Fake Players

Carlos

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I'm playing RagnarokOffline given by anacondaq here Ragnarok Offline Newbie Pack 2022 | Make your RO server in less then 5 minutes - Client-Side Releases - Hercules Board. I've made some simple changes on items and mobs to get a more fun playthrough, but i'm really missing a sense of population in the game. To deal with this I really wanted to create a friendly mob that looks like another player.

Tried to follow the steps on this Custom Mobs - Hercules Wiki, but the guide is based on mob_avail.txt. I have included some mercenaries to act like a friendly mobs using their base ID's and SpriteName's on mob_db.conf, but i really wanna be capable to do this with mobs that have player's sprites.

Beside that, on the guide i never really understand what and how i have to change the Client side.

Can someone give me a guide for this or more instructions?

 
If you are looking to make monsters look like players, but still be a monster (like mob_avail used to do), use "ViewData" field in mob_db.conf. This field was created to replace mob_avail.txt and is equivalent to it, but better for reading/setting up

 
Last edited by a moderator:
If you are looking to make monsters look like players, but still be a monster (like mob_avail used to do), use "ViewData" field in mob_db.conf. This field was created to replace mob_avail.txt and is equivalent to it, but better for reading/setting up
What ID and Sprite Name should i use in this case? Like, for mercenaries i have wroted like that (using the base ID and SpriteName for each base mercenarie in the game):

{
    Id: 6024
    SpriteName: "MER_ARCHER08"
    Name: "Hiyori"
    Lv: 50
    Hp: 2500
    Sp: 1
    Exp: 0
    JExp: 0
    AttackRange: 9
    Attack: [312, 554]
    Def: 25
    Mdef: 25
    Stats: {
        Str: 0
        Agi: 130
        Vit: 60
        Int: 0
        Dex: 160
        Luk: 75
    }
    ViewRange: 11
    ChaseRange: 13
    Size: "Size_Medium"
    Race: "RC_DemiHuman"
    Element: ("Ele_Neutral", 1)
    Mode: { 
        CanMove: true
        Assist: true
        Aggressive: true
        CastSensorIdle: true
        CanAttack: true
        CastSensorChase: true
        ChangeChase: true
        ChangeTargetMelee: true
        ChangeTargetChase: true
    }
    MoveSpeed: 160 
    AttackDelay: 476 
    AttackMotion: 648 
    DamageMotion: 432 
    Drops: {
       
    }
}

Then after the Drops i have to use the ViewData part right?

After that i just set a spawn for the mercenaries on the maps that i want like:

pay_dun00,112,24,0,0    monster    Mina    6017,1,0,0,0{,0,1}

The point is, i don't know what ID and SpriteName i have to use on the case of mobs using the ViewData part, and if it's necessary another step on Client Side.

 
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Yes, SpriteId is the sprite you are copying from.

SpriteName is the sprite/unique name for this monster you are creating now.

ViewData / SpriteId is the sprite you are copying the image from.

So if you want your mercenary to look like a Knight (Id = 7), SpriteId = 7 should work ( from https://github.com/HerculesWS/Hercules/blob/stable/db/constants.conf#L83 )

It has been ages since I last used that... but I don't think you need to touch client

 
I've made it. Thanks for the help. Just updating to be registered here on forum:

{

ID: 20000 (I've put a value beyond 20000 to subsequent fake players created)

SpriteName: "TEST" (name for the monster i'm creating now)

.

.

.

ViewData: {
        SpriteId: 0 (ID of the job that i want for this fake player)

.

.

.

}

 
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