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Spent 30mins trying to add the items to server and now i cant even connect i failed -___-
Very Nice Guide Though ^^
Very Nice Guide Though ^^
#define II_ARM_M_CHR_GOKUHAIR 40135
#define II_ARM_M_CHR_GOKUSUIT 40136
#define II_ARM_M_CHR_GOKUSHOES 40137
#define II_WEA_SWO_KEYROYAL 3457
#endif
"WeaSwoKeyroyal" II_WEA_SWO_KEYROYAL MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
IDS_PROPITEM_TXT_061028 Keyblade Royale
IDS_PROPITEM_TXT_061029 La keyblade original de Sora
16 II_WEA_SWO_KEYROYAL IDS_PROPITEM_TXT_061028 1 1 1 IK1_WEAPON IK2_WEAPON_DIRECT IK3_SWD JOB_BLADE_HERO TRUE = = 5000000 7200000 100 180 HD_ONE = PARTS_RWEAPON = 0 = = = 300 = 1 = = = 1552 1554 _NONE 0 0 0 0 0 = WT_MELEE_SWD AS_HORIZONTAL AS_DIAGONAL AS_VERTICAL AS_THRUST = = = = = 0.09 = AR_SHORT = DST_HP_MAX_RATE DST_ATKPOWER_RATE = 80 70 = = = = = = = = = = = = = = = = = = = = = = = XI_HIT_SWORD01 = = = = = = = = = WEAPON_ULTIMATE = = = 75000 = = 0 0 0 0 0 0 = = SND_ITEM_DROPDING1 = = = = = = = = = 130 1 SND_PC_DMGSWDM SND_PC_DMGSWDC """Itm_ChrSysScrCm04.dds""" 0 """""" IDS_PROPITEM_TXT_061029 1 300 0 0 1 0 0 0 1 2 2 = = = = = = = = = = 1 1 1 1 1 0
what extra rows ? can you give them to me ?
no need to compile ,you must merge
link me a good merger
how do you use the command?
do you do this /ci weapon name or /ci "Weapon Name" or /ci Item_Id
I followed the guide correctly(or so I think). I tried viewing it via CS Viewer but my Item wasn't there. I tried spawning it ingame but nothing happens.
What did I do wrong?
I wanted to add a cloak in game.
Do I need to put it with the cloak? Or do I need to put all the details at the bottom most of the document?
Can anyone teach me how to add a CLOAK and MASK please.
you can teach yourself simply by just reading the topic and using some brain.exe
and make sure you have placed the o3d and dds files in the correct path at resource and client
The last one says "The final step" Maybe use centered text that says Step one, Step two.
EX:Step One
Item Files
I'm going to divide the files up into understandable categories and deal with them one at a time.
The .o3d File
This is the file that gets loaded by the client when you equip the item (the one that appears on your character). It will always go into the Model folder of both the client files and server files. It also determines one of the names that you have to add to the mdlDyna.inc file. In the case of CS fashion items, there will be male and female versions, starting with m, male, f, or female.
The .dds Files
There are actually 2 kinds of .dds files. The first are the texture files, which go in Model/Texture and Model/TextureMid. Make sure to put these in the proper folders (the creator will know where they go). The other .dds file is the inventory icon. Be sure NOT to mix them up, putting inventory icons into the Texture folders will surely cause your client to crash. The inventory Icons go into the Item folder.
Editing the Resource Files
This is what makes them work on your server. Not doing this correctly will cause them to not show up at all in the game. All the files listed are in the Resource folder of your server files.
Editing mdlDyna.inc
Find the file, right-click it and click edit. It will open up in Notepad. Find any item that is the same type as what you are adding (armor, weapon, shield, cs clothes, etc.). Copy the entire line, make some blank space (find a blank line and press enter twice and move the cursor in the middle), and paste the line that you copied. The name on the left in quotes almost directly matches the name of the .o3d file. To determine the name, take the file name (ex. Item_ArmSkelShield.o3d) and remove everything before the "_" and the "." (ex. ArmSkelShield). Take that name, and put it in between the quotes on the line that you pasted in mdlDyna.inc. The name that comes after that (ex. II_ARM_SKEL_SHIELD), is what binds things to that .o3d file. The exact name you give it, doesn't matter all that much, as long as it has the "II_" at the beginning and using underscores ("_") instead of spaces. Although it is a good idea to make it similar to the name in quotes so it'll be easier to find if you need. Write this name down somewhere exactly as it is, or you'll have problems in later parts of the guide. The final product of what you added should look like this (this is for a shield):
"ArmSkelShield" II_ARM_SKEL_SHI MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
For CS fashion items, the first name in quotes is always GenMatSuitbox. The names from the .o3d files for the male and female versions go somewhere else depending on the item type. For unisex items (masks and cloaks) the names both go here:
MODELTYPE_MESH "male/female"
The male name from the .o3d file always goes first, but both names go in the same item line. For all other CS fashion, you need seperate entries for male and female:
MODELTYPE_MESH "male" OR
MODELTYPE_MESH "female"
Editing defineItem.h
This file is quite easy to do. Open it in notepad like you did with the previous file and scroll ALL the way to the bottom. Put your cursor right before "#endif" and press enter a few times to make some space. Pick a spot that you're happy with, and type:
@define "item binding" XXXXX
What you put into "item binding" (without any quotes) must be exactly the same as what you wrote down from mdlDyna.inc (the one that starts with "II_"). Put any number into XXXXX, but before deciding on one, search the file (Ctrl + F) to make sure it's not already used somewhere. Try not to make the number too long, this is the number you use with the /ci command in game to make the item.
Editing propItem.txt.txt
Open this one normally, it automatically opens in Notepad by default. This is the other file that's easy to edit. Scroll all the way to the bottom. Copy any one of the lines and paste it at the bottom on it's own line. Change the number at the end of it to whatever you want that's not already somewhere else in the file (I just take the number above it and add 1 to it). Change the text on the right, to what you want the name of the item to be. Make another blank line, and paste again, changing the number again. This will be the description for the item (which is frequently left blank). Copy both of these down (along with the "II_" one). Now for the most complicated file...
Step Two
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