This guide gets updated daily, by request.
a few things u should know about official files:
when ur editing stuff, make sure u put it in ur client too! (like in data.res and such)
It's not an emulator!
Some things cant just been made in official files!
Lets start taking a look at some files:
character.inc
Spoiler:character.inc says what npc's can do and can't do. U can controll the text, or the names from there. Like adding a shop to Mayor of Flarine. It would look like this:
(That IDS_CHARACTER_TROZAY is edited, take a look character.txt.txt for that.)Code:{ setting { // SetEquip( II_ARM_F_CHR_DRESS01HAT, II_ARM_F_CHR_DRESS01SUIT, II_ARM_F_CHR_DRESS01GLOVES, II_ARM_F_CHR_DRESS01SHOES ); // SetFigure( MI_FEMALE, 0, 0xffffaa88, 1); AddMenu( MMI_DIALOG ); AddMenu( MMI_SECRET_TAXRATES_CHECK ); SetImage ( IDS_CHARACTER_INC_000489 ); m_szDialog= "MaFl_FlaMayor.txt"; } SetName ( IDS_CHARACTER_TROZAY_000025 ); AddVendorSlot( 0, IDS_CHARACTER_TROZAY_000016 ); AddVendorSlot( 1, IDS_CHARACTER_TROZAY_000026 ); }
So, now u will see: Mayor of Flarine, and what he can do. Checking tax, and dialog.
Add_Menu (MMI_Dialog) Is 1 of the options thats added to the mayor. It's Dialog ofcourse.
But now, for this tutorial, im going to make him trade things.
If you want to edit it easy, there is a program called: flyff npc editor (See: Downloads)
Open it up, and search for the mayor (MaFL_FlaMayor) (flyff npc editor opens character.inc)
Press under activity and choose MMI_TRADE.
Then press Add.
Then press AddVendorItem.
A new window will show up.
There u can change alot of things.
Number 1: Shows you what the result will be
Number 2: the vendor slot: 0 is first tab. 1 is second tab. etc
Number 3: A specific job (Normally just all jobs)
Number 4: Minimum level (i dunno what they mean with level, but u can see it as minimum rarity)
Number 5: Maximum rarity
Number 6: Just leave it 100 (or just look at other files, and shops to see what u need for the item ur adding)
Number 7: Choose Venderitem for like all in the above named numbers
Choose venderitem2 to just choose the vendorslot and the item ID
Number 8: Item group
Number 9: Item ID (only for venderitem2)
now press material and search your item.
when u found it, u can see the rarity, the group, the price etc
U can modify all, but i recom to leave the group as it is.
then when ur done, simply press Save and its added
character.txt.txt
Spoiler:
Character.txt.txt does nothing else then just giving names to npc's and tabs to npc's
u can just add a new row like i did:
IDS_CHARACTER_TROZAY_000001
Then put that somewhere in character.inc, (like at the name of a npc, or tab)
example: We get the mayor of flarine again:
So if we take a look at my character.txt.txt (this rows are added by myself ofcourse):Code:SetImage ( IDS_CHARACTER_INC_000489 ); m_szDialog= "MaFl_FlaMayor.txt"; } SetName ( IDS_CHARACTER_TROZAY_000025 <---- Name of npc ); AddVendorSlot( 0, IDS_CHARACTER_TROZAY_000016 <---- Name of First tab ); AddVendorSlot( 1, IDS_CHARACTER_TROZAY_000026 <---- Name of 2nd tab ); }
Just like that.Code:IDS_CHARACTER_INC_000830 char_Question.tga IDS_CHARACTER_INC_000831 VAN HARLEN IDS_CHARACTER_TROZAY_000001 Cash Shop Seller IDS_CHARACTER_TROZAY_000002 Hats IDS_CHARACTER_TROZAY_000003 Suits IDS_CHARACTER_TROZAY_000004 Gloves IDS_CHARACTER_TROZAY_000005 Shoes IDS_CHARACTER_TROZAY_000006 Green Sets Seller IDS_CHARACTER_TROZAY_000007 Helmets IDS_CHARACTER_TROZAY_000008 Suits IDS_CHARACTER_TROZAY_000009 Gauntlets IDS_CHARACTER_TROZAY_000010 Boots IDS_CHARACTER_TROZAY_000011 Pet Stuff IDS_CHARACTER_TROZAY_000012 Cards IDS_CHARACTER_TROZAY_000013 Sieging IDS_CHARACTER_TROZAY_000014 Wings IDS_CHARACTER_TROZAY_000015 Jewelry IDS_CHARACTER_TROZAY_000016 Cloaks IDS_CHARACTER_TROZAY_000017 Male IDS_CHARACTER_TROZAY_000018 Female IDS_CHARACTER_TROZAY_000019 Scrolls IDS_CHARACTER_TROZAY_000020 Fashion and Scrolls Seller IDS_CHARACTER_TROZAY_000021 CS Pets IDS_CHARACTER_TROZAY_000022 Tickets IDS_CHARACTER_TROZAY_000023 Mage IDS_CHARACTER_TROZAY_000024 Green Weapons Seller IDS_CHARACTER_TROZAY_000025 Cloaks 'n Glasses Shop IDS_CHARACTER_TROZAY_000026 Glasses
Now u can look wich code is for wich part of character.inc!
defineItem.h
Spoiler:
defineItem.h is really simple, its just the full name of the item (wich can be found in propItem.txt)
with #define before it and the ID after it. like:
#define II_SYS_SYS_SCR_BXBLOODY01 40000
(ive made my own bloody box with a friend, and added it like this in defineItem.h)
So its simple: #define - Full name - ID
Easy to remember, right? :D
propItem.txt
Spoiler:
propItem.txt is like Properities of Item.
It tells you every detail of an item. what picture it uses, what the full name is, for how much its selled, etc
npc editor changes some things of that at material list option.
You got lots of different columns and rows in it. wich each their own function.
I wont tell them all, that would be too much work
propItem.txt.txt
Spoiler:
Things like item names, item discriptions are in here.
U can add a row from it to an item in propItem.txt
Example:
IDS_PROPITEM_TXT_011814 Mini Snowman
This is the name of the item. Its in propItem.txt at column "C" of ur item.
IDS_PROPITEM_TXT_011815 How does he pick up loot so fast with no arms…
This is the description of the item. U can add it at column "DT" of ur item.
U see?
Its easy to edit the name of an item, and its discription.
MdlDyna.inc
Spoiler:
Details of npc's and item MODELS, like how its showen on the ground.
All those things looks like:
Green: The model on the ground.Code:"EveBalPbox" II_SYS_SYS_SCR_BXBLOODY01 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
Red: The Item Name of ur item in defineItem.h
The rest has to be like it allready is.
Thanks to DarkDevil2, who replied the next explanations for all of you.
Couple.inc
Spoiler:
This file contains the informations about the couple system.
The section "Level" contains the time you have to stay together to level up.
The section "Item contains the items you will get when you level up, e.g.
Explanation:
Code:Item { 2 // when the couple reaches level 2 { // they will get 10 heart bombs //syntax: Item ID Sex (which one of the couple will recieve this item) 2 duration(0=permanent) quantity II_CHR_MAG_TRI_HEARTBOMB SEX_SEXLESS 2 0 10 } //.. }
TODO: SkillKind and SkillLevel
---
election.inc
Spoiler:
This file contains stuff about the lord election.
Section "Property" defines the date (when the lord will be chosen) and candidation period (how long a player is a lord)
Code:property { // 1 = Sunday, 2 = Monday, ..., 7 = Saturday nDayOfWeek 6 // which day of the week? nHour 0 // when? 0:00 tCandidacy 86400 // how long will he be our lord? tVote 172800 // how long can you choose the lord? nDays 14 // how often will there be an election? (every x days) }
TODO: Section rate
Spoiler:
Section "Item"
in fact, there are two Item sections, one for men, one for women. You can choose the items the lords will get until their legislation period
Code:item 0 // for male { //just the item id, nothing special ... II_ARM_M_CHR_MAJESTY01HAT II_ARM_M_CHR_MAJESTY01SUIT II_ARM_M_CHR_MAJESTY01GLOVES II_ARM_M_CHR_MAJESTY01SHOES II_PET_YETI II_ARM_S_CLO_CLO_MAJESTY II_RID_RID_STI_MAJESTYBIKE } item 1 // for female { II_ARM_F_CHR_MAJESTY01HAT II_ARM_F_CHR_MAJESTY01SUIT II_ARM_F_CHR_MAJESTY01GLOVES II_ARM_F_CHR_MAJESTY01SHOES II_PET_YETI II_ARM_S_CLO_CLO_MAJESTY II_RID_RID_STI_MAJESTYBIKE }
---
expTable.inc
Spoiler:
You can alter the amount of exp the player will need to level up
Code:expCharacter // 1 based { // EXP PXP(obsolete) GP(stat points) Lim EXP(wat?) level 0 0 0 0 //0 0 1 0 16 //1 14 1 2 18 //2 20 2 2 21 //3 36 2 2 25 //4 90 3 2 30 //5 152 4 2 35 //6 250 4 2 42 //7 352 5 2 49 //8 480 5 2 58 //9 591 6 2 69 //10 // ... }
---
HonorList.txt / HonorList.txt.txt
Spoiler:
This is for the new honor level things you can get when doing some things (e.g. jumping around 500000 times)
The file honorlist.txt.txt lets you change the actual titles for these honours.Code://ID what to do activity how long/how many title which will be aquired when done 0 HI_ELASPED_TIME HS_COLLECT 1440 IDS_TITLE_TXT_0001 //when u use the collector for ages .. 2 HI_COUNT_CHECK HS_HATCHING_EGG 100 IDS_TITLE_TXT_0003 //when you hatch 100 eggs .. 20 HI_EARN_TITLE JOB_KNIGHT_MASTER 1 IDS_TITLE_TXT_0021 //when you get master.. .. 44 HI_USE_ITEM II_GEN_FOO_INS_LOLLIPOP 200000 IDS_TITLE_TXT_0044 //when you gonna have bad teeth lol (j/k just eat 200000 lollipops) ... 74 HI_HUNT_MONSTER MI_AIBATT2 15000 IDS_TITLE_TXT_0074 //when you kill 15000 aibatts ...
for example:
Code:IDS_TITLE_TXT_0001 Master Collector //this is the title you will get for collecting for ages. change it to something cool :P IDS_TITLE_TXT_0002 Entrepreneur ...
---
lordevent.inc
Spoiler:
this file lets you tweak the prices for lord events
UNTESTED: Maybe you can add more rates the lord can choose. someone willing to try? :DCode:exp //LORD EXP Event { // Rate Cost 0 0 0.05 100000000 0.1 200000000 0.15 300000000 ... } item //Lord Drop Event { // Rate Cost 0 0 0.05 300000000 0.1 600000000 0.15 900000000 ... }
---
propDropEvent.inc
Spoiler:
This looks like the file where you can setup which item will be dropped in general, for example refresher, sunstones or crappy cards. syntax:
Code:DropItem (item ID,probability (see below), 0, -1, min monster level,max monster level) //for example DropItem(II_GEN_FOO_COO_MEATSALAD, 600000000, 0, -1, 71, 130 ); //will drop a meatsalad 33% at lvl 71 - 130 monsters /* 9375 0.0003125% 320000 18750 0.000625% 160000 37500 0.00125% 80000 75000 0.0025% 40000 150000 0.005% 20000 300000 0.01% 10000 1000000 0.0333% 3000 1875000 0.0625% 1600 3000000 0.1% 1000 3750000 0.125% 800 5000000 0.166% 600 7500000 0.25% 400 15000000 0.5% 200 30000000 1% 100 300000000 10% 10 3000000000 100% 1 */
---
s.txt
Spoiler:
this file controls the upgrade rate of the accessories, the collector and the pet. also it defiles what you can suck up with a collector :D
Section Accessory_Probability
Section Collecting_ItemCode:Accessory_Probability // 1 / 10000 { 10000 // 0 - 1 lol it never fails from +0 to +2? 10000 // 1 - 2 6300 // 2 - 3 ( 6300 / 10000 * 100 = 63% ) ... 70 // 18 - 19 ( 70 / 10000 * 100 = 0.7% ) 10 // 19 - 20 ( 10 / 10000 * 100 = 0.1% ) }
Code:Collecting_Item { // 1 / 1000000000 (10¾ï) // item ID probability II_SYS_SYS_SCR_MINIWHEEL 144120000 (14.412%) II_SYS_SYS_SCR_SCRAPBREEZE 98040000 (9.804%) II_SYS_SYS_SCR_SCRAPRAIN 98040000 II_SYS_SYS_SCR_WHEEL 98040000 //... }
TODO: Pet stuff
ticket.inc
Spoiler:
this file lets you define the world and coordinates for some tickets (Azria for example)
Code:// Item ID (must be a ticket World ID x y z II_SYS_TICKET_KEBARAS01 WI_WORLD_KEBARAS 1271 114.000000 1326 II_SYS_TICKET_KEBARAS02 WI_WORLD_KEBARAS 1271 114.000000 1326 II_SYS_TICKET_KEBARAS001 WI_WORLD_KEBARAS 1271 114.000000 1326
Downloads:
Update log:Code:Flyff npc editor: http://www.mediafire.com/?gu4qu0wwkwz
If some1 wants to know something about another file, reply it here and ill take a look and maybe add it to the guide!Code:9-06-'10 Added better discription about propItem.txt.txt and MdlDyna. With examples. 5-08-'10 Added DarkDevil2's Explanation of somefiles and ive re-done the spoiler, so it fits with the rest of the guide.



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