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  1. [Mod] Displaying a list of items dropped from monsters (resources) The mod adds a form to the game with a list of items that drop from the selected monster with a certain chance (see screenshot above). The monster is selected as follows: Right mouse button click on the monster -> "List of items" context menu item. Additionally, the mod allows you to display a list of items when you move the mouse cursor over a monster, or when you hold down the SHIFT key on the keyboard (this behavior can be disabled in the game settings) : Some features of the mod: 1) Each item is displayed in the form of an icon, a name of the item and a drop chance in percent ; 2) The list is sorted in descending order of the drop chance percentage; 3) Items are highlighted in color depending on the drop chance: green - high drop chance, red - low drop chance. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.mobdrop; Version: 1.1; Author: @V3ct0r. Special thanks to @Graf for providing GUI scripts and textures for the "List of items" form; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5. Installation 1) Place the mod DLL file "pkodev.mod.mobdrop.13x_<ID>.dll" for your version of Game.exe and settings file "pkodev.mod.mobdrop.cfg" into "mods\pkodev.mod.mobdrop" directory of the game client; 2) In the settings file "pkodev.mod.mobdrop.cfg" write the server drop rates: 1.0 3) Add GUI scripts from the "Add to system.clu.txt" file to the "Client\scripts\lua\forms\system.clu" file; 4) Add GUI scripts from the "Add to player.clu.txt" file to the "Client\scripts\lua\forms\player.clu" file; 5) By default, displaying a list of items next to monsters when hovering over them with the mouse cursor is disabled. If necessary, enable this behavior in the game settings: Change log Download 1) Actual mod binaries (.dll) and the settings file (.cfg); 2) The source code of the mod for Visual Studio 2022 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  2. Добрый вечер, дорогие товарищи. Довольно тяжело мне давался поиск этой программы, хотя искал по поиску и листал неоднократно.. Решил написать свою. Вид программы: Русский вариант: Английский вариант: LINK P.S. Для использования нужен Net Framework 4.7.2. v1.1 Добавил комментарий по ID. v1.2 Добавил комментарий по CharacterInfo. Для использования, положите рядом Ваш CharacterInfo.txt. v1.3 Добавил мультиязычность; v1.4 Добавил копирование информации с TextBox, дистанцию между монстрами. Исправил пару багов, из-за которых ломалась программа. v1.5 1. Добавлена проверка на пустые поля; 2. Добавлена проверка на координаты(x1 должен быть меньше, чем x2 и y1 должен быть меньше y2); 3. Исправлен один баг, благодаря одному из администраторов серверов; 4. Убран чекбокс на Комментарий; 5. Изменен цвет фона.
  3. [Mod] Fixing instant respawn of killed monsters after GameServer restart This mod for the "PKODev.NET mod loader" system fixes the problem of instant respawn of killed monsters after restarting the server. Imagine a situation: you have a boss monster on your server, for example "Black Dragon", the respawn time of which is 168 hours (a week). Your players kill it and, according to the rules of the game, next time they can kill it in a week. Then you decide to restart the server (update, maintenance, etc), but the game server is designed in such a way that all the monsters written in the scripts appear immediately after it starts. As a result, the respawn of the "Black Dragon" will occur much earlier than in 168 hours. This situation can hit the server economy or give an advantage to some players and guilds. This is the second version of this mod - 1.1. In version 1.0, there was a critical bug related to the fact that one binary file for several instances of GameServer.exe was used to store information about killed monsters. For example, GameServer "A" writes a list of killed monsters to a file, then GameServer "B" writes a different list of killed monsters to the same file. As a result, the list of killed GameServer "A" monsters is lost due to the overwriting of the data file. In the new version of the mod, all data about killed monsters are stored in separate files for each map of the game world. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.mobspawn; Version: 1.1; Author: V3ct0r; Type: for server (GameServer.exe); Supported executable .exe files: GAMESERVER_136 and GAMESERVER_138. Installation 1) In the "mods" directory of your GameServer, create a "pkodev.mod.mobspawn" folder; 2) Place into it the mod DLL file "pkodev.mod.mobspawn.server.13<x>.dll" for your version of GameServer.exe; 3) Place into it the "pkodev.mod.mobspawn.cfg" configuration file; 4) In the mod directory "pkodev.mod.mobspawn" create an empty "data" folder; 5) Write to the configuration file "pkodev.mod.mobspawn.cfg" the IDs of the monsters you want to control the respawn. Each ID is written on a new line. Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  4. [Mod] Change the size of the monsters This mod allows you to edit the scale of the characters (see screenshot above). Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.mobsize; Version: 1.0; Authors: @VItal13, V3ct0r; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4 and GAME_13X_5. Installation 1) In the "mods" directory of your client, create a "pkodev.mod.mobsize" folder; 2) Place into it the mod DLL file "pkodev.mod.mobsize.client.13x_<ID>.dll" for your version of Game.exe; 3) Place into it the mod settings file "pkodev.mod.mobsize.cfg" and write in the file a list of characters scales* in the following format: <Monster ID>{<Scale X>;<Scale Y>;<Scale Z>} Example, for "Forest Spirit" ID 103: 103{2.5;2.5;2.5} * Each new monster is written on a new line. Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
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