Some handling of monsters 1

Source: Internet
Author: User

1. Open E:\mirserver\mud2\DB\Monster.DB with DB Commander shortcut
2. Find the value of the new strange appr you want to add the sound to, for example: the APPR value of my Queen is 169.
3. In your legendary client directory, under the WAV folder, find Sound.lst to open it with Notepad, and then add the following paragraph in the order of the numbers listed below:
1890:
1891:wav\1890-1.wav
1892:wav\1890-2.wav
1893:
1894:wav\1890-4.wav
1895:wav\1890-5.wav
4. Finally, name the sound file you are looking for 1890-0.wav,1890-1.wav,1890-2.wav,1890-3.wav,1890-4.wav,1890-5.wav
5. Have you found the law? In fact, it is in the Sound.lst add appr value of 10 times times plus 200
6. In addition, an explanation of the -0-1-2-3-4-5.
-0 The sound of the enemy's discovery, such as the sound of the Zuma leader jumping out of the petrified.
-1 The sound of the usual non-attack, this does not need me to explain it! What? Do not understand, cough, you heard a little white cry, and so on.
-2 strange attack shouts, ah ~~~~~~~~~ and the like.
-3 is also the cry of the attack (optional, there are, strange to be beaten when you can shout out a pattern)
-4 strange to be beaten, oh ~~~~~~~~~ and so on, hehe
-5 Weird is playing si when the screams, haha ~
Forgot to remind everyone,
1890:
1891:wav\1890-1.wav
1892:wav\1890-2.wav
1893:
1894:wav\1890-4.wav
1895:wav\1890-5.wav
Handling of adding new magical sounds
1. Open E:\mirserver\mud2\DB\Magic.DB with DB Commander shortcut
2. Find the value of the Magic ID of the new magic you want to add the sound to, for example: Mage's Tornado's Magic ID value is 34
3. In your legendary client directory, under the WAV folder, find Sound.lst to open it with Notepad, and then add the following paragraph in the order of the numbers listed below: 10340:wav\m34-1.wav
10341:wav\m34-2.wav
10342:wav\m34-3.wav
4. Finally, name the sound file you are looking for
M34-1.wav,
M34-2.wav,
M34-3.wav
5. Have you found the law? In fact, it is in the Sound.lst Add Magic ID value 10 times times plus 10000
6. In addition, an explanation of the -1-2-3.
-1 sound when spells are emitted
2 When a spell is emitted in the air, such as the Sound of a soul fire after it is emitted, etc.
-3 sound when the spell hits the target

Forgot to remind everyone: 10340:wav\m34-1.wav
10341:wav\m34-2.wav
10342:wav\m34-3.wav
The text must be sorted according to the numbers in the Sound.lst.
Monsterdb: It's about monsters, experience, and level things.
(1) SID, Monster code.
(2) Name Monster names
(3) Race Action mode and * effect code at time of death
(4) RACELMG Attack Pattern Code
(5) APPR Monster Image Code
(6) LVL Monster Level
(7) Undead is not a 0-no, 1-is [no * system, * can be called]
(8) Cooleye Active attack (anti-stealth range)
(10) HP Monster Life
(11) MP Monster Magic
(12) AC Monster Defense
(13) MAC Magic Defense
(14) DC attack
(15) Dcmax Maximum attack power
(+) MC magical attack
(+) SC Taoist spirit
(18) Speed
(19) Hit hits
(20) WALK_SPD Walking speed interval
(21) Walkstep Walking pace
(22) Walkwait Walking Wait Time
(23) ATTACR-SPD Attack Speed Interval
EXP Kill * Experience value obtained after
About Monster Walk effects and attack codes
Because of the time, only to understand part, hope to know the completion, mainly configuration added more than 40 strange ~ ~ ~
Also, I would like to ask how the code is calculated?
Race Code--81 object entry range automatic attack
Within the range of a 2×2 2x2 venom attack-Weak
90 personal paralysis petrochemical attack-weak
92 transient When an attack object is out of range
93 Side attack Side Dodge
95 objects will creep out of the ground in the attack range.
100 summoned skeletons
101 The entry range is activated from the statue state.
102 at the same time to summon the Mir200\!setup.txt file in the zuma1~4 of the specific strange
103 does not move itself, by releasing bee specific monsters in the Mir200\!setup.txt file to attack the object
105 paralysis petrified Attack-strong
106 paralysis petrified Attack-weak
107 Full Screen attack paralysis poisoning
113 summoned Beast-Little
114 Summoned Beast-Great
115 does not move itself, attacks the object by the ground thorn
116 does not move itself, by releasing Spider-Specific monsters in the Mir200\!setup.txt file to attack the object
117 has no attack on itself and attacks objects by self-violence.
119
RACELMG code----15 Cast axe
16 Personal Spraying poison
21 Spark
22 Injection Needles
40 hit the Power
45 Archery
52 High altitude spraying poison effect
53 low-altitude spraying poison effect
RACELMG 49 Fire Fireball Zuma Attack action
33 wide range of poison-hit Dragon God Attack action

Some handling of monsters 1

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