L2JMobius
Free Users => Work in Progress => Topic started by: CostyKiller on May 25, 2021, 11:25:03 PM
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I have started to implement Krofin Nest Instance some days ago, here is the current progress:
DONE:
- Added monster spawn groups in xml.
- Added instance java script.
- Added admin instance teleport locations.
- Added teleports to next zone when entering tunnels after door is open.
- Added doors to door data and updated in instance xml.
- Added benusta shining box reward if initial members are same at instance end.
TODO:
- Find water door effect.
- Find water swirls npc or effects.
FULL PATCH HERE (https://pastebin.com/LLcbMC0z)
NOTE:
Now it can be tested properly by normal player.
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Krofin nest should be somewhere at 124200 154872 -3667
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I've found some coords but didn't find the boss area yet.
// Edit:
Updated to correct coords, thanks to NasSeka
Here is a patch with teleports to those zones added to admin teleports:
Index: dist/game/data/html/admin/teleports/instance/krofin.htm
===================================================================
--- dist/game/data/html/admin/teleports/instance/krofin.htm (nonexistent)
+++ dist/game/data/html/admin/teleports/instance/krofin.htm (working copy)
@@ -0,0 +1,17 @@
+ <html><title>Admin Teleports</title>
+<body>
+<center>
+<table width=260>
+<tr><td width=40><button value="Main" action="bypass -h admin_admin" width=40 height=21 back="L2UI_CT1.Button_DF_Down" fore="L2UI_CT1.Button_DF"></td>
+<td width=180><center>Krofin Nest</center></td>
+<td width=40><button value="Back" action="bypass -h admin_html teleports/instance.htm" width=40 height=21 back="L2UI_CT1.Button_DF_Down" fore="L2UI_CT1.Button_DF"></td>
+</tr></table>
+<br><font color="LEVEL">Monster Rooms</font><br1>
+<button action="bypass -h admin_move_to 124029 154731 -3663" value="First Room" width=210 height=21 back="L2UI_CT1.Button_DF_Down" fore="L2UI_CT1.Button_DF"><br1>
+<button action="bypass -h admin_move_to 150780 242301 -7121" value="Second Room" width=210 height=21 back="L2UI_CT1.Button_DF_Down" fore="L2UI_CT1.Button_DF"><br1>
+<button action="bypass -h admin_move_to 151072 250180 -7095" value="Third Room" width=210 height=21 back="L2UI_CT1.Button_DF_Down" fore="L2UI_CT1.Button_DF"><br1>
+<button action="bypass -h admin_move_to 150777 242111 -7095" value="Fourth Room" width=210 height=21 back="L2UI_CT1.Button_DF_Down" fore="L2UI_CT1.Button_DF"><br1>
+<br><font color="LEVEL">Boss Room</font><br1>
+<button action="bypass -h admin_move_to 142488 240888 -6235" value="Boss Room" width=210 height=21 back="L2UI_CT1.Button_DF_Down" fore="L2UI_CT1.Button_DF"><br1>
+</center>
+</body></html>
\ No newline at end of file
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Can you move this topic to WIP on free section?
NasSeka` is helping me on this and I think is the right way to move this on free section. :)
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Updated first post with last version, still need those damn doors.
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At what //geomap are they?
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24_25 is the geomap.
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Updated first post with last version, still need those damn doors.
<door id="24250002" name="nornil_cave_S.nornil_mover">
<nodes nodeZ="-7112">
<node x="151130" y="248735" />
<node x="151135" y="248730" />
<node x="151120" y="248725" />
<node x="151115" y="248720" />
</nodes>
<location x="151127" y="248738" z="-7112" />
<stats basePDef="644" baseMDef="518" baseHpMax="169710" />
<status showHp="false" />
<openStatus default="close" />
</door>
<door id="24250004" name="nornil_cave_S.nornil_mover">
<nodes nodeZ="-7112">
<node x="151125" y="248735" />
<node x="151120" y="248730" />
<node x="151135" y="248740" />
<node x="151140" y="248745" />
</nodes>
<location x="151131" y="248738" z="-7112" />
<stats basePDef="644" baseMDef="518" baseHpMax="169710" />
<status showHp="false" />
<openStatus default="close" />
</door>
<door id="24250006" name="nornil_cave_S.nornil_mover">
<nodes nodeZ="-7112">
<node x="150810" y="240610" />
<node x="150815" y="240615" />
<node x="150805" y="240605" />
<node x="150800" y="240600" />
</nodes>
<location x="150806" y="240610" z="-7112" />
<stats basePDef="644" baseMDef="518" baseHpMax="169710" />
<status showHp="false" />
<openStatus default="close" />
</door>
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Great, they seem to work, now how about that water effect?
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door_begin [Rachiq_Habitat_S.rachiq_Door01] type = normal_type object_id = 24250002 open_method = by_skill pos={151131;248728;-7189} range={{151333;248716;-7192};{151334;248741;-7192};{150927;248740;-7193};{150927;248714;-7193}} hp= physical_defence= magical_defence= level= close_time= door_end
door_begin [Rachiq_Habitat_S.rachiq_Door01] type = normal_type object_id = 24250004 open_method = by_skill pos={142171;248872;-7189} range={{142375;248859;-7192};{142374;248886;-7192};{141967;248885;-7193};{141965;248857;-7193}} hp= physical_defence= magical_defence= level= close_time= door_end
door_begin [Rachiq_Habitat_S.rachiq_Door01] type = normal_type object_id = 24250006 open_method = by_skill pos={150811;240600;-7189} range={{151015;240587;-7192};{151014;240614;-7192};{150607;240613;-7193};{150605;240585;-7193}} hp= physical_defence= magical_defence= level= close_time= door_end
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door_begin [Rachiq_Habitat_S.rachiq_Door01] type = normal_type object_id = 24250002 open_method = by_skill pos={151131;248728;-7189} range={{151333;248716;-7192};{151334;248741;-7192};{150927;248740;-7193};{150927;248714;-7193}} hp= physical_defence= magical_defence= level= close_time= door_end
door_begin [Rachiq_Habitat_S.rachiq_Door01] type = normal_type object_id = 24250004 open_method = by_skill pos={142171;248872;-7189} range={{142375;248859;-7192};{142374;248886;-7192};{141967;248885;-7193};{141965;248857;-7193}} hp= physical_defence= magical_defence= level= close_time= door_end
door_begin [Rachiq_Habitat_S.rachiq_Door01] type = normal_type object_id = 24250006 open_method = by_skill pos={150811;240600;-7189} range={{151015;240587;-7192};{151014;240614;-7192};{150607;240613;-7193};{150605;240585;-7193}} hp= physical_defence= magical_defence= level= close_time= door_end
Good! Thanks! Door works like a charm. Is there a chance to share how you got that info? Maybe this way we can find emmiter effects etc
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DoorEx.exe should be shared on some forum.
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First post patch updated with doors, now it can be tested properly.
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the last boss appears twice. After the first kill, the boss appears again. and you get the award twice.
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It needs a check there at final form spawn, I will update soon.
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the last boss appears twice. After the first kill, the boss appears again. and you get the award twice.
Updated first post patch with spawn check.
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the last boss appears twice. After the first kill, the boss appears again. and you get the award twice.
Updated first post patch with spawn check.
now the last boss form does not appear at all
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Updated again, it should be fine now.
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Updated again, it should be fine now.
now everything works fine, it remains to add effects and skills for the monsters.
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First, thank you for your great work. Much appreciated.
Queen Krosha skills (partially)
<skill id="32628" level="1" /> <!-- Queen Krosha Swing Slasher -->
<skill id="32629" level="3" /> <!-- Queen Krosha Stamp -->
<skill id="32630" level="2" /> <!-- Queen Krosha Howling -->
<skill id="32631" level="2" /> <!-- Queen Krosha Fatal Stamp -->
<skill id="32632" level="2" /> <!-- Queen Krosha Brilliance -->
<skill id="32633" level="2" /> <!-- Queen Krosha Rage -->
<skill id="32634" level="3" /> <!-- Queen Krosha Electric Beam -->
<skill id="32653" level="1" /> <!-- Queen Krosha Stun -->
<skill id="32654" level="1" /> <!-- Queen Krosha Disappear -->
<skill id="32656" level="1" /> <!-- Queen Krosha Water Protection -->
Ref:
--
CHRONOS SERVER - NEW KROFIN 110
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But not every stage use every skill.
(https://i.ibb.co/G3DW9WM/krofin.png)
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Event Triggers for cave doors is:
// Trigers
private static final int FIRST_CAVE_CLOSE = 23227500;
private static final int FIRST_CAVE_OPEN = 23227502;
private static final int SECOND_CAVE_CLOSE = 24257710;
private static final int SECOND_CAVE_OPEN = 24257712;
private static final int THIRD_CAVE_CLOSE = 24257720;
private static final int THIRD_CAVE_OPEN = 24257722;
private static final int FOURTH_CAVE_CLOSE = 24257730;
private static final int FOURTH_CAVE_OPEN = 24257732;
-----------------------------------------------------------------------------------------------
private static final int WATERFALL = 24257780; // it's waterfall effect in Krofin Boss room. don't know what it's for, but it's beautiful
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Hi, do you use those event triggers? I tried adding them into instance script and only the first one is working fine.
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Hi, do you use those event triggers? I tried adding them into instance script and only the first one is working fine.
I tested all triggers from the GM panel. everything worked correctly
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Maybe it does not display because when teleport in second area chang geomap 23_22 --> 24_25
addCreatureSeeId(KROPION_110);
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@Override
public String onCreatureSee(Npc npc, Creature creature)
{
final Instance world = npc.getInstanceWorld();
if (creature.isPlayer())
{
world.broadcastPacket(new OnEventTrigger(SECOND_CAVE_CLOSE, true));
}
return super.onCreatureSee(npc, creature);
}
all work fine
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I added some timers, and now is working.