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How to do custom Mob Drop

Discussion on How to do custom Mob Drop within the Atlantica Online forum part of the MMORPGs category.

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Old 12/01/2021, 14:00   #31
 
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Quote:
Originally Posted by Triacman View Post
Yes, you all right, here I will complete the information for you.



In this image we will try to interpret each sector of the block of 198h bits of the drop of a monster.
04B836B4 <- offset = E603h (Note: in assamble in the dump the data is read backwards, therefore E603h = 03E6h) then in decimal 3E6h = 998 then if we look for 998 in the CharKindInfo.ndt file on the line that contains 998 of CharKindCode we will find the CharKindName with the following Char identifier: (KIND_MINERF3) then if we look for MINERF3 in the file CharAttackInfo.ndt we will find the NameTextNum as 932 and this number we look for in the file TextMgr_CharInfo_XXX.ntx which will tell us the name of the Monster, in this case is Lead Miner.
04B836B8 <- offset = 1 (No Info).
04B836BC <- offset = 1 (No Info).
04B836C0 <- offset = 9908h (899h = 2201d) = ItemUnique (Weak Dynamite)
04B836C4 <- offset = E803h (3E8h = 1000 (10%) Drop Rate
04B836C8 <- offset = 1 = (Item Drop Max)
04B836CC <- offset = 1 = (Item Drop Min)
Then this is repeated in 7 lines, this being the maximum amount of Items that the Server can support for the Drop of the Monsters, what is at 0 is because there are no more items added to be dropped.
Then continue with the Quest Item drops.
04B83730 <- offset = E23Bh (3BE2h = 15330) = Quest Unique
04B83734 <- offset = 19h (25d) = User MaxNum. It is the maximum number of quest items that will be dropped.
04B83738 <- offset = 955Bh (5B95h = 23445d) = ItemUnique from Quest, you can find it in Item / Data / ItemTypeQuest.ndt
04B8373C <- offset = A00Fh (FA0h = 4000d) = Drop Rate.
04B83740 <- offset = 03 = Item Count. It is the maximum amount that the Quest item can drop at the same time.
04B83744 <- offset = 1 = Item Count. It is the minimum quantity that the Quest item can drop at the same time.
This is repeated like the previous one for 7 times, since it is the maximum of Quest Items that can be configured.
04B837D8 <- offset = 1Dh = 29d = GroupUnique from Monster Group which can be displayed by clicking the Show GroupInfo button within the game.
04B837DC <- offset = 19h = 25d = Group Rate.
The same as the previous ones, the maximum is 7 groups that can be added.
04B83810 <- offset = FF FF FF FF In this case there is no data since nothing was added but it belongs to Equip Item Type.
04B83814 <- offset = 0 the same, nothing was added since it belongs to the same chain and is the second data that points to Item Name.
04B83818 <- offset = 5 = Item Rank. It is the range of the Item from +0 to +10, it has by default a 5 since the client and the server interpret from +1 with a 5, do not ask me why but it is something of the crazy Koreans, if for example I had a number less than 5 the item would either be negative or give an error. Well here they are not 7 times, it is repeated 5 times only since it supports a maximum of 5 Items, that's all, I hope you have understood.

PD: If we subtract the end of the block that is in the offset -> 04B8384C minus the offset of the beginning of the block that is -> 04B836B4 will give us 198h which is the total of bits that the block occupies.
This is much much better, and easier to understand Thanks guys.

But from my perspective each blocks' contents are all in 32-bit signed integer instead of 4-bits (a nibble), since each number took 4-bytes space and there is a value of FFFFFFFFh or -1 (which usually used as a mark for "uninitialized" state if an initialized value started from 0)

Btw, why did a monster's drop configuration have an "Equip Item Type" in the first place? is this ever been used? any example of it's use case?
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Old 12/01/2021, 14:28   #32
 
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The equipment of the monsters is provided, but in practice I have not seen this. Apparently this was done as an experiment to strengthen the monsters and something went wrong. Developers are so unpredictable, they do one thing, introduce another, and the imperfections remain unused.

It is also possible that the monsters wanted to dress up i.e. use equipment themed for some event.
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Old 12/02/2021, 04:29   #33
 
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Quote:
Originally Posted by x123x123x View Post
In terms of rank, I can only assume that this is an ancient inherited mechanism for breaking an item. At rank 4, the properties of an item should have lost 20% of their base values. But apparently this mechanism has never been implemented. Item durability has been added instead. This made it possible to break items without losing quality.
No, the truth is that it is not an obsolete system, in fact Valofe is exactly the same, the only difference is that instead of supporting 7 Items to be dropped, a total of 14h (20d) Items can be added, that's why instead If it has a multiplier of 198h, it has it in 268h, at a rate of 14h-7 = D and each Item occupies 10h, therefore D * 10 = D0, then 198h + D0h = 268h. This tells us that it is not obsolete since currently Valofe uses it, what I would like to clarify is that this is a simple file that only stores certain information necessary for the drop of Items, however the Item Equip issue has two very good functions, One of them is for example if you put where it says Inventory10 and add a Roll in that position, the monster will randomly put that roll to attack you with it, or if you put one to defend itself, it will also do it, you can see that looking for example at the Forest Fairy Spirit called Evil Spirit that gets rolls when it attacks you, CharItemInfo all it does is insert its data where it is truly necessary, the client first reads the file and once loaded, begins to insert the data in the sector where each monster is as it corresponds, and in that sector are also the rest of the data such as the durability of Items, and the durability is obtained when the client makes the request to the Server Atlantica and this in turn passes it to the AtlanticaDBManager which queries the Database, specifically to the Table tbl_SolItem Column CurDurability, then the AtlanticaDBManager returns the query to the Atlantica Server and this in turn sends it to the Client the which inserts this data in the corresponding area of ​​said Character. For example, for my Server I needed to update my CharItemInfo to the Valofe level since my Server supports all Valofe mobs, so it was very problematic for me to put Item by Item to each monster and it was also problematic to update the client to support 268h since to do that, I would also have to have updated the area of ​​the characters or CharKind and that if it was tedious to do so, then what occurred to me was to create a Client capable of reading CharItemInfo that supports 268h and that when I save or write it, it will do so with 198, in this way I saved myself from having to put item by item and now all my monsters drop valofe items on me without having to drop items one by one.
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Old 12/09/2021, 23:03   #34
 
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Quote:
Originally Posted by x123x123x View Post
You can also do this:

Description of the GM command. (file: GMCommandInfo.ndt, TextMgr_GameMaster_ENG.ntx)
GM only, GM lv4 (master value = 107, 110, 120).
Export monster drop item info., monster spawn location info., and NPC spawn location info. to a text file.
/outputnpcinfo
Creates .txt file in Game installation folder
(File Name : Monster DropItemInfo, Monster SponLocationInfo, NPC SponLocationInfo)
-------------------------------------------
GM grade (master level):
//100 GAMEMASTER_Lv0
//101 GAMEMASTER_Lv1
//103 GAMEMASTER_Lv2
//105 GAMEMASTER_Lv3
//107 GAMEMASTER_Lv4
//110 DEVELOPER_LEVEL
//120 SUPERDEVELOPER_LEVEL

---------------------------
Or. Use the /mi all command. This command will get information about all monsters. Further in the book of information, see what item falls from whom and with what chance.
-----------------------------------------
The Monster DropItemInfo.txt text file will be in the following format:
(sorry, russian language)
May I ask anyone to export that file with all drops? And put it somewhere accessibly here.
English names, from any version of server. Newer would be more useful but anything would be great.
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Old 12/27/2021, 22:54   #35
 
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Maybe someone will come in handy:
Drag the CharItemInfo.dat.dat file onto the program or copy it to the same place as the program.
Press Enter and wait for the work to finish.
The program will create a file CharItemInfo.txt in the same place where it is.

Reads CharItemInfo.dat. Parses it into blocks. Inside the blocks, it reads the content and writes more understandable information to a text file. This is a sketch (I'm not a programmer), the source C# is inside the archive. Who is not too lazy to complete according to their needs.


I checked it on the latest version of the Steam client. For version 3.xx.xx the program will not work, these versions have smaller block sizes.

File:
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