Creating and Adding New Items to your KO Server.
Ok, my first ever guide; so please enjoy!
(Key; "xxx" = database coloumn, 'xxx' = file name, ¦xxx¦ = tbl coloumn, <xxx> = Example box)
First of all you need to create new items,
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So, create your new Items, There is others guides for dxt editing so i won't go into that here:
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Once you have new items it is time to look through your database for an area of numbers large enough for the full items details, for example one set of armour would require 100 rows Per Part Per Class. (5 parts, 4 classes) this is due to having to provide database entries for every upgrade.
I find the best way to insert into the database is to copy a similar set of details and modify where required.
For example find the sql query for inserting Valk, if you want to make a new peice of armour, saves some time.
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NOTE: Remember the structure of the item number must stay the same in some places The first number doesn't seem to do anything, the second and third are for item ranking everything after this in an armour cannot be touched, the game uses this to automatically fit out characters.
Now, you must decrypt and enter the same details into the tbl.
the columns I have found in Item_Org_us.tbl linked with the database are:
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]1; Item database ID ¦ 2; item_ext ¦ 3; Item Name ¦ 4 + 5 seem to be 0, in there to make copying from item_org more difficult? ¦ 6 + 7; Appear to be skins files ¦ 8 + 9; something to do with weapons ¦ 10; database "Kind" ¦ 11; 0 for everything except mage Robe part ¦ 12; invent slot ¦ 13; usually 0, 20 for some odd pus items ¦ 14; Class. 1:warrior 2:rogue 3:mage 4:priest. ¦ 15; Database "Damage" (i think you just use (+0) damage here for multiple upgrades. ¦ 16 - 29; Match database "Delay" - "ReqTitle" ¦ 30-35; See Below ¦ 36; Something¦
From here on it seems to get Interesting; 30 - 35 are the effects OR Requirements listed in the database, for example str and hp changes etc or str and hp requirements. I however have atm no idea
how this works. For example a lion scroll puts 10 in each of those 5 boxes meaning they equate to the "strB", yet for an armour these cells appear to be used for Required stats so i assume the use of these cells is adapted depending on an early entry defining type. if anyone has any more information on this please contact me.
Now, you need to find ALL of the files in the ITEM folder of your client that you adapted from, including and n3cpart or n3cskins files with the same number roots, and edit them to match the new items code you made earlier.
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Note, and n3cdskins and n3cparts files you now rename need to be Hex Edited so that they do not load up the old files, open them in any hex editor with a find and replace option,
as you have probably only renamed the files using the first 3 numbers put those numbers in to the find box e.g 2_04 and in the replace box your new numbers e.g 9_04 and poof!
e.g. if you made a set of shell and renamed it '9_0600_xx_x' in the database and tbl you need to rename the files to match.
Re-insert them into your Item folder Et Violį.
(if you get a notice about overwriting files you have not put in there then you have done something horribly wrong, like use already assigned item codes for your new items)
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Troubleshooting;
1) client crash at initial exe load up = tbl error (unreadable tbl file)
2) client's tbl error = sensitive tbl's don't match database/expected (in this example it tends to be item_ext which doesn't need to be modified as far as this guide is concerned)
3) no item inserted into game once finished = used the wrong tbl, check to make sure you inserted details into correct item_org_us.tbl
Ok, so the item may be in the game... but iof you have goner and checked you may noticed there are a few things missing at this stage-
Item information and the icon for the item information is in the item ext, which is found by looking at row 2 of the item_org.tbl. This is reasonably simple to fill out as most databases now have these tables in their sql, these can be used to guide you through the seperate fields, i am not going to do every one as there are like 40+ of them.
You shouldn't have too much difficulty filling them out yourself, these are the bonuses you didn't fill in on item_org, i still have no idea what seperates the 2 from each other, but thats how they work.
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As i said earlier, the last numbers of an items code you cannot touch, now the reaosn why; The last 3 numbers of the item you have created equate to the numbers in the first column of the 'item_org_us.tbl' that is showing in the 'item_org_us.tbl'.
e.g. if you created armours you use the normal numbering procedure to give a full set, with any unique items you add a new line to the item_ext table and name the file IN THE DATABASE ONLY with the three numbers of your new line on the end. so if you used a line 800 for example (you can use any number in the item_ext's for simplicity, your item should be 906001800 in the database "ITEM"
And lastly: the UI item icons...
You will LOVE how easy this bit is; find an icon in the Uis folder of a client. dext edit it to a bmp, use the outline box of this image as a size guide.
Draw a new icon in that box. rename to itemicon<your_item_number_here>. re-entre into UIs folder.
Credits to.. Me..
Thanks to anyone who helped me (Sabar)
And i hope to bring you more high quality (Ha!) Guides soon. Hope this helps Someone!