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  1. #1
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    [Guide]Custom Items using XRay and eAthena

    Adding items to XRay/eAthena.

    This guide assumes you are using eAthena.

    Files we'll be altering:
    visionary_tab.txt (Sets ViewID)
    idnum2itemdisplaynametable.txt (Identified Item Name)
    idnum2itemdesctable.txt (Identified Item Description)
    num2itemdisplaynametable.txt (Unidentified Item Name)
    num2itemdesctable.txt (Unidentified Item Description)

    These two files need to be extracted from sdata.grf:
    idnum2itemresnametable.txt (Identified Item Filename)
    num2itemresnametable.txt (Unidentified Item Filename)

    eAthena:
    item_db2.txt

    Item Files: (For my example)
    Custom.spr (Item Sprite)
    Custom.act (Item Script)
    CustomDrop.spr (Dropped Item Sprite)
    CustomDrop.act (Dropped Item Script)
    CustomIcon.bmp (Inventory Icon [29x22])
    CustomCollection.bmp (Description Icon [75x100])



    Step One: Open visionary_tab. Scroll to the end of the file.
    The very last line should be: *_°í±Û

    THIS SHOULD ALWAYS BE AT THE BOTTOM OF THE FILE!

    Above *_°í±Û, we want to create a new Jump Code. To do this, first we need to find a Jump Code that isn't being used. Log in to your server and type @changelook <number>. Anything in the thousands should be clear. If you don't appear with new gear, chances are you found an empty ViewID.

    For the example, we will be using 3000. The bottom of your visionary_tab should now look like this:

    !3000 (Jump Code)
    *_°í±Û

    What does this do? This causes the list to start at the number in the jump code. Another example:

    !3000
    _Custom_1 (ViewID: 3000)
    _Custom_2 (ViewID: 3001)
    _Custom_3 (ViewID: 3002)
    *_°í±Û

    Please take note that regardless of what you put here, it MUST START with an _.

    So, back to setting up the item. Our item is called Custom, so our visionary_tab would now look like this:

    !3000
    _Custom
    *_°í±Û

    We're done here, you can close Visionary_tab. Remember the name you used here, we will be using it again.


    Step 2: Copying the Sprites into your Data folder.

    Go to \RO\Data\sprite\¾Ç¼¼»ç¸®\.
    You should see two folders: ¿© and ³².
    First, the ¿© folder.

    Copy Custom.spr and Custom.act to this folder. Rename them to ¿©_Custom.spr and ¿©_Custom.act.

    Go back and open the ³² folder.
    Copy Custom.spr and Custom.act to this folder as well. Rename them to ³²_Custom.spr and ³²_Custom.act.

    Go to \RO\Data\Sprite\¾ÆÀÌÅÛ\.
    Copy CustomDrop.spr and CustomDrop.act here. Rename them Custom.spr and Custom.act.

    Go to \RO\Data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\collection\.
    Copy CustomCollection.bmp here and rename it to Custom.bmp.

    Go to \RO\Data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item\.
    Copy CustomIcon.bmp here and rename it to Custom.bmp.


    Step 3: TEST!

    Log back into your server and type @changelook <number>.
    So, using our example, type @changelook 3000
    You should see your item appear on you.


    Step 4: Add the item to your server database.

    Set this up however you like. You need to find an itemID that isn't being used, so use @item <number> to poke around your database (alternatively, search the database manually for numbers you want to use.)

    Once you have the number you want, add your item to item_db2.

    ID,DBName,ScreenName,Type,Price,Sell,Weight,ATK,DE F,Range,Slot,Job,Upper,Gender,Loc,wLV,eLV,Refineab le,View,{Script},{OnEquip_Script},{OnUnequip_Script}

    I'm not going to break this down, seeing as the eAthena wiki has a great explanation for this: (If it ever comes back up: [Only registered and activated users can see links. ]. I'm reproducing the Wiki entry a few posts down assuming the site is still down.)
    I will, however, point out the one thing to be sure you set properly.

    VIEW. View is the ViewID, which we set back in Step 1. In my example it was 3000.

    My Example Item:
    6000, Shimmer_Wings,Shimmer Wings,5,,20,3,,3,,3,0xFFFFFFFF,7,2,1,,,0,3000,{},{ },{}


    Step 5: Edit idnum2itemresnametable and num2itemresnametable.

    Unless you want the item to appear differently when unidentified, you can do the same thing in both files.

    At the end, add this line:

    <ItemID>#<filename>#

    Example:
    6000#Custom#


    Step 6: Edit num2itemdisplaynametable and idnum2itemdisplaynametable.

    For this, I used the DBName.
    As always, at the end of the file.

    <ItemID>#<DBName>#

    Example:
    6000#Shimmer_Wings#


    Step 7: Edit num2itemdesctable and idnum2itemdesctable.

    This is the item's information, description, etc.

    <ItemID>#
    <Description
    Multiple lines are
    fine.>
    #

    Example:
    6000#
    Shimmer Wings
    #

    There are extra things you can do in here, but I'm not going to try and explain them (mostly because I don't know all of them yet.)


    That's it! Log back in and use @reloaditemdb to have access to your item. @item <ItemID> should create your item.



    This is my first guide, so I hope I did well. Here's hoping this helps, seeing as I had a hard time figuring this out with all the information I could find. Good luck and happy gaming!

    2011 update: Gods, I have no idea if this still works, haven't messed around with RO in quite a while. Still, I reproduced the guide since it was lost in Ragezone's forum update. I'm also going to reproduce the wiki info from 2007, since the eAthena wiki is down, just in case.
    Last edited by lochoko; 05-03-11 at 10:47 PM. Reason: Guide didn't transfer properly when forums migrated


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  3. #2
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    Re: [Guide]Custom Items using XRay and eAthena

    erk i dont have xray...
    how to i find the custom id??
    Code:
    CodeName-H A C K E R
    kakashi_killer90@hotmail.com

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    Re: [Guide]Custom Items using XRay and eAthena

    Where's the rest of this tutorial?

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    Re: [Guide]Custom Items using XRay and eAthena

    Quote Originally Posted by testing View Post
    erk i dont have xray...
    how to i find the custom id??
    You make them O: however you do need xray if you're going to add up to a certain amount... Sorry I dunno how many you can add, haven't fucked with eA in a little bit.

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    Re: [Guide]Custom Items using XRay and eAthena

    Apologies for bumping this so long in it's life, but the guide didn't make the migration oh so long ago and I just noticed (and it bothered me) so I dug out the info via the WayBack Machine. Turns out the eAthena wiki isn't working, who knows how long that's been happening, so I'm reproducing the page I referenced as well, presumably under Creative Commons License.

    That said, this method may not even work anymore. I haven't messed around with RO in a few years now.

    There's a little more information there, you can read the entire wiki article here: [Only registered and activated users can see links. ]

    Quote Originally Posted by eAthena Wiki
    Structure

    Well, since i heard that there's no guide into making custom items, i'll post one ;3!

    If you got problems with custom weapons, hit Ctrl+F and search for Weapon Sprite Solution

    First, lets take a look at this:

    ID,DBName,ScreenName,Type,Price,Sell,Weight,ATK,DEF,Range,Slot,Job,Upper,Gender,Loc,wLV,eLV,Refineable,View,{Script},{OnEquip_Script},{OnUnequip_Script}

    ID: ID of the item.
    DB Name: This first name is the DB name. When you use @item and you know the name of the item, but not the ID, type this name instead. Try making the ScreenName the same as this so you wont get confused ;3!
    ScreenName: This is the name the server shows.
    Type:

    Legend for 'Type' field:
    0 = Usable : healing
    2 = Usable : other
    3 = Misc
    4 = Weapon
    5 = Armor
    6 = Card
    7 = Pet Egg
    8 = Pet Equipment
    10 = Arrow
    11 = Usable : delayed consumption (items with script "pet" or "itemskill")

    Price: self-explainable ;3
    Sell: same as above o..o!
    Weight: same as above o..o!
    ATK: in case of a weapon, you put the attack amount here o..o
    DEF: in case of an armor, you put the defense amount here
    Range: same as attack o..o!
    Slot: self explainable ;3!
    Job: which jobs can use them:

    (S.) Novice (2^00): 0x00000001
    Swordman (2^01): 0x00000002
    Mage (2^02): 0x00000004
    Archer (2^03): 0x00000008
    Acolyte (2^04): 0x00000010
    Merchant (2^05): 0x00000020
    Thief (2^06): 0x00000040
    Knight (2^07): 0x00000080
    Priest (2^08): 0x00000100
    Wizard (2^09): 0x00000200
    Blacksmith (2^10): 0x00000400
    Hunter (2^11): 0x00000800
    Assassin (2^12): 0x00001000
    Unused (2^13): 0x00002000
    Crusader (2^14): 0x00004000
    Monk (2^15): 0x00008000
    Sage (2^16): 0x00010000
    Rogue (2^17): 0x00020000
    Alchemist (2^18): 0x00040000
    Bard/Dancer (2^19): 0x00080000
    Unused (2^20): 0x00100000
    Taekwon (2^21): 0x00200000
    StarGladiator (2^22): 0x00400000
    Soul Linker (2^23): 0x00800000
    Gunslinger (2^24): 0x01000000
    Ninja (2^25): 0x02000000
    All Classes : 0xFFFFFFFF
    To combine them, just add them up.


    Upper: Now we can specify which kind of classes can use or wear the item/s. They are:

    Normal (the very normal ones, 1-1,2-1,2-2): 1
    Upper Jobs (Advanced Jobs, such as High Wizards, Champions, etc): 2
    Baby Classes: 4
    To combine them, just add them up =3! Such as 7 = All classes, 6 = Babies and Upper Jobs, 5 = Babies and normals, 3 = Normal and Upper Jobs.
    Gender: male of female o..O!. for male its 1 for female is 0, and 2 for both =3!
    Loc: Location of the item (head upper, middle, lower, armor, etc etc):

    (2^0) 001 = Lower Head
    (2^1) 002 = Right hand
    (2^2) 004 = mantle
    (2^3) 008 = Acc 1
    (2^4) 016 = armor
    (2^5) 032 = Left hand
    (2^6) 064 = boots
    (2^7) 128 = Acc 2
    (2^8) 256 = Top head
    (2^9) 512 = Middle Head
    (2^14) 32678 = Arrow Location
    You can use this also with refine/@refine. 0 is for all the locations


    wLV: Clarified. Its the weapon level. It can be 1, 2, 3 or 4. It can go higher, but it depends on your refine_db.txt
    eLV: Also clarified. The minimum base level you must have to be able to use this
    Refineable: if its able to be refined or not o..o 0 for no and 1 for yes.
    View: Use this:
    [Weapon View IDs]

    1 = Daggers
    2 = One-Handed Swords
    3 = Two-Handed Swords
    4 = One-Handed Spears
    5 = Two-Handed Spears
    6 = One-Handed Axes
    7 = Two-Handed Axes
    8 = Maces
    10 = Wand/Staff
    11 = Bows/Crossbows
    12 = Knuckle Weapons
    13 = Musical Instruments
    14 = Whips
    15 = Books
    16 = Katars
    17 = Revolvers
    18 = Rifles
    19 = Shotguns
    20 = Gatling guns
    21 = Grenade launchers
    22 = Huuma
    [END]
    [Shield View IDs]

    1 = Guard, Novice Guard
    2 = Buckler
    3 = Shield, Holy Guard, Evangelist
    4 = Mirror Shield
    [END]
    [Headgear View IDs]

    0 = None
    1 = Goggle
    2 = Kitty Band
    3 = Glasses
    4 = Fancy Flower
    5 = Flower Band
    6 = Bandana
    7 = Turban
    8 = Flu Mask
    9 = Hair Band
    10 = Diver's Goggles
    11 = Biretta
    12 = Sunglasses
    13 = Eye Patch
    14 = Cap
    15 = Bunny Band
    16 = Hat
    17 = Ribbon
    18 = Circlet
    19 = Tiara
    20 = Santa Hat
    21 = Weird Goatee
    22 = Moustache
    23 = Single Glass
    24 = Beard (Untested)
    25 = Granpa Beard
    26 = Purple Glasses
    27 = Geek Glasses
    28 = Big Ribbon
    29 = Sweet Gent
    30 = Golden Gear
    31 = Romantic Gent
    32 = Western Grace
    33 = Coronet
    34 = Cute Ribbon
    35 = Monk Hat
    36 = Wizard Hat
    37 = Sunflower
    38 = Angel Wing
    39 = Evil Wing
    40 = Helm
    41 = Majestic Goat
    42 = Snow Horn
    43 = Spiky Band
    44 = Wedding Veil
    45 = Crown
    46 = Mini Propeller
    47 = Mini Glasses
    48 = Army Cap
    49 = Pierrot Nose
    50 = Zoro Masque
    51 = Munak Hat
    52 = Gangster Mask
    53 = Iron Cane
    54 = Cigar
    55 = Pipe
    56 = Romantic Flower
    57 = Romantic Leaf
    58 = Jack a Dandy
    59 = Stop Post
    60 = Doctor Band
    61 = Ghost Bandana
    62 = Red Bandana
    63 = Eagle Eyes
    64 = Nurse Cap
    65 = Mr.Smile
    66 = Bomb Wick
    67 = Sakkat
    68 = Phantom of the Opera
    69 = Heaven Ring
    70 = Ear Muffs
    71 = Antlers
    72 = Apple o' Archer
    73 = Elven Ears
    74 = Pirate Bandana
    75 = Mr.Scream
    76 = Poo Poo Hat
    77 = Funeral Hat
    78 = Masquerade
    79 = Welding Mask
    80 = Pretend Murder
    81 = Stellar
    82 = Blinker
    83 = Binoculars
    84 = Goblin Mask
    85 = Green Feeler
    86 = Orc Helm
    87 = Headset
    88 = Jewel Crown
    89 = Joker Jester
    90 = Oxygen Mask
    91 = Gas Mask
    92 = Machoman's Glasses
    93 = Grand Circlet
    94 = Puppy Love
    95 = Safety Helmet
    96 = Indian Fillet
    97 = Aerial
    98 = Ph.D Hat
    99 = Lord Kaho's Horn
    100 = Fin Helm
    101 = Egg Shell/Novice Eggshell
    102 = Boy's Cap
    103 = Bone Helm
    104 = Feather Bonnet
    105 = Corsair
    106 = Kafra Band
    107 = Heart of Merchant
    108 = Parcel Hat
    109 = Cake Hat
    110 = Angel Helm (Cat's Bell ?)
    111 = Chef's Hat
    112 = Magic Instructor's Hat
    113 = Candle
    114 = Spore Hat
    115 = Panda Cap
    116 = Miner's Helmet (Wing's of Demon ?)
    117 = Sunday Hat
    118 = Smokie Hat
    119 = Lightbulb Hairband
    120 = Poring Hat
    121 = Cross Hairband
    122 = Apple Hat
    123 = Deviruchi Hat
    124 = Spotted Eggshell
    125 = (Innocence of Maiden ?)
    126 = Heart Hairpin
    127 = Dumpling Decoration
    128 = Opera Masque
    129 = (Innocence of Maiden ?)
    130 = Magician's Hat
    131 = Fashion Sunglasses
    132 = Crescent Moon Hairpin
    133 = Striped Bandana
    134 = Mysterious Apple Hat
    135 = Innocence of Maiden
    136 = Blue Bandana
    137 = Sphinx Hat
    138 = Solar God Helm
    139 = Bongun Hat
    140 = Unknown item, Hair related item
    [END]
    [Ammo]

    1 = Arrows
    2 = Throwable daggers
    3 = Bullets
    4 = Shells
    5 = Grenades
    6 = Shurikens
    7 = Kunais
    Credits for this goes to Spamrat and his cool DB editor =D! Its a bit outdated too (the one i have x_X!) If you want newer ID's, search for the item that has it and look for the last number before ,{} This only applies for weapons with sprites and mostly headgears.


    {Script}: This is where you put your item bonus. Whether it's an usable item or an equip item, it will take effect according to the item type.


    {OnEquip_Script}: This is where the bonus you want to be applied upon equiping goes. It will only execute as soon as you equip the item.


    {OnUnequip_Script}: This is where the bonus you want to be applied upon unequiping goes. It will only execute as soon as you unequip the item.
    Last edited by lochoko; 05-03-11 at 10:53 PM.

 

 

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