Go to the last line to add a new ID, which we must verify that it does not exist.
Copy an existing row to have a base structure for the monster to be added.
For this example we will add:
ID: 3785Name: Ancient Vasabhum
Now we open the Clientres.xml
file.
Here we are going to see the following sheets:
In the MonText
sheet, we are on the last line to add the texture resource. The extension of the texture file is DDS
.
For this example we will add:
ID: 13399File: MON_Ancient_Vasabhum.dds
In the MonAni
sheet, we are on the last line to add the animation resource. The extension of the animation file is TAB
.
For this example we will add:
ID: 53417File: MON_Ancient_Vasabhum_STD.tab
ID: 53418File: MON_Ancient_Vasabhum_IDL.tab
ID: 53419File: MON_Ancient_Vasabhum_WLK.tab
ID: 53420File: MON_Ancient_Vasabhum_RUN.tab
ID: 53421File: MON_Ancient_Vasabhum_ATK1.tab
ID: 53422File: MON_Ancient_Vasabhum_ATK2.tab
ID: 53423File: MON_Ancient_Vasabhum_HIT.tab
ID: 53424File: MON_Ancient_Vasabhum_DIE.tab
In the MonTMD
sheet, we are on the last line to add the models resource. The extension of the model file is TMB
or TMX
.
For this example we will add:
ID: 12294File: MON_Ancient_Vasabhum.tmb
In the Monster
sheet, we are on the last line to add all references resource of the model.
We copy a row of some similar monster, that is, it is made of land or air depending on the case. And we started to introduce the reference values to assemble the new monster.
For this example we will add:
It is worth mentioning that the added attributes are relative to the model, some models have more parts and others less.
The files configured in the XML must be added in the following directories:
resource/object/Monster/MonsterTex2.hpk : MON_Ancient_Vasabhum.dds
resource/object/Monster/Ani : MON_Ancient_Vasabhum_STD.tab, MON_Ancient_Vasabhum_IDL.tab, MON_Ancient_Vasabhum_WLK.tab, MON_Ancient_Vasabhum_RUN.tab, MON_Ancient_Vasabhum_ATK1.tab, MON_Ancient_Vasabhum_ATK2.tab, MON_Ancient_Vasabhum_HIT.tab, MON_Ancient_Vasabhum_DIE.tab
resource/object/Monster/Mesh : MON_Ancient_Vasabhum.tmb
First the hpk file must be unpacked, in the case of textures, the HPK2Files
tool is used for this. Choose the option HPK2 => Files
.
Now, for the client to interpret the added files, the resources must be added to the MonsterTex2.csv
file.
Add a line at the end with the resources. This file can be opened with notepad or another text editor.
MON_Ancient_Vasabhum.dds,42064,16013715
Now we repackage it with the tool HPK2Files
Files => hpk
.
Go to the package folder and extract (copy) the generated MonsterTex2.hpk
file, to replace it in a previous path.
To test the changes made. We open the compilation tool for XML XML2TXL
. We do the conversion: Convert S_Param, Convert_CParam, ClientRes
.
We paste the files Clientres.txl
and TantraParam.tpa
in the Client's system folder
. We rename the file TantraParam_tpa.tpa
by TantraParam.tpa
and replace it on the server, in the corresponding zone folder.
Within the game we introduce the command to summon the new monster.
/summon2 3785
source: content_development/items_management/add/monsters.md