khenma 1 Posted November 28, 2013 help me understand about mobs.... this should be color blue poring. under jobname .lua [jobtbl.JT_4_SHOAL] = "4_SHOAL", [jobtbl.JT_1] = "No.1_Poring"} mob avail.txt // customs2381,10066,0 npcidentity.lub JT_4_SHOAL = 10065, JT_1 = 10066} Mob_db2.txt //customs2381,1,poring,No.1 Poring,15,534,0,50,33,1,67,79,0,10,1,8,7,0,15,0,10,12,1,1,29,0x3885,400,2612,912,288,0,0,0,0,0,0,0,957,9000,724,5,938,1000,958,50,727,70,0,0,0,0,0,0,0,0,4038,1 Quote Share this post Link to post Share on other sites
0 khenma 1 Posted November 28, 2013 Solved by creating folder -->>> datasprite¸ó½ºÅÍ and putting the sprite there... Quote Share this post Link to post Share on other sites
0 Mhalicot 392 Posted November 28, 2013 I think you did not follow this instruction carefully.. http://herc.ws/wiki/Custom_Mobs and you miss this note on mob_avail.txt If you've got a sprite and you're happy with it, then you can skip this part. Quote Share this post Link to post Share on other sites
0 khenma 1 Posted November 28, 2013 I think you did not follow this instruction carefully.. http://herc.ws/wiki/Custom_Mobs and you miss this note on mob_avail.txt If you've got a sprite and you're happy with it, then you can skip this part. i really dont get it... huhu... sorry.. im still analysing Quote Share this post Link to post Share on other sites
0 khenma 1 Posted November 28, 2013 now it turns to Vadon when deleting the entry in mob_avail.txt Quote Share this post Link to post Share on other sites
help me understand about mobs....
this should be color blue poring.
under jobname .lua
mob avail.txt
npcidentity.lub
Mob_db2.txt
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