L2JMobius

Classic Interlude All Interlude Spawns ported from Original Interlude

kittyskin · 15 · 8665

Offline kittyskin

  • Vassal
  • *
    • Posts: 9
Here there are all spawns for the following areas (ported straight from Interlude spawnlist datatable).
Forge of the Gods XML contains both the added spawns along with Interlude_25_14.xml moved ones.

Added so far the missing spawns for:

Seven Signs:

Catacomb of Dark Omens
Catacomb Of The Forbidden Path
Catacomb Of The Witch
Necropolis Of Martyrdom
Necropolis Of The Disciples
Necropolis Of The Saints

Rune:

Pagan Temple

Goddard:

Forge of the Gods

Various:

Missing Raid Boss Spawns


https://www.mediafire.com/file/gzax2zump0uzmpa/Added_Spawns.zip/file

Going to keep checking for other areas that lack interlude retail NPC population.


Original post for context purpose:
Hello guys. This is a VERY large spawnlist with every single interlude spawn ported to Classic Interlude.

Some NPCs need to be added to the datapack, once I came up with them as a finished diff file Im going to upload them too.

For now, I just upload the full spawnlist, in order for it to work you need to remove every other spawn for monsters and non custom NPCs except night and day spawns.

Since the patch its stupidly large to be uploaded as text, here its a mediafire link :)

https://www.mediafire.com/file/uetaxqa569kedc9/InterludeClassic.xml/file


Online Mobius

  • Distinguished King
  • *****
    • Posts: 17919
If you remove all pre-existing monster spawns many quests will not work.
They have different monsters requirements that cannot be found on non Classic servers.

I would start with spawning catacombs and add monsters for them.
What has been done so far:
-Catacomb of Dark Omens
-Catacomb of the Apostate
-Catacomb of the Branded
-Catacomb of the Forbidden Path
-Catacomb of the Heretic
-Catacomb of the Witch
-Necropolis of Devotion
-Necropolis of Martyrdom
-Necropolis of Sacrifice
-Necropolis of the Disciples
-Necropolis of the Patriots
-Necropolis of the Patriots
-Necropolis of the Saints
-Necropolis of Worship


Offline kittyskin

  • Vassal
  • *
    • Posts: 9
Added so far the missing spawns for:

Seven Signs:

Catacomb of Dark Omens
Catacomb Of The Forbidden Path
Catacomb Of The Witch
Necropolis Of Martyrdom
Necropolis Of The Disciples
Necropolis Of The Saints

Rune:

Pagan Temple

Goddard:

Forge of the Gods

Various:

Missing Raid Boss Spawns


Offline kittyskin

  • Vassal
  • *
    • Posts: 9
If you remove all pre-existing monster spawns many quests will not work.
They have different monsters requirements that cannot be found on non Classic servers.

I would start with spawning catacombs and add monsters for them.
What has been done so far:
-Catacomb of Dark Omens
-Catacomb of the Apostate
-Catacomb of the Branded
-Catacomb of the Forbidden Path
-Catacomb of the Heretic
-Catacomb of the Witch
-Necropolis of Devotion
-Necropolis of Martyrdom
-Necropolis of Sacrifice
-Necropolis of the Disciples
-Necropolis of the Patriots
-Necropolis of the Patriots
-Necropolis of the Saints
-Necropolis of Worship

If you dont mind, im going to make an added comment here for every spawn group added saying what I have added on this last change, so the thread its updated, clean and easy to follow :)


Offline Yarpi

  • Vassal
  • *
    • Posts: 8
Thanks a lot. Just right for me, since my friend and I are engaged in the transfer of the catacombs / necropolis and rifts to the classic interlude. At the moment, rifts, catacombs / necropolises and seven signs have already been moved and are working. Also added to the patch are missing quests and mobs for rifts and catacombs. At the moment we are occupied with settling and correcting the spawn of monsters in the catacombs / necrop.


Offline kittyskin

  • Vassal
  • *
    • Posts: 9
Something I noticed is that dark omens are off, im not sure if the spawns are off on the source I used (mobius interlude) or if the catacomb has been changed, since some mobs are well... Not where they should.

If you dont mind, please share the work you are doing so we can fully fix this, the project looks great, just need that extra bit of love.


Online Mobius

  • Distinguished King
  • *****
    • Posts: 17919

Offline kittyskin

  • Vassal
  • *
    • Posts: 9
Oh, nice! Glad then :) So far everything has been fantastic, I noticed that dark omens its physically different so original spawns wont fit, guess that it need custom made ones (im on that RN), will share once its done :)


Offline kittyskin

  • Vassal
  • *
    • Posts: 9
Archaic Laboratory diff file.
https://www.mediafire.com/file/vgcovqb7pniwnkq/Archaic_Laboratory.diff/file
Fixes drops for golems, add the missing ones and correct the spawns to spawn all golem variants.

DO NOT USE the spawn part if you are not going to add the new npcs to the system, since they will be invisible.


Online Mobius

  • Distinguished King
  • *****
    • Posts: 17919
If you can, add the client additions needed, if any, in txt format.


Offline kittyskin

  • Vassal
  • *
    • Posts: 9
Code: [Select]
NpcName_Classic-eu.dat

npc_begin id=22802 name=[Cruel Pincer Golem] nick=[] nickcolor=9CE8A9FF npc_end
npc_begin id=22803 name=[Cruel Pincer Golem] nick=[] nickcolor=9CE8A9FF npc_end
npc_begin id=22805 name=[Horrifying Jackhammer Golem] nick=[] nickcolor=9CE8A9FF npc_end
npc_begin id=22806 name=[Horrifying Jackhammer Golem] nick=[] nickcolor=9CE8A9FF npc_end
npc_begin id=22808 name=[Scout-type Golem No. 2] nick=[] nickcolor=9CE8A9FF npc_end

Npcgrp_Classic.dat

npc_begin npc_id=22802 class_name=[LineageMonster3.golem_cannon_catapult_a_e] mesh_name=[LineageMonsters3.golem_cannon_catapult_m00] texture_name={[LineageMonstersTex3.golem_cannon_catapult_a_t00];[LineageMonstersTex3.golem_cannon_catapult_a_t01]} texture_name_second={} property_list={4416;2;5465;1} npc_speed=1.0 attack_sound1={[ItemSound.hammer_1];[ItemSound.spear_4];[ItemSound.sword_big_5]} defense_sound1={[ItemSound.shield_steel_2];[ItemSound.armor_metal_strong_8];[ItemSound.shield_leather_1];[ItemSound.shield_steel_8]} damage_sound={[MonSound2.m_golem_creak_1];[MonSound2.m_golem_creak_3];[MonSound2.m_golem_metal_creak_1]} deco_effect={} quest={} attack_effect=[LineageEffect.p_u002_a] sound_vol=50 sound_radius=250 sound_random=30 social=0 hpshowable=1 dialog_sound={} 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=160 ground_low=130 collision_radius=23.5 collision_radius_2=23.5 collision_height=34.7 collision_height_2=34.7 slot_rhand=0 slot_lhand=0 slot_chest=0 org_hp=473705.0 org_mp=19524.0 npc_type=monster_normal npc_end
npc_begin npc_id=22803 class_name=[LineageMonster3.golem_cannon_catapult_a_e] mesh_name=[LineageMonsters3.golem_cannon_catapult_m00] texture_name={[LineageMonstersTex3.golem_cannon_catapult_a_t00];[LineageMonstersTex3.golem_cannon_catapult_a_t01]} texture_name_second={} property_list={4416;2;5465;1} npc_speed=1.0 attack_sound1={[ItemSound.hammer_1];[ItemSound.spear_4];[ItemSound.sword_big_5]} defense_sound1={[ItemSound.shield_steel_2];[ItemSound.armor_metal_strong_8];[ItemSound.shield_leather_1];[ItemSound.shield_steel_8]} damage_sound={[MonSound2.m_golem_creak_1];[MonSound2.m_golem_creak_3];[MonSound2.m_golem_metal_creak_1]} deco_effect={} quest={} attack_effect=[LineageEffect.p_u002_a] sound_vol=50 sound_radius=250 sound_random=30 social=0 hpshowable=1 dialog_sound={} 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=160 ground_low=130 collision_radius=23.5 collision_radius_2=23.5 collision_height=34.7 collision_height_2=34.7 slot_rhand=0 slot_lhand=0 slot_chest=0 org_hp=473705.0 org_mp=19524.0 npc_type=monster_normal npc_end
npc_begin npc_id=22805 class_name=[LineageMonster3.golem_prop_e] mesh_name=[LineageMonsters3.golem_prop_m00] texture_name={[LineageMonstersTex3.golem_carrier_t00];[LineageMonstersTex3.golem_carrier_t01];[LineageMonstersTex3.golem_carrier_t02]} texture_name_second={} property_list={4416;2;5465;1} npc_speed=1.0 attack_sound1={} defense_sound1={[ItemSound.shield_bone_1];[ItemSound.shield_wood_3];[ItemSound.shield_steel_1];[ItemSound.shield_wood_4]} damage_sound={[MonSound2.m_golem_creak_1];[MonSound2.m_golem_creak_3];[MonSound2.m_golem_metal_creak_1]} deco_effect={{[LineageEffect.z_golem_deco];1.5}} quest={} attack_effect=[LineageEffect.p_u002_a] sound_vol=50 sound_radius=250 sound_random=30 social=0 hpshowable=1 dialog_sound={} 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=190 ground_low=72 collision_radius=23.0 collision_radius_2=23.0 collision_height=32.8 collision_height_2=32.8 slot_rhand=0 slot_lhand=0 slot_chest=0 org_hp=387576.0 org_mp=19524.0 npc_type=monster_normal npc_end
npc_begin npc_id=22806 class_name=[LineageMonster3.golem_prop_e] mesh_name=[LineageMonsters3.golem_prop_m00] texture_name={[LineageMonstersTex3.golem_carrier_t00];[LineageMonstersTex3.golem_carrier_t01];[LineageMonstersTex3.golem_carrier_t02]} texture_name_second={} property_list={4416;2;5465;1} npc_speed=1.0 attack_sound1={} defense_sound1={[ItemSound.shield_bone_1];[ItemSound.shield_wood_3];[ItemSound.shield_steel_1];[ItemSound.shield_wood_4]} damage_sound={[MonSound2.m_golem_creak_1];[MonSound2.m_golem_creak_3];[MonSound2.m_golem_metal_creak_1]} deco_effect={{[LineageEffect.z_golem_deco];1.5}} quest={} attack_effect=[LineageEffect.p_u002_a] sound_vol=50 sound_radius=250 sound_random=30 social=0 hpshowable=1 dialog_sound={} 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=190 ground_low=72 collision_radius=23.0 collision_radius_2=23.0 collision_height=32.8 collision_height_2=32.8 slot_rhand=0 slot_lhand=0 slot_chest=0 org_hp=387576.0 org_mp=19524.0 npc_type=monster_normal npc_end
npc_begin npc_id=22808 class_name=[LineageMonster3.golem_carrier_70p] mesh_name=[LineageMonsters3.golem_carrier_m00] texture_name={[LineageMonstersTex3.golem_carrier_t00];[LineageMonstersTex3.golem_carrier_t01];[LineageMonstersTex3.golem_carrier_t02]} texture_name_second={} property_list={4416;2;5465;1} npc_speed=1.0 attack_sound1={} defense_sound1={[ItemSound.shield_bone_1];[ItemSound.shield_wood_3];[ItemSound.shield_steel_1];[ItemSound.shield_wood_4]} damage_sound={[MonSound2.m_golem_creak_1];[MonSound2.m_golem_creak_3];[MonSound2.m_golem_metal_creak_1]} deco_effect={} quest={} attack_effect=[LineageEffect.p_u002_a] sound_vol=50 sound_radius=250 sound_random=30 social=0 hpshowable=1 dialog_sound={} 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=190 ground_low=72 collision_radius=20.0 collision_radius_2=20.0 collision_height=23.0 collision_height_2=23.0 slot_rhand=0 slot_lhand=0 slot_chest=0 org_hp=430641.0 org_mp=19524.0 npc_type=monster_normal npc_end
Another option is to use another npc appearence since they are visually identic with each other, seems like the most simple solution for me


Online Mobius

  • Distinguished King
  • *****
    • Posts: 17919
For the current catacombs we used interlude ids and added the missing NPC XML and client data.


Offline kittyskin

  • Vassal
  • *
    • Posts: 9
Are those catacomb spawns already implemented on the premium version?


Online Mobius

  • Distinguished King
  • *****
    • Posts: 17919
What has been done so far:
-Catacomb of Dark Omens
-Catacomb of the Apostate
-Catacomb of the Branded
-Catacomb of the Forbidden Path
-Catacomb of the Heretic
-Catacomb of the Witch
-Necropolis of Devotion
-Necropolis of Martyrdom
-Necropolis of Sacrifice
-Necropolis of the Disciples
-Necropolis of the Patriots
-Necropolis of the Patriots
-Necropolis of the Saints
-Necropolis of Worship