L2JMobius

Grand Crusade Creating new NPCs

Hamakusa · 5 · 3587

Offline Hamakusa

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Hello!

I've just began a project with the free release of Grand Crusade. One of the very first things I wanted to do was to be able to add new NPCs to the server... so far I've been unable to see them in-game even though they seem to be configured serverside(and clientside)... Maybe I'm missing something! If so I'd love any help!

Here's what I've done so far:
  • Created the NPC on a new file on data/stats/npcs > 90000-90099.xml
  • Added a code for id=90000 on both npcname and npcgrp files on system folder

Some pictures and the code at the bottom!
https://i.imgur.com/IO915XX.jpg
https://i.imgur.com/dy7VLmt.jpg


Code: [Select]
npc_begin id=90000 name=[Senyu] nick=[] nickcolor=9CE8A9FF npc_end
npc_begin npc_id=24464 class_name=[LineageNpc3.illusion_sebion] mesh_name=[LineageNPCs3.illusion_sebion_m00] texture_name={[LineageMonstersTex6.illusion_sebion.illusion_sebion_t00];[LineageMonstersTex6.illusion_sebion.illusion_sebion_t01]} texture_name_second={} property_list={4416;14} npc_speed=1.0 attack_sound1={} defense_sound1={[MonSound.Hit_normal_3];[MonSound.Hit_Wet_1];[MonSound.Hit_Bone_2];[MonSound.Hit_normal_12]} damage_sound={[ChrSound.MNpc_Fighter_Dmg_1];[ChrSound.MNpc_Fighter_Dmg_2];[ChrSound.MNpc_Fighter_Dmg_3]} deco_effect={} quest={} attack_effect=[LineageEffect.p_u002_a] sound_vol=30 sound_radius=250 sound_random=30 social=1 hpshowable=0 dialog_sound={[Npcdialog2.human_M_young_kind_greeting_21];[Npcdialog2.human_M_young_kind_greeting_08];[Npcdialog2.human_M_young_kind_greeting_03]} Silhouette=0 summon_sort=0 summon_max_count=0 summon_grade=0 drawscale=-1.0 use_zoomincam=0.0 npc_icon_name=[None] sound_priority=0 ground_high=120 ground_low=50 collision_radius=11.0 collision_radius_2=11.0 collision_height=23.0 collision_height_2=23.0 slot_lhand=0 slot_rhand=0 slot_chest=0 org_hp=4234.06312688557 org_mp=1846.8 npc_type=-1 npc_end


Offline gamelike85

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  • "I fix it for a cookie!"
Example:

   <npc id="934482" displayId="34482" level="120" type="Teleporter" name="Lionel Hunter" title="Eva's Knight" usingServerSideName="true" usingServerSideTitle="true">
      <race>ETC</race>
      <sex>FEMALE</sex>
      <equipment rhand="48512" />
      <stats str="88" int="79" dex="55" wit="78" con="82" men="78">
         <vitals hp="8446" hpRegen="10.5" mp="2355" mpRegen="3.6" />
         <speed>
            <walk ground="36" />
            <run ground="160" />
         </speed>
         <attack physical="1950.2231755595" magical="1331.5869440987" critical="4" attackSpeed="253" range="40" />
         <defence physical="405.85106382979" magical="297.0297029703" />
         <attribute>
            <defence fire="150" water="150" wind="150" earth="150" holy="150" dark="150" default="150" />
         </attribute>
      </stats>
      <status attackable="false" />
      <collision>
         <radius normal="12" />
         <height normal="22.5" />
      </collision>
   </npc>

IF it is custom, you need add --> displayId="34482" and the id of the mob as you want it to look.


Remember to respect these values, they are necessary for you to see the npc well.

      <collision>
         <radius normal="12" />
         <height normal="22.5" />
      </collision>



Offline Hamakusa

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https://i.imgur.com/T6M9zyX.jpg

Adding Display ID helped it load the effects around the model(the light beam) and collision when I run into it, but the NPC itself is still invisible and untargetable  :'(


Offline gamelike85

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and if it has two Npc in 1, one has the effect of light, and the other is the npc as such, one is the target the other is not.


Offline Hamakusa

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Perhaps Sebion is already using another NPC's code for the base model, I'll take a look into this possibility! Reporting in a bit! Thanks!