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Reversing Spellborn
Polymo   25-09-2014, 03:15 PM
Do you have an idea why these:

<pre class="_prettyXprint">
ID: 42398, Text: QuestNPCs_TechGP.RandomNPCs.NPC_Character0
ID: 42654, Text: QuestNPCs_TechGP.quest.SpookyBob
ID: 68054, Text: CIV_NPCs_ParliamentGP.Military.Guard_Abiditan
ID: 68078, Text: CIV_NPCs_ParliamentGP.Military.Guard_Nahsel
ID: 68114, Text: CIV_NPCs_ParliamentGP.Labourer.Hexip
ID: 71901, Text: QuestNPCs_ParliamentGP.Target.Ousted_Agent
ID: 74589, Text: QuestNPCs_TechGP.quest.Bassebas
ID: 75132, Text: QuestNPCs_ParliamentGP.Target.Shertiat_Sydia_224
ID: 75142, Text: QuestNPCs_ParliamentGP.Target.Lady_Meleta_348
ID: 75610, Text: QuestNPCs_MountOfHeroesGP.Target.Durimeria_041
ID: 76397, Text: QuestNPCs_TechGP.AllTypes.NPC_Human_Female_Athletic
ID: 76427, Text: WildlifeClassesGP.Hyena.Grey_hyena_10_15_S
ID: 76563, Text: QuestNPCs_TechGP.AllTypes.NPC_Dodo_Small</pre>
work, but these not:

<pre class="_prettyXprint">
ID: 54926, Text: QuestNPCs_ParliamentGP.Target.LhayKevellin
ID: 55401, Text: QuestNPCs_QuarterstoneGP.Nenavia
ID: 63326, Text: QuestNPCs_QuarterstoneGP.Usbader
ID: 63825, Text: QuestNPCs_RingfellGP.Target.NPC_Boss0
ID: 63946, Text: QuestNPCs_ParliamentGP.Hodder
ID: 64846, Text: QuestNPCs_RingfellGP.Target.NPC_Boss1
ID: 64946, Text: QuestNPCs_QuarterstoneGP.Raiza_the_Merchant
ID: 68190, Text: CIV_NPCs_ParliamentGP.Peasant.Romael
ID: 68540, Text: CIV_NPCs_ParliamentGP.Labourer.Ondoro
ID: 68790, Text: QuestNPCs_MountOfHeroesGP.Target.NPC_Boss2
ID: 69956, Text: QuestNPCs_ParliamentGP.Vorge_Pahton
ID: 70334, Text: QuestNPCs_ParliamentGP.Jathal_Boraxx
ID: 70338, Text: QuestNPCs_ParliamentGP.Kestel
ID: 70380, Text: QuestNPCs_ParliamentGP.Coz_Gelori
ID: 70663, Text: QuestNPCs_QuarterstoneGP.Beast_Master
ID: 70846, Text: QuestNPCs_ParliamentGP.Wildlife.boar
ID: 71018, Text: QuestNPCs_ParliamentGP.Kyrianida_Iva
ID: 72062, Text: QuestNPCs_RingfellGP.Target.Assernang</pre>
maybe it's my lack of understanding for the engine, but i dont understand this.

 

Is there something that each list has in common?

This post was last modified: 25-09-2014, 03:16 PM by Polymo.
acid-burn   25-09-2014, 03:35 PM
Hi Polymo,

 

Just a few questions:

 

1: What are you  trying to achieve?

2: Could it be that the NPCs are located in a different map?

3: Seen that version 0.9.0.0, they could it be that they are unfinished NPC's that were not fully implemented?


[Image: banner10.jpg]
Polymo   25-09-2014, 03:46 PM
I'm playing around the the NPC_ADD. Some Npc's appear, others crash with pure virtual call error, so i think 3 could be the reason

acid-burn   25-09-2014, 05:49 PM
Also there are some that are time triggered (exBig Grinaphne Bunskoek) and some that are quest triggered (spawned through the chat with another npc).


[Image: banner10.jpg]
Polymo   25-09-2014, 05:51 PM
though they would still have to be spawned by the server somehow.

Polymo   25-09-2014, 08:44 PM
this is strange:

there is this field, i found that gets fed into the Resource loading, so i put an npc id in it the selected is what comes out:

[url=]'>[Image: I2a0Mzr.jpg][/url]

 

But then i found another, and when i put in the same number it sometimes crashes, sometimes does nothing, but most of the time a wholly different NPc comes out (with both ids, the second wins):

[url=]'>[Image: wAcvbQx.jpg][/url]

that even has a name and clothes.

As there seem to be no fields for equipment, i guess this is the way to get npcs by using some kind of "template". But i can absolutely see no pattern there.

The strangest thing even is that for both npcs (event the one -with- the name) i get theses errors:

 

<4> [2014-09-25 19:23:28, SB/Core] Warning: NPC_CharacterPawn PT_Hawksmouth.NPC_CharacterPawn (Function SBGame.Game_NPCPawn.cl_GetPrimaryDisplayName:0015) Accessed None 'NPCType'

<4> [2014-09-25 19:23:28, SB/Core] Warning: NPC_CharacterPawn PT_Hawksmouth.NPC_CharacterPawn (Function SBGame.Game_NPCPawn.cl_GetSecondaryDisplayName:0015) Accessed None 'NPCType'

 

how can there be no npctype when there are even two in one, or am i misreading this?

 

Edit: i forgot to mention: this may not be the best example of an npc for the first one as that can also have armor depending on the id, the only real visible difference is the first one has no name (if using the same id, which does sometimes just crash the game).

This post was last modified: 25-09-2014, 08:57 PM by Polymo.
Polymo   26-09-2014, 09:44 AM
i think i have an idea. It has something to do with shiftableappearance. And from what i could find on the internet, you could shift into another form + and that is the thing ->be that forms faction too, is that correct?

JW-NL   26-09-2014, 09:52 AM
Hey Polymo,

 

As normal player there is indeed a shapeshifter class, depending on the level it could change into some other shapes like a plant, ousted, wolf and vhuul (Bird like shape).

 

I don't remember the NPC's having a shapeshifter function as well, they were just visible and present on the locations or doing their walk through the map.

As far Acid and I saw this walking info is available in the map files.

 

Greetings Jan-Willem.



acid-burn   26-09-2014, 11:31 AM
Just a little reminder:

The shapeshifter plant in palace district, the haystack in aldenvault, the and everyone in Desolate in the quest where you turn into a vhuul to get into a cave.


[Image: banner10.jpg]
Polymo   26-09-2014, 01:23 PM
Do you have an idea what could explain those 2 fields? (the latter is followed by one for faction, so it seems to be reasonable that this is important)

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