by PurpleYouko on Fri Mar 27, 2015 3:03 pm
To add a monster you need to edit
LIST_NPC.STB for monster ID and stats
LIST_NPC_S.STL for monster name and description
LIST_NPC.CHR
PART_NPC.ZSC tells the game which meshes, surfaces, animations etc. to use
CHR and ZSC both found in root directory of 3ddata/NPC
Make sure that the entries for each of the previous files exist AT THE SAME LINE.
example. If you add a Wishbean from wish online and you decide it will be monster number 157 (random number off top of my head) you will add it's stats on row 157 in the STB. You will give it an STL lookup value of "npc0157" then make an entry with id npc0157 in the STL.
You will then make entries into the CHR and ZSC making both at ID = 157
you will also need to add the actual files for the new monster
*.DDS These are the Direct Draw Surface files (skins) some monsters have multiple
*.ZMS These are the mesh files used to build the 3d shape. Often many of them used in one NPC
*.ZMD These are the bones of the model. used for bending the mesh during animation sequences. Again there are usually more than one of these. Typically one ZMD for each ZMS but sometimes less.
previous files all found in 3ddata/NPC + subdirectories
*.ZMO (found in 3ddata/motion)These are the animations. Usually at least 6 for each monster.
You will also need to add some sort of AIP file to control your new monster's actions. And you will need to also add this AIP file to the active AIP roster which is loaded in from FILE_AIP.STB
The best way to do all this is to find a client that contains the monster that you want to add then copy the DDS, ZMS, ZMD and ZMO file into your own client's VFS. Keep all the file locations the same within the VFS architecture.
Now compare your STB, ZSC and CHR to ones from the donor and copy the specific entries across into your own client. Remember that the index (row) number must always match from STB to ZSC and CHR.
Finally make sure that your LIST_NPC.STB entry has a value in the AI col;umn that points to the correct row number in your FILE_AI.STB so that your new monster will behave correctly and not just stand there doing nothing.
Tools that you will need include
STB editor
STL editor
ZSC editor
CHR editor
VFS editor/extractor
All are available here in our tools list
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