jTynne - Jun 17, 2013 17:38
Latest client-side files require monster IDs in the 3k+ range, tried to implement a few of the newer monsters and can't spawn them even with database data implemented when in the 3000 range. :3
malufett - Jun 18, 2013 11:25
did you try increasing[code=auto:0]
// Change this to increase the table size in your mob_db to accomodate a larger mob database.
// Be sure to note that IDs 4001 to 4048 are reserved for advanced/baby/expanded classes.
// Notice that the last 1000 entries are used for player clones, so always set this to desired value +1000
#define MAX_MOB_DB 4000
[/code]
:meow:
Ind - Jun 19, 2013 12:49
Couldn't spawn because of this:[code=auto:0]
ARR_FIND( MOB_CLONE_START, MOB_CLONE_END, class_, mob_db_data[class_] == NULL );
if(class_ >= MOB_CLONE_END)
return 0;
[/code][code=auto:0]
// These define the range of available IDs for clones. [Valaris]
#define MOB_CLONE_START (MAX_MOB_DB-999)
#define MOB_CLONE_END MAX_MOB_DB
[/code]
jTynne - Jun 19, 2013 14:41
I did @ malufett, and that fixes it, however, Gravity now uses clear into 3111+ for mob IDs. Even though Hercules/other emulators do not yet have the data in for those monsters, it may need to be increased soon! :D