Difference between revisions of "Custom weapons"

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(Created page with "== 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 {{git...")
 
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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/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.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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Revision as of 10:44, 13 January 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.txt or db/pre-re/item_db.txt and find the section with the weapon type you need. The allowable range is usually obvious.

Item ID Item Type
1100-1149 One-Handed Sword
1150-1199 Two-Handed Sword
1200-1249 Knife
1250-1299 Katar
1300-1349 One-Handed Axe
1350-1399 Two-Handed Axe
1400-1449 One-Handed Spear
1450-1499 Two-Handed Spear
1500-1549 Mace
1550-1599 Book
1600-1649 Rod
1700-1749 Bow
1750-1799 Arrow
1800-1849 Knuckle
1900-1949 Instrument
1950-1999 Whip
13000-13099 Knife
13100-13149 Handgun
13150-13199 Other Gunslinger Weapons
13300-13399 Shuriken
13400-13499 One-Handed Sword

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.