Good, after so many attempts, I managed to OFF spawn a rb using an ITEM, this method is not very seen in the current servers, that's why I decided to share this with you, I hope you can give me the credits <3.
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First of all, the first thing we all know is that there are many items or skills that spawn objects or summons, like the necro skills or the dragon flute, we will also find others in the ai.obj or in the base programming that have certain functions to spawn or summon.% W7 }: C ], ?8 @3 j. p/ x$ I
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But we forget that there is one that especially spawns an NPC for a certain time, and this code is dedicated to that, we are talking about the Christmas NPC, although it is actually an ITEM that spawns the Christmas NPC.5 P- c: \& h' m7 ~8 D( y
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7 ]# q. _' H5 E' s9 k3 MID: 5560 ITEM NAME: Christmas Tree
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8 y v/ R0 l& f% v, XOnce we know this, to know what type of skill this item uses, we go to ItemData.txt (located in script and press Ctrl + f, we look for the ID 5560, automatically all the information of this item will appear:7 G) ]2 ]: r9 M- i+ x& n
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item_begin etcitem 5560 [x_mas_tree1] item_type=etcitem slot_bit_type={none} armor_type=none etcitem_type=potion recipe_id=0 blessed=0 weight=0 default_action=action_skill_reduce consume_type=consume_type_stackable initial_count=1 maximum_count=20 soulshot_count=0 spiritshot_count=0 reduced_soulshot={} reduced_spiritshot={} reduced_mp_consume={} immediate_effect=1 price=0 default_price=1 item_skill=[s_summon_x_mas_tree_a] critical_attack_skill=[none] attack_skill=[none] magic_skill=[none] item_skill_enchanted_four=[none] material_type=paper crystal_type=none crystal_count=0 is_trade=1 is_drop=1 is_destruct=1 physical_damage=0 random_damage=0 weapon_type=none can_penetrate=0 critical=0 hit_modify=0 avoid_modify=0 dual_fhit_rate=0 shield_defense=0 shield_defense_rate=0 attack_range=0 damage_range={} attack_speed=0 reuse_delay=0 mp_consume=0 magical_damage=0 durability=0 damaged=0 physical_defense=0 magical_defense=0 mp_bonus=0 category={} enchanted=0 html=[item_default.htm] equip_pet={0} magic_weapon=0 enchant_enable=0 can_equip_sex=-1 can_equip_race={} can_equip_change_class=-1 can_equip_class={} can_equip_agit=-1 can_equip_castle=-1 can_equip_castle_num={} can_equip_clan_leader=-1 can_equip_clan_level=-1 can_equip_hero=-1 can_equip_nobless=-1 can_equip_chaotic=-1 item_end" ~% x+ k+ N- p# ^0 U* f
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S, b8 i: a M; U/ tOnce we verify which skill is being used (marked in yellow above), we copy the name, in this case it is "item_skill=[s_summon_x_mas_tree_a]" -> "item_skill=[s_summon_x_mas_tree_a]". -> "s_summon_x_mas_tree_a", we make the same search process, but in this case we go to the file called "SkilData.txt", we open it and pressing Ctrl + F, we look for s_summon_x_mas_tree_a.
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/ E7 B2 q# @" x3 HThis information will appear, it is important to clarify that this info is the creation of the skill and its effect;
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5 @$ ~# t9 P0 k; H4 j! Eskill_begin skill_name=[s_summon_x_mas_tree_a] /* [쁼뀘 킸났 삌큘] */ skill_id=2137 level=1 operate_type=A1 magic_level=1 effect={{i_summon_npc;[x_mas_tree_a];1}} is_magic=0 mp_consume2=0 cast_range=-1 effective_range=-1 skill_hit_time=0 skill_cool_time=0 skill_hit_cancel_time=0 reuse_delay=0 attribute=attr_none effect_point=0 target_type=self affect_scope=single affect_limit={0;0} next_action=none ride_state={@ride_none} skill_end- [: L9 t: L6 U' C0 i: Y; z
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Once found, you will see that there is a part that says "effect", this would be what kind of call this skill makes, in this case, it is calling to spawn an NPC (you can check the id of the skills you want and look for them in this file, and you will see the effects), "effect={{i_summon_npc;[x_mas_tree_a];1}}".
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effect= -> refers to the effect you are going to produce. u+ L$ F0 u7 w2 G. S- g) f: i( u
{{i_summon_npc; -> refers to spawning an npc.4 \) x, I8 g8 |4 I+ i
[x_mas_tree_a];1 -> refers to the NPC id in square brackets and the ;1 refers to the amount.
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once verified this, now we have the base to spawn a mob, we will proceed to do the basics, create an item with filedit (itemname, skillgrp, skillname, etc), in this case I leave you the skillgrp/itemname/skillname: o, L" D8 @% }6 s
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skillgrp: 2138 1 0 0 -1 0 0.000000 0 icon.skill0000 0 0 0 0 -1 -11 \2 Y9 V4 L' \6 Z
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skillname: 2138 1 Summon Special Boss none none none
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Itemname: 2138 Raid Boss - Random Bomb Double-click to summon the Raid Boss. Beware: In case you move the raidboss into a peace zone, it will get despawned without warning! -1 0 0 0
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% O4 ]5 K" r5 |etcgrp: 2 2138 0 3 5 6 0 dropitems.drop_jewel_box_m00 dropitemstex.drop_jewel_box_t00 Raidboss.Bomb 0 1 18 0 0 1 1 ItemSound.itemdrop_jewelbox 2 0 0
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' a* Y5 ~: S, J* p$ `+ w- Change the IDs, because they are ID ramdoms. -2 Y, d" E5 o% c8 q) Y( }2 M7 I8 h
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Once this is done, we proceed to DATAPACK, where we will have to create the skill from 0 to work correctly, in my case, I replaced the id of the npc of the tree and it works correctly with that item. But in this case, what you should do, is to clone the skilldata of the tree and the itemdata, that is to say:
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& |7 q) t3 v6 q. A8 C. e$ Cskill_begin skill_name=[s_Name_SKILL] /* [ꃠꀉ 킸났 삌큘] */ [skill_id=ID_SKILL level=1 operate_type=A1 magic_level=1 effect={{i_summon_npc;[x_mas_tree_b];1}} is_magic=0 mp_consume2=0 cast_range=-1 effective_range=-1 skill_hit_time=0 skill_cool_time=0 skill_hit_cancel_time=0 reuse_delay=0 attribute=attr_none effect_point=0 target_type=self affect_scope=single affect_limit={0;0} next_action=none ride_state={@ride_none} skill_end" n' g2 i: x7 L1 \8 s
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ITEMDATA:
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[code]item_begin etcitem (5560 ID ITEM) [name_item] item_type=etcitem slot_bit_type={none} armor_type=none etcitem_type=potion recipe_id=0 blessed=0 weight=0 default_action=action_skill_reduce consume_type=consume_type_stackable initial_count=1 maximum_count=20 soulshot_count=0 spiritshot_count=0 reduced_soulshot={} reduced_spiritshot={} reduced_mp_consume={} immediate_effect=1 price=0 default_price=1 item_skill=[s_name_SKILL] critical_attack_skill=[none] attack_skill=[none] magic_skill=[none] item_skill_enchanted_four=[none] material_type=paper crystal_type=none crystal_count=0 is_trade=1 is_drop=1 is_destruct=1 physical_damage=0 random_damage=0 weapon_type=none can_penetrate=0 critical=0 hit_modify=0 avoid_modify=0 dual_fhit_rate=0 shield_defense=0 shield_defense_rate=0 attack_range=0 damage_range={} attack_speed=0 reuse_delay=0 mp_consume=0 magical_damage=0 durability=0 damaged=0 physical_defense=0 magical_defense=0 mp_bonus=0 category={} enchanted=0 html=[item_default.htm] equip_pet={0} magic_weapon=0 enchant_enable=0 can_equip_sex=-1 can_equip_race={} can_equip_change_class=-1 can_equip_class={} can_equip_agit=-1 can_equip_castle=-1 can_equip_castle_num={} can_equip_clan_leader=-1 can_equip_clan_level=-1 can_equip_hero=-1 can_equip_nobless=-1 can_equip_chaotic=-1 item_end
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$ m6 d( }6 @3 C6 wSKILLPCH Y SKILLPCH2:1 |( l* [1 N' w L9 \* j1 X
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) ?) S: L3 n5 X, i( c+ q9 f5 jYou should copy the code of skilldata and put it in the "L2OFF GM PANEL", where you have it installed, you have a txt that is also called "skilldata.txt", there paste the code and save, after this, open the "L2OFF GM PANEL", touching the option of "PCH Editor" and that will open the generator, in which you click "skilldata".
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