Difference between revisions of "Custom weapons"

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Why the ID first?  The ID controls what type of weapon sprite is displayed.  Going outside the ID range will cause you to "punch" when attacking.
 
Why the ID first?  The ID controls what type of weapon sprite is displayed.  Going outside the ID range will cause you to "punch" when attacking.
  
Open your {{git|db/re/item_db.txt}} or {{git|db/pre-re/item_db.txt}} and find the section with the weapon type you need.  The allowable range is usually obvious.
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Open your {{git|db/re/item_db.conf}} or {{git|db/pre-re/item_db.conf}} and find the section with the weapon type you need.  The allowable range is usually obvious.
  
 
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Revision as of 07:19, 23 December 2013

Contents

The ID

Why the ID first? The ID controls what type of weapon sprite is displayed. Going outside the ID range will cause you to "punch" when attacking.

Open your db/re/item_db.conf or db/pre-re/item_db.conf and find the section with the weapon type you need. The allowable range is usually obvious.

Item ID Item Type
1100-1149, 13400-13499 One-Handed Swords
1150-1199, 21000-21999 Two-Handed Swords
1200-1249, 13000-13099 Knives, Daggers, Etc.
1250-1299 Katars
1300-1349 One-Handed Axes
1350-1399 Two-Handed Axes
1400-1449 One-Handed Spears
1450-1471, 1474-1499 Two-Handed Spears
1500-1549, 16000-16999 Maces
1550-1599 Books
1600-1699 One Handed Rods/Staves
1700-1749, 18100-18499 Bows
1750-1799 Arrows
1800-1849 Knuckles
1900-1949 Guitars/Instruments
1950-1999 Whips
1472,1473,2000-2099 Two Handed Rods/Staves
13100-13149 Handgun
13150-13199 Other Guns
13300-13399 Ninja Weapons

Example

To make a custom bow, searching for "Bows" in item_db shows that bow IDs start at 1701 and end at 1749. Since there are no remaining IDs, commenting out an unused bow would work.

Otherwise, skip to the next set of bows, which start at 18101. Select an open ID in that range.

The Sprite

The client requires a sprite for every job the weapon can be used by. Some programs can automatically organize the files:

Don't forget to give the weapon an icon in /sprite/¾ÆÀÌÅÛ/, as well as an inventory icon and collection image in /texture/À¯ÀúÀÎÅÍÆäÀ̽º/item/ and /texture/À¯ÀúÀÎÅÍÆäÀ̽º/collection/.

Other Client Data

Lastly, the client data tables need to be filled out:

  • idnum2itemdesctable.txt: Identified item description.
  • idnum2itemdisplaynametable.txt: Identified item display name.
  • idnum2itemresnametable.txt: Identified sprite name.
  • itemslotcounttable.txt: Number of weapon slots, if necessary (skip if 0).
  • num2itemdesctable.txt: Unidentified item description, if necessary.
  • num2itemdisplaynametable.txt: Unidentified item display name, if necessary.
  • num2itemresnametable.txt: Unidentified sprite name, if necessary.

And... you are done!

Troubleshooting

Q: Weapon is an Unknown Item.

A: An error in resnametable. The client is not reading any value, so it becomes unknown.

Q: The weapon sprite shows fine when standing, turns to punches when attacking.

A: The ID for the weapon isn't in the allowed range. Make sure the value is correct.

Q: The weapon sprite doesn't show at all.

A: Re-check file/folder names and placement.