats the effect u want it contact to an other effect.
Coloumn13 = ContactSceneID; Most likely the same as SceneID, its the scene u want to contact it to.
Coloumn14 = ContactEffectTime; Most likely the same as EffectTime.
Coloumn15-16 = PiercingEffectID, PiercingSceneID; The Pierce effect/scene found in the effectscene.txt files, as an example for trippe arrow in effectscene02.txt,


# ######## TripleArrow_pierce ######### #
<effect>
     id        2251
     name        TripleArrow_pierce
    <list>
    res            1        mh_TripleArrow_bolt02
    res            2        pt_TripleArrow_finish_explode
    res            3        pt_TripleArrow_action_particle
    res            4        pt_TripleArrow_bom
    </list>
    <scene>
     sceneid        1


The ID is 2251, the scene is 1.


Coloumn16 = PiercingEffectTime; Obviously the effect time of it, also in seconds.
Coloumn17 = HitCycle; I haven't figured it out myself yet, maybe anyone of you will :O.


Thats it for Remote.csv, if you'll work enough with it I'm 100% sure it will be very easy.




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Sentry.csv,


Useless file as it doesn't even work with our server files, its for Siege but it doesn't work.


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 Servant.csv


Servant.csv is for the Summoner Pets, you can change everything for them in this file,




Attack, Defense, Status effect, Ressistances and etc, well I'll explain, the coloumns which might be hard to understand,


Coloumn26 = AIKey; Here you can change the AIKey which i explained at AI folder already.
Coloumn34-37 = attackDamage_Min_Melee, attackDamage_Max_Melee, absoluteDamage_Min_Melee, absoluteDamage_Max_Melee; Those are the coloumns to change their attack damage.
Note:
This applies for the next AttackDamage coloumns as well. AND APPLIES ONLY FOR MELEE PETS.
Coloumn40 = ResultCode_Melee; Thats the result code, I've kinda explained it at monster.csv already, its the same for the pets, wrong result code, won't attack, try different result codes and you'll get it to work.
Note:
APPLIES ONLY FOR MELEE PETS.


Important:
The coloumns for the Ranged pets start at Coloumn 81, if the pets are melee leave the range coloumns 0. If the pets are melee leave the coloumns at ranged 0.


Coloumn168 = LeaveEffectID; The effect ID found at the effectscene.txt files.
Coloumn169 = LeaveSceneID; The scene ID found at the effectscene.txt files.
Coloumn170 = LeaveEffectTime; How long the effect will last, in seconds.
Coloumn171-173 = StatusEffectID, EnterEffectID, IconIndex; Should leave it as it is.


NOTE: DONT FORGET TO ADD NEW PETS INTO SHARE/AI/INFO.CSV OR ELSE YOU'LL DC WHEN SPAWNING THEM.


Thats it!


And that means? Woot we're done with the Creature folder, finally huh =D.


Hope I explained everything good enough for you to understand it.


And right there we'll move on to the next folder.


~Harmony.