Finn Posted April 22, 2018 Posted April 22, 2018 Is it possible to change npc / monster size? You can change it in dev mode by setting different values. But where is it defined clientside? In some dat files or is it the animation file itself? Is it possible to change them serverside?
NevesOma Posted April 22, 2018 Posted April 22, 2018 On server part ( I mean database or xml ) you can change the shear of npc / monster. Size of monster / npc you can change in editor ( need to edit model of monster, model is in *.ukx package ), next you can set translation of model. P.S In Lineage you can view LineageMonster.ol_mahum_warrior_50_bi on npcgrp.dat _50bi => size of monster is 1.5 ( 1 = default size, 1.5 = increased by half ). bi - big, sm - small. Another example: LineageMonster.ol_mahum_40_sm => size = 0.4 ( ~ half at original size of npc / monster ), sm - small. If you have npc / mob with style ( dat example ) 25272 LineageMonster.ol_mahum_champion_50_bi LineageMonsters.ol_mahum_champion_m00 25272- ID of monster / npc LineageMonster.ol_mahum_champion_50_bi - script of npc / mob LineageMonsters.ol_mahum_champion_m00 - package with model If you change LineageMonster.ol_mahum_champion_50bi to LineageMonster.ol_mahum_40sm then your monster / npc will have 0.4 size at original. You can use this for all another monsters / npc, but you need to know what script use animations name ( wait, atk, walk, run ) and your npc can use ( wait_1H and etc... ) => your npc will not have anims. Try. :) 1
Finn Posted April 27, 2018 Author Posted April 27, 2018 Thanks for your reply <3 But is it possible to do it on server side only? I remember an old c4 l2j server where they could spawn monsters in different sizes (adjustable serverside). They also had spawnable benches where people could sit on.^^
NevesOma Posted April 27, 2018 Posted April 27, 2018 It's client side. For spawn monster in any size you need to add him in client for 1st. Or need to use script with sizes: 0.2 0.5 0.7 1.0 1.5 and etc ( it's .u script ). Read my post #2, it's a idea.
NevesOma Posted April 27, 2018 Posted April 27, 2018 You can't set size at server side, only client side. In server side you can mod. collision height and collision radius for mob / npc, you can edit speed, atk and etc. P.s don't need to make another topic with this question...
GLO Posted April 27, 2018 Posted April 27, 2018 On 4/22/2018 at 4:21 AM, NevesOma said: On server part ( I mean database or xml ) you can change the shear of npc / monster. Size of monster / npc you can change in editor ( need to edit model of monster, model is in *.ukx package ), next you can set translation of model. P.S In Lineage you can view LineageMonster.ol_mahum_warrior_50_bi on npcgrp.dat _50bi => size of monster is 1.5 ( 1 = default size, 1.5 = increased by half ). bi - big, sm - small. Another example: LineageMonster.ol_mahum_40_sm => size = 0.4 ( ~ half at original size of npc / monster ), sm - small. If you have npc / mob with style ( dat example ) 25272 LineageMonster.ol_mahum_champion_50_bi LineageMonsters.ol_mahum_champion_m00 25272- ID of monster / npc LineageMonster.ol_mahum_champion_50_bi - script of npc / mob LineageMonsters.ol_mahum_champion_m00 - package with model If you change LineageMonster.ol_mahum_champion_50bi to LineageMonster.ol_mahum_40sm then your monster / npc will have 0.4 size at original. You can use this for all another monsters / npc, but you need to know what script use animations name ( wait, atk, walk, run ) and your npc can use ( wait_1H and etc... ) => your npc will not have anims. Try. :) this is not true, just adding _xx_bi at the end WILL NOT WORK because the class IS NOT DEFINED ol_mahum_champion_50_bi is a separate script which has drawscale of 1.5 and is different from ol_mahum_champion by making it to ol_mahum_champion_60_bi will not make it 60% (1.6 drawscale) because there is no class named ol_mahum_champion_60_bi
NevesOma Posted April 27, 2018 Posted April 27, 2018 (edited) Friend, IT'S TRUE, because it's example from Lineage 2, I mean, what if him don't know how to edit in Unreal, him can check classes in npcgrp, and if him will see ( for example _50bi or 40sm ... etc classes from npcgrp.dat ) him can use this. I don't write what if him will make _10sm it will be for 0.1 size... I mean if he can't work in Unreal then him can check classes... my examples is from Lineage 2 and if him want monster at 0.4 size of original him can use this class LineageMonster.ol_mahum_40_sm and if him want what mob = 1.5 size him can use LineageMonster.ol_mahum_champion_50_bi, but need to check for animations. I don't write if him will make _10sm or _70bi then him mob will have 0.1 or 0.7 size. Read correct my post. ;) Edited April 27, 2018 by NevesOma
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