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Part 2 Monsters

1Normal Part 2 Monsters em 10.06.16 7:33

whitespirits


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Representante
Well, one of the problems faced in the time to think of the editors was how I adapt the RMVXA editors for a real MMO, after all, many values ​​there did not fit what I needed. (And I REALLY wanted to USE THE EDITORS BECAUSE I LIKE THE PRETTY THINGS)

I thought then that I could complement it by using the "note". (It fits like a glove)

Each monster has various information as in the case of Slime is:
monster2,2,6,15,12,256,1,6000,19,1,0,0

Let's translate:
Value 0 - monster2 - spriteset name
Value 1 - 2 - sprite position in spriteset
Value 2-6 - Map (obsolete value)
Value 3-15 - X (obsolete value)
Value 4 - 12 - Y (old value)
Value 5-256 - Movement speed
Value 6-1 - Aggressive or attacks when attacked
Value 7-6000 - Respawn times (6000 * 10 = 60000 ms)
Value 8-19 - attack Animation
Value 9-1 - obsolete value
Value 10-0 - obsolete value
Value 11-0 - obsolete value

A simple npc then, consists of 11 values ​​and all are translated al. But there are more complex monsters, using spells and push the player. If you go to ride a monster like that, there is an addition:



Note that there is some extra values, we translate:

12 value - true - He pushes the players anyway?
Value 13-2 - Which distance it pushes the players? (measured in tiles)
Value 14-20 - Magic 1
Value 15-0 - Magic 2
Value 16-0 - Magic 3
Value 18-0 - Magic 4

Basically then, a monster can have up to 4 spells!
This is our basis for understanding a monster. Note that after you modify or create one, you need to run the command / sendenemies for the server to know the new friend. ; D

Conclusion
It is relatively simple to get the hang of it with only a little practice.

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