Results 1 to 10 of 10
  1. #1
    Lunati's Avatar
    Join Date
    Apr 2013
    Gender
    male
    Posts
    265
    Reputation
    66
    Thanks
    1,545
    My Mood
    Amused

    Post How to add Malphas to your private server

    Someone seriously messed up while doing malphas. He crashes the server when he's spawned, his behavior is a mess, he doesn't spawn minions, and for some reason his projectiles are handled by the client, so I decided to spend my time fixing him up, and writing this so you guys can do the same.

    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    You will need:
    Latest Version of Trapped's Server files
    - Not tested for any other server

    Visual Studio or Other Editing Software
    - Dont use something such as notepad ++

    RABCDAsm
    - Preferably some experience or common sense with it

    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    Let's get started

    First of all, we're gonna fix him crashing the server.

    Step 1: Open up db>data>dat27.xml(Data for the abyss monsters) in any text editor. Then do a quick ctrl+f for "Archdemon Malphas", or just scroll down until you find this:

    Code:
    	<Object type="0x090a" id="Archdemon Malphas">
    		<Group>Demons</Group>
    		<Enemy/>
    		<Class>Character</Class>
    		<Flying/>
    		<Quest/>
    		<God/>
    		<StasisImmune/>
    
    			
    		<AnimatedTexture><File>chars16x16dEncounters</File><Index>0</Index></AnimatedTexture>
    		<HitSound>monster/demons_hit</HitSound>
    		<DeathSound>monster/demons_death</DeathSound>
    
    			
    		<MaxHitPoints>75000</MaxHitPoints>
    		<Size>100</Size>
    		<Defense>20</Defense>
    		<XpMult>0.7</XpMult>
    
    		
    		<Projectile id="0">
    			<ObjectId>White Bullet</ObjectId>
    			<Speed>75</Speed>
    			<Damage>60</Damage>
    			<Size>60</Size>
    			<LifetimeMS>1500</LifetimeMS>
    			<ArmorPiercing/>
    			<MultiHit/>
    		</Projectile>				
    		<Projectile id="2">
    			<ObjectId>Silver Shield</ObjectId>
    			<Speed>42</Speed>
    			<Damage>65</Damage>
    			<Size>65</Size>
    			<LifetimeMS>3000</LifetimeMS>
    			<MultiHit/>
    			<ConditionEffect duration="4">Weak</ConditionEffect>
    		</Projectile>
    		<Projectile id="3">
    			<ObjectId>White Bullet</ObjectId>
    			<Speed>40</Speed>
    			<Damage>150</Damage>
    			<Size>150</Size>
    			<LifetimeMS>4000</LifetimeMS>
    			<MultiHit/>		
    		</Projectile>
    		<Projectile id="4">
    			<ObjectId>Silver Shield</ObjectId>
    			<Speed>60</Speed>
    			<Damage>110</Damage>
    			<Size>120</Size>
    			<LifetimeMS>3000</LifetimeMS>
    			<MultiHit/>
    			<ConditionEffect duration="4">Weak</ConditionEffect>
    		</Projectile>
    		
    			
    
    
    					
    		
    	</Object>
    Step 2: Replace that entire piece of code from top to bottom with this one:

    Code:
    <Object type="0x090a" id="Archdemon Malphas">
        <Group>Demons</Group>
        <Enemy/>
        <Class>Character</Class>
        <Flying/>
        <Quest/>
        <Level>1</Level>
        <God/>
        <StasisImmune/>
        <AnimatedTexture>
          <File>chars16x16dEncounters</File>
          <Index>0</Index>
        </AnimatedTexture>
        <HitSound>monster/demons_hit</HitSound>
        <DeathSound>monster/demons_death</DeathSound>
        <MaxHitPoints>10000</MaxHitPoints>
        <Size>100</Size>
        <Defense>20</Defense>
        <XpMult>0.7</XpMult>
        <Projectile id="0">
          <ObjectId>White Bullet</ObjectId>
          <Speed>75</Speed>
          <Damage>60</Damage>
          <Size>60</Size>
          <LifetimeMS>1500</LifetimeMS>
          <MultiHit/>
          <ArmorPiercing/>
        </Projectile>
        <Projectile id="1">
          <ObjectId>Silver Shield</ObjectId>
          <Speed>42</Speed>
          <Damage>65</Damage>
          <Size>65</Size>
          <LifetimeMS>3000</LifetimeMS>
          <MultiHit/>
          <ConditionEffect Duration="4">Weak</ConditionEffect>
        </Projectile>
        <Projectile id="2">
          <ObjectId>White Bullet</ObjectId>
          <Speed>40</Speed>
          <Damage>150</Damage>
          <Size>150</Size>
          <LifetimeMS>4000</LifetimeMS>
          <MultiHit/>
        </Projectile>
        <Projectile id="3">
          <ObjectId>Silver Shield</ObjectId>
          <Speed>60</Speed>
          <Damage>110</Damage>
          <Size>120</Size>
          <LifetimeMS>3000</LifetimeMS>
          <MultiHit/>
          <ConditionEffect Duration="4">Weak</ConditionEffect>
        </Projectile>
    </Object>
    Changing Malphas in the client.

    Not quite sure why, but Malphas' bullets are completely handled by the client, which causes some odd problems when trying to run his behaviors. So, we're gonna change the bullet data in the client.

    Step 1:
    Head over to RABCDAsm and create a new txt file in it's folder. Inside of it write this:
    Code:
    swfbinexport yourclientname.swf
    Step 2: File > Save As
    Save as all files, and name it binexport.bat

    Step 3: Double click it, and you should get a LOT of .bin files showing up.

    Step 4: Open up yourclientname-59.bin (you can use any text editor for this)

    Step 5: Scroll down to until you find the data you saw before in dat27.xml, and replace it with the same codes I gave you earlier.

    Step 6: Make a .bat file just like before, but this time make the text this:
    Code:
    swfbinreplace yourclientname.swf 59 yourclientname-59.bin
    We're done with that, but there's one more thing we need to do.

    The Behaviors

    Alright, we're almost here, now we just have to fix up those troublesome behaviors.

    Step 1: Open up Wserver>Logic>db>BehaviorDb.Abyss.cs

    Step 2: Replace the entire contents of the file with these codes:

    Code:
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using wServer.realm;
    using wServer.logic.attack;
    using wServer.logic.movement;
    using wServer.logic.loot;
    using wServer.logic.taunt;
    using wServer.logic.cond;
    
    namespace wServer.logic
    {
        partial class BehaviorDb
        {
            static _ Abyss = Behav()
                .Init(0x090a, Behaves("Archdemon Malphas",
                    new RunBehaviors(
                    SimpleWandering.Instance(1, .5f), //Basic movement
                    If.Instance(IsEntityPresent.Instance(12, null), //Once someone gets nearby, start behaviors
                     Once.Instance(new SetKey(-1, 1))
                    ),
    
    
    #region Shooting+Potectors
                
                IfEqual.Instance(-1, 1, 
                    new RunBehaviors(
                        Cooldown.Instance(2500, SpawnMinionImmediate.Instance(0x0909, 1, 1, 1)), //spawn Malphas Missile every 2.5 seconds
                        Cooldown.Instance(3000, SimpleAttack.Instance(12, 0)), //shoot White Armor Pierce bullet every 3 seconds
                        Cooldown.Instance(1000, If.Instance(EntityLesserThan.Instance(30, 4, 0x0908), //If there are less than 4 protectors circling, spawn 1 every second untill there are 4
                        SpawnMinionImmediate.Instance(0x0908, 1, 1, 1))),
    
                    new QueuedBehavior( //Invulnerable Behaviors
                            SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable), //Set effect Invulnerable
                            Cooldown.Instance(5000), //Wait 5 seconds
                            UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable), //Unset effect Invulnerable
                            Cooldown.Instance(5000)), //Wait 5 seconds and loop back to step 1
                            
                    
                    new QueuedBehavior(
                            CooldownExact.Instance(15000), //after 15 seconds, shrink and run stage 2
                            SetSize.Instance(90),
                            Cooldown.Instance(200),
                            SetSize.Instance(80),
                            Cooldown.Instance(200),
                            SetSize.Instance(70),
                            Cooldown.Instance(200),
                            SetSize.Instance(60),
                            Cooldown.Instance(200),
                            SetSize.Instance(50),
                            Cooldown.Instance(200),
                            SetSize.Instance(40),
                            new SetKey(-1, 2)
                                    )
                            
    
                        )),
            #endregion
    
    #region Small form
                        IfEqual.Instance(-1, 2,
                            new RunBehaviors(
                                UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable), //Unset Invulnerability
                                SimpleWandering.Instance(8, .5f), //Moving at a higher speed than normal
                                Cooldown.Instance(1000, If.Instance(EntityLesserThan.Instance(30, 4, 0x0908), //If there are less than 4 protectors circling, spawn 1 every second untill there are 4
                                SpawnMinionImmediate.Instance(0x0908, 1, 1, 1))), 
                                Cooldown.Instance(1000, RingAttack.Instance(6, 0, 0, 1)), //Shoot small silver shields every second
                                Cooldown.Instance(1000, PredictiveAttack.Instance(15, 8, 0)), //Shoot white Armor Piercing bullet every second
                            
                            new QueuedBehavior(
                                CooldownExact.Instance(10000), // After 10 second, grow and go to stage 3
                                SetSize.Instance(60),
                                Cooldown.Instance(200),
                                SetSize.Instance(80),
                                Cooldown.Instance(200),
                                SetSize.Instance(100),
                                Cooldown.Instance(200),
                                SetSize.Instance(120),
                                Cooldown.Instance(200),
                                SetSize.Instance(140),
                                Cooldown.Instance(200),
                                SetSize.Instance(160),
                                Cooldown.Instance(200),
                                SetSize.Instance(170),
                                new SetKey(-1, 3)
                                ))),
    #endregion
    
    #region Large Form
                            IfEqual.Instance(-1, 3,
                                new RunBehaviors(
                                    Cooldown.Instance(1000, If.Instance(EntityLesserThan.Instance(30, 4, 0x0908), //If there are less than 4 protectors circling, spawn 1 every second untill there are 4
                                    SpawnMinionImmediate.Instance(0x0908, 1, 1, 1))),
                                    Cooldown.Instance(1000, RingAttack.Instance(3, 0, 90 * (float)Math.PI / 180, 3)), //Shoot 3 Large Silver Shields in a circle every second
    
                                new QueuedBehavior( 
                                    SimpleAttack.Instance(12, 2), //Shoot large white bullet
                                    Cooldown.Instance(500), //Wait half a second
                                    SimpleAttack.Instance(12, 2), //Shoot another large white bullet
                                    Cooldown.Instance(1000)), //Wait 1 second and start from step one
    
                                new QueuedBehavior( //Invulnerable Behaviors
                                    SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable), //Set effect Invulnerable
                                    Cooldown.Instance(5000), //Wait 5 seconds
                                    UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable), //Unset effect Invulnerable
                                    Cooldown.Instance(5000) //Wait 5 seconds and loop back to step 1
    
                                ),
                                new QueuedBehavior( //After 10 seconds, shrink back to regular size and start stage 4
                                    CooldownExact.Instance(10000),
                                    SetSize.Instance(160),
                                    Cooldown.Instance(200),
                                    SetSize.Instance(150),
                                    Cooldown.Instance(200),
                                    SetSize.Instance(140),
                                    Cooldown.Instance(200),
                                    SetSize.Instance(130),
                                    Cooldown.Instance(200),
                                    SetSize.Instance(120),
                                    Cooldown.Instance(200),
                                    SetSize.Instance(110),
                                    Cooldown.Instance(200),
                                    SetSize.Instance(100),
                                    new SetKey(-1, 4)
                                    ))),
    #endregion                              
    
    #region Flamers
    
                                IfEqual.Instance(-1, 4,
                                    new QueuedBehavior(
                                        SpawnMinionImmediate.Instance(0x090b, 2, 6, 8), //Spawn 6-8 Flamers
                                        new SetKey(-1, 5), //Go to shooting behavior (causes problems if spawning is done in the same key)
                                        Cooldown.Instance(5000))), //Spacing so it doesn't loop back and spawn 8 more flamer a split second before it goes to next key
    
                                IfEqual.Instance(-1, 5,
                                    new RunBehaviors(
                                        Cooldown.Instance(1000, If.Instance(EntityLesserThan.Instance(30, 4, 0x0908), //If there are less than 4 protectors circling, spawn 1 every second untill there are 4
                                        SpawnMinionImmediate.Instance(0x0908, 1, 1, 1))),
                                        Cooldown.Instance(1000, SimpleAttack.Instance(12, 0)), //Shoot white Armor Piercing Bullet every second
                                    
                                    new QueuedBehavior( //Invulnerable Behaviors
                                        SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable), //Set effect Invulnerable
                                        Cooldown.Instance(5000), //Wait 5 seconds
                                        UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable), //Unset effect Invulnerable
                                        Cooldown.Instance(5000)), //Wait 5 seconds and loop back to step 1
      
                                    new QueuedBehavior(
                                        Cooldown.Instance(1000), //Every Second, check if there are any flamers. If not, go to Final Stage
                                        If.Instance(
                                        EntityLesserThan.Instance(30, 1, 0x090b),
                                        new SetKey(-1, 6))))),
     #endregion                            
    
    #region Flashing + Vulnerable
    
                                IfEqual.Instance(-1, 6,
                                    new RunBehaviors(
                                        UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable), //Unset Invulnerable Effect
                                        Flashing.Instance(500, 000000), //Flash Black
    
                                    new QueuedBehavior(
                                        CooldownExact.Instance(5000), //After 5 seconds, go back to first stage
                                        new SetKey(-1, 1)
                                        )))),
    #endregion
                    
                    loot: new LootBehavior(LootDef.Empty,
                             Tuple.Create(100, new LootDef(0, 5, 2, 8,
    
                                Tuple.Create(0.5, (ILoot)new StatPotionLoot(StatPotion.Vit)),
                                Tuple.Create(0.5, (ILoot)new StatPotionLoot(StatPotion.Def)),
    
                                Tuple.Create(0.05, (ILoot)new ItemLoot("Demon Blade")), //5% for Dblade loot
    
                                Tuple.Create(0.5, (ILoot)new TierLoot(4, ItemType.Ability)),
                                Tuple.Create(0.6, (ILoot)new TierLoot(3, ItemType.Ability)),
    
                                Tuple.Create(0.15, (ILoot)new TierLoot(10, ItemType.Armor)),
                                Tuple.Create(0.20, (ILoot)new TierLoot(9, ItemType.Armor)),
                                Tuple.Create(0.25, (ILoot)new TierLoot(8, ItemType.Armor)),
    
                                Tuple.Create(0.2, (ILoot)new TierLoot(10, ItemType.Weapon)),
                                Tuple.Create(0.3, (ILoot)new TierLoot(9, ItemType.Weapon)),
    
                                Tuple.Create(0.5, (ILoot)new TierLoot(4, ItemType.Ring)),
                                Tuple.Create(0.6, (ILoot)new TierLoot(3, ItemType.Ring))
                        )))
                ))
                .Init(0x0908, Behaves("Malphas Protector",
                    new RunBehaviors(
                        StrictCircling.Instance(10, 10, 0x090a),
                        Cooldown.Instance(2000, MultiAttack.Instance(100, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0))
                        )
                ))
                .Init(0x0909, Behaves("Malphas Missile",
                    new RunBehaviors(
                        Chasing.Instance(10, 11, 0, null),
                        CooldownExact.Instance(2000, new SetKey(-1, 1)),
                        HpLesser.Instance(1000, new SetKey(-1, 1)),    
      
                    IfEqual.Instance(-1, 1,
                    new RunBehaviors(
                            
                                Flashing.Instance(500, 0x01FAEBD7),
    
                                Cooldown.Instance(1000, RingAttack.Instance(6, 0, 0, projectileIndex: 0)),
                                Cooldown.Instance(1000, Despawn.Instance)
                        
                                ))
                                
                                )
                ))
                .Init(0x671, Behaves("Brute of the Abyss",
                    IfNot.Instance(
                        Chasing.Instance(16, 11, 1, null),
                        SimpleWandering.Instance(4)
                        ),
                        Cooldown.Instance(500, MultiAttack.Instance(100, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(LootDef.Empty,
                           Tuple.Create(100, new LootDef(0, 5, 0, 10,
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Obsidian Dagger")),
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Steel Helm")),
                                Tuple.Create(0.01, (ILoot)HpPotionLoot.Instance)
                                )))
                ))
                .Init(0x66d, Behaves("Imp of the Abyss",
                    new RunBehaviors(
                        SimpleWandering.Instance(12f),
                        Cooldown.Instance(1000, MultiAttack.Instance(100, 1 * (float)Math.PI / 20, 5, 0, projectileIndex: 0))
                    ),
                    loot: new LootBehavior(LootDef.Empty,
                           Tuple.Create(100, new LootDef(0, 5, 0, 10,
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Cloak of the Red Agent")),
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Felwasp Toxin")),
                                Tuple.Create(0.01, (ILoot)PotionLoot.Instance)
                                ))) 
                ))
                .Init(0x672, Behaves("Brute Warrior of the Abyss",
                    IfNot.Instance(
                        Chasing.Instance(16, 11, 1, null),
                        SimpleWandering.Instance(4)
                        ),
                        Cooldown.Instance(500, MultiAttack.Instance(100, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(LootDef.Empty,
                           Tuple.Create(100, new LootDef(0, 5, 0, 10,
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Glass Sword")),
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Ring of Greater Dexterity")),
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Magesteel Quiver")),
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Spirit Salve Tome"))
                                )))
                ))
                .Init(0x670, Behaves("Demon Mage of the Abyss",
                    IfNot.Instance(
                        Chasing.Instance(16, 11, 5, null),
                        SimpleWandering.Instance(4)
                        ),
                        Cooldown.Instance(1000, MultiAttack.Instance(100, 1 * (float)Math.PI / 20, 3, 0, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(LootDef.Empty,
                           Tuple.Create(100, new LootDef(0, 5, 0, 10,
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Fire Nova Spell")),
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Wand of Dark Magic")),
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Avenger Staff")),
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Robe of the Invoker")),
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Essence Tap Skull")),
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Demonhunter Trap"))
                                )))
                ))
                .Init(0x66f, Behaves("Demon Warrior of the Abyss",
                    IfNot.Instance(
                        Chasing.Instance(16, 11, 5, null),
                        SimpleWandering.Instance(4)
                        ),
                        Cooldown.Instance(1000, MultiAttack.Instance(100, 1 * (float)Math.PI / 20, 3, 0, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(LootDef.Empty,
                           Tuple.Create(100, new LootDef(0, 5, 0, 10,
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Fire Sword")),
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Steel Shield"))
                                )))
                ))
                .Init(0x66e, Behaves("Demon of the Abyss",
                    IfNot.Instance(
                        Chasing.Instance(16, 11, 5, null),
                        SimpleWandering.Instance(4)
                        ),
                        Cooldown.Instance(1000, PredictiveMultiAttack.Instance(100, 1 * (float)Math.PI / 25, 3, 0, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(LootDef.Empty,
                           Tuple.Create(100, new LootDef(0, 5, 0, 10,
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Fire Bow")),
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Mithril Armor"))
                                )))
                ))
                .Init(0x0e1d, Behaves("Abyss Idol",
                    new RunBehaviors(
                        Cooldown.Instance(750, PredictiveMultiAttack.Instance(25, 10 * (float)Math.PI / 180, 2, 1, projectileIndex: 0))
                    ),
    
    
                        loot: new LootBehavior(LootDef.Empty,
                           Tuple.Create(100, new LootDef(0, 5, 0, 10,
                                Tuple.Create(0.99, (ILoot)new ItemLoot("Potion of Defense")),
                                Tuple.Create(0.99, (ILoot)new ItemLoot("Potion of Vitality")),
                                Tuple.Create(0.15, (ILoot)new ItemLoot("Wine Cellar Incantation")),
                                Tuple.Create(0.5, (ILoot)new ItemLoot("Demon Blade"))
                                )))))
                    
                                
                        .Init(0x090b, Behaves("Malphas Flamer",
                        new QueuedBehavior(
                            Not.Instance(Chasing.Instance(7, 10, 2, null)),
                            Timed.Instance(4000, Not.Instance(new RunBehaviors(
                                Flashing.Instance(200, 0xffffff00),
                                GrowSize.Instance(20, 130),
                                Cooldown.Instance(200, SimpleAttack.Instance(10)),
                                HpLesser.Instance(200,
                                    new RunBehaviors(
                                        
                                        Despawn.Instance
                                    )
                                )
                            ))),
                            Not.Instance(ShrinkSize.Instance(20, 70)),
                            Not.Instance(HpLesser.Instance(200,
                                new RunBehaviors(
                                    
                                    Despawn.Instance
                                )
                            ))
                        )))            
                                
                                ;
        }
    }
    And that's it. Malphas should now be working perfectly on your server.
    It's my first real tutorial, so feel free to bash on me if something goes wrong, and I'll try to figure out what the problem is.
    Last edited by Lunati; 07-30-2013 at 02:46 AM.

  2. The Following 5 Users Say Thank You to Lunati For This Useful Post:

    abi97 (07-30-2013),BlackRayquaza (08-06-2013),CrazyJani (08-01-2013),sage232 (08-08-2013),Tachyonic (08-01-2013)

  3. #2
    abi97's Avatar
    Join Date
    Aug 2012
    Gender
    male
    Posts
    49
    Reputation
    10
    Thanks
    8
    My Mood
    Relaxed
    Sweet! Just what I needed for my Abyss :P

  4. #3
    CrazyJani's Avatar
    Join Date
    Jan 2013
    Gender
    male
    Posts
    2,475
    Reputation
    170
    Thanks
    15,666
    At least for me that bat file needs .exe after the swfbinexport or swfbinreplace, or else it won't work. If you can't get it to work try this.

  5. #4
    RaymondW's Avatar
    Join Date
    Oct 2012
    Gender
    male
    Location
    Michigan
    Posts
    132
    Reputation
    10
    Thanks
    470
    My Mood
    Cynical
    Thanks! Looks good, and also i looked around and i figured out (before the fixing) you only cat spawn him in nexus.

  6. #5
    Tachyonic's Avatar
    Join Date
    Jul 2013
    Gender
    male
    Posts
    158
    Reputation
    10
    Thanks
    68
    My Mood
    Angelic
    Nice. Thanks for helping

  7. #6
    rangewolf5's Avatar
    Join Date
    Jun 2013
    Gender
    male
    Posts
    31
    Reputation
    10
    Thanks
    3
    My Mood
    Bored
    You really dont need to do all of that.
    step one: go to dat27 in C# or SharpDevelop
    Step two: go down to Malphas
    Step Three: look to where you see <Quest/>
    Step Four: delete that line.
    Step Five: Open private server normally, then you get no problems spawning him anywhere. Much more simple....

  8. #7
    Lunati's Avatar
    Join Date
    Apr 2013
    Gender
    male
    Posts
    265
    Reputation
    66
    Thanks
    1,545
    My Mood
    Amused
    Quote Originally Posted by rangewolf5 View Post
    You really dont need to do all of that.
    step one: go to dat27 in C# or SharpDevelop
    Step two: go down to Malphas
    Step Three: look to where you see <Quest/>
    Step Four: delete that line.
    Step Five: Open private server normally, then you get no problems spawning him anywhere. Much more simple....
    Nope, the bullet ID's are still completely messed up. Just like his behaviors.

    Besides, you shouldn't delete the quest line cause you won't see his quest icon anymore, you should add the <Level> tag.
    Last edited by Lunati; 08-07-2013 at 11:11 AM.

  9. #8
    rangewolf5's Avatar
    Join Date
    Jun 2013
    Gender
    male
    Posts
    31
    Reputation
    10
    Thanks
    3
    My Mood
    Bored
    Quote Originally Posted by Lunati View Post
    Nope, the bullet ID's are still completely messed up. Just like his behaviors.

    Besides, you shouldn't delete the quest line cause you won't see his quest icon anymore, you should add the <Level> tag.
    what i really meant was that was just a quick fix for him to spawn in nexus and not crash the wserver.

  10. #9
    BlackRayquaza's Avatar
    Join Date
    Nov 2012
    Gender
    male
    Posts
    574
    Reputation
    10
    Thanks
    186
    My Mood
    In Love
    Quote Originally Posted by Lunati View Post
    Step 1: Head over to RABCDAsm and create a new txt file in it's folder. Inside of it write this:
    Code:
    swfbinexport yourclientname.swf
    Its instantly closes and it doesnt create anything

  11. #10
    Tachyonic's Avatar
    Join Date
    Jul 2013
    Gender
    male
    Posts
    158
    Reputation
    10
    Thanks
    68
    My Mood
    Angelic
    @BlackRayquaza Make sure the client is in the RABCdasm folder.
    I don't work for pservers anymore.

Similar Threads

  1. How to make and edit your private server [BASIC & NOOB FRIENDLY]
    By Trollaux in forum Realm of the Mad God Private Servers Tutorials/Source Code
    Replies: 24
    Last Post: 07-19-2016, 10:17 PM
  2. [Tutorial] [1.4] How to add color to your server motd! <---
    By [H]ade[S][] in forum Minecraft Tutorials
    Replies: 7
    Last Post: 12-23-2012, 02:49 PM
  3. [Release] How To Add Hotkeys To Your Programs/Hacks
    By **HACKER** in forum CrossFire Tutorials
    Replies: 1
    Last Post: 01-06-2011, 02:43 PM
  4. How to add CODMW2 to your Iphone
    By SimpleGuy in forum General
    Replies: 4
    Last Post: 01-17-2010, 02:27 AM
  5. how do i hack on a private server?
    By You_The_Haxr in forum MapleStory Hacks, Cheats & Trainers
    Replies: 1
    Last Post: 08-15-2009, 09:20 AM