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Custom weapons
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 or 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 |
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 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/.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.
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.
For these clients, Weapons are limited to use a range of Item IDs hardcoded in the clientn for each type. For e.g.
1265,Bloody_Roar,Bloody Roar,4,,10,1000,120,,1,0,4096,7,2,34,4,75,1,16,{ bonus bIgnoreDefRace,RC_DemiHuman; bonus bFlee,-160; bonus bFlee2,-160; bonus bNoRegen,1; bonus bNoRegen,2; },{},{} 1266,Test,Test,4,4000,2000,10,165,,1,0,4096,7,2,34,3,33,1,16,{}
// 1-Handed Axes 1301,Axe,Axe,4,500,,800,38,,1,3,8803555,7,2,2,1,3,1,6,{}
Here the item 1266 is a custom katar and it does show up as a katar (if you have the proper sprite files ofcourse). but if i use some id like say 22000, client wont display it. So what is the range of item ids you can use? Look below:
- One handed Swords = 1100-1149, 13400-13499
- Two handed Swords = 1150-1199, 21000-21999
Knives, Daggers etc = 1200-1249, 13000-13099
One handed Axes = 1300-1349; Has 43 free IDs
One handed Spears = 1400-1449; Has 34 free IDs
Maces = 1500-1549, 16000-16999
Books = 1550-1599 ; Has only 2 IDs.
One Handed Staves/Rods = 1600-1699; Has 79 free IDs
Bows = 1700-1749, 18100-18499
Guitars = 1900-1949 ; Has 32 free IDs
Handguns = 13100-13149
Ninja weapons = 13300-13399
The number of unused Item IDs left known for a range has also been mentioned above. Best practice to follow check in your range in official db before adding custom weapon.
For new clients the view id system is also applicable to client. To add a custom weapon you need to first edit a file called weapontable.lub in your data folder
data/luafiles514/lua files/datainfo/weapontable.lub
I will be adding Oriental_Sword which will be a 1-Handed sword. Open weapontable.lub. First you will see a table called Weapon_IDs. Take note of the first 30 values in this table - these are the only available Weapon types in the client right now.
Anyways go to the last entry which should be for Wizardy Staff = 97. You can use a view id after that like shown below
WEAPONTYPE_Oriental_Sword = 98,
- Attention: The last lines usually don't has the ","
e.g: WEAPONTYPE_Oriental_Sword = 98, WEAPONTYPE_Western_Sword = 99
Come down and you see the next table called WeaponNameTable. Here is where you add your sprite name suffix.
What do i mean by that? Its the last part in your weapon sprite & act file. Before it used to be _.
data/sprite/<job></job>/<job></job>_<gender></gender><weapon></weapon>.spr
OK Back to topic. so I add my entry like shown below.
[Weapon_IDs.WEAPONTYPE_Oriental_Sword] = "_Oriental"
Lastly come down further in weapontable.lub and you see the last table called Expansion_Weapon_IDs.
Remember the 30 types i told you to take note of ? here we assign one of those to our custom (like a mapping or connection).
Since mine is a 1-Handed Sword I specify it like below.
[Weapon_IDs.WEAPONTYPE_Oriental_Sword] = Weapon_IDs.WPCLASS_WEAPONTYPE_SWORD
Now for the most important part. For our client to actually pick up all these details we need to provide the view id which we used in Weapon_IDs table as the ClassNum value in ItemInfo.lua. Check the ItemInfo.lub format shown above for details.
With this your weapon sprite will become visible while attacking.