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Author Topic: Transformation npc  (Read 354 times)

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Offline raretblue2

Transformation npc
« on: January 29, 2013, 09:51:18 pm »
is there anyone out there who can make mods that let me turn into various npc's without the coin? like if i have a lileas transformation i can switch it with morrighan's transformation look.

basically i replace one form with another
Razor sharp winds...

Offline Teto Hashiba

Re: Transformation npc
« Reply #1 on: January 30, 2013, 03:33:21 am »
Looking at the files in a rush it seems like they basically use the normal NPC pmgs therefore it is doable but you'd end up replacing Lileas with for e.x Triona

The problem with Lileas to Morrighan would be that Morrighan has a way different Framework than Lileas and it would butcher Morrighn apart.

Offline raretblue2

Re: Transformation npc
« Reply #2 on: January 30, 2013, 01:43:13 pm »
makes sense...wait though, where are the files for the npc transformations located?
Razor sharp winds...

Offline Fl0rn

Re: Transformation npc
« Reply #3 on: January 30, 2013, 10:57:05 pm »
No, you can't.  I tested various things with transformation file when it was released.

data/db/shapeshiftcommon.xml


Things i've attempted, with only the shapeshift file and not using something like race.xml.

Basic collect, meaning you have the mob as soon as you reach the appropriate rank. (like pumpkins and wild horse are basic)  Can't add mobs.

ShapeRaceID, the first value at least can't be altered.  For example, the seal is "ShapeRaceID="(580002,100)".  Altering the 58 part should be what changes the appearance, but it does nothing.

EnableSkillList would allow you to add or remove skills for the creature.  Adding skills will prevent the icons from going dark, ie like when you're on a horse the icons darken, but you still can't use the skill(s) that you edited in.

ShapeShiftLock is what determines which transformations can use the emotes.  Changing that has no effect.

Bonus stats, various ones in here but they determine what is boosted by the mob you transform into/collect.  You can't adjust the values.

Assimilate Rate, ie collection rate/chance.  If you change a 10 into a 100%, it won't do anything in game.  Changes the text value shown on the collection sheet, but does not truly give you a 100% collection rate.

Finally the assimilate complete count, ie how many points you're gonna need to collect to transform into a mob.  Things like bats would be 5, while lich would be 1.  Decreasing the value from 5 to 1 won't affect gameplay.  Like the assimilate rate, it will change the appearances on the collection sheet though.

Some of the mobs will have a Scale Factor.  It's why when you transform into something like the dragons, you are actually smaller than the original dragon.  Altering this does nothing.