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If you do not know how to make a default emote please follow that guide first as it will make this second guide much easier to follow:
Create New Default Emotes
Remembering from the first guide, we need to create a range of emotes to fill 24 slots maximum
So we will need a range of numbers i am not going to fill all 24 slots so i have chosen (10 slots)
72 ~ 81
Again we jump to EmoticonFont.xml and add our new emotes paths you must simply use IDS that are not taken already. Remember this will be for linking the emote to the #KEY and is not the number you write in chat.
And now jump to FontSwitchTable.xml
Remember that TRANS_KEY is the key you just used in EmoticonFont.xml
And the “KEY” is the number you are going to write in the chat (also the one you will write to the DB)
Now that is all done we go back to the DB again.
This time we are making a new emoticon group so we will load up a new table.
If you quickly remember the filters we used last time
If we were to change the GroupNo to 1 this would load the pig emotes
And 2 would load sangka
This means that the next available group for us is 3 so we will create a new group on that ID
So lets load the table TB_DefEmotionGroup (DR2_Def)
Again to make it less confusing lets filter the table
Now we will see only chat emotes
We will add a new line (idx is blank and auto generates) Group no is next available so 3
Type is always 0 and NameNo must be created in TB_DefStrings_Item.xml
You should simply use the same NameNo for the item to unlock the emotes and the emote group itself (the name displayed in the UI when selecting emote pages).
Now you have a new group go back to TB_DefEmotion and add all your emotes to group 3
Remember that IDX is blank (auto) Type is always 0 and you now are using GroupNo 3
ActionNo is the KEY value from FontSwitchTable.xml and is the #Number you write in chat.
Before you go and sync your tables we need to create the new item that unlocks these emoticons as they are not added to the default group anymore.
To simplify this process simply grab the item ID of an existing emoticon item Pig or Sangka
(Pig = 98400070) (Sangka = 98400080)
You are going to replicate one of these items to a new ITEM ID
The only thing you need to modify is in the ABIL
I will grab the PIG to demonstrate. It has abilno 98400070 (same as ID)
5019 39 5020 0 5023 1
We have Type 5019 = 39 (AT_USE_ITEM_CUSTOM_TYPE emote custom item use type)
5020 is AT_USE_ITEM_CUSTOM_VALUE_1 (just leave it as 0 i think it defines the emote TYPE so chat emotes are 0)
5023 is AT_USE_ITEM_CUSTOM_VALUE_2 and represents the emote group
So in our custom item this must be changed to 3 and it will unlock emote group 3
Once you have made your custom emote item that unlocks group 3 simply sync your server up and put your new tables to your client and you have created a custom emote package.
Gz.
Images Below:
Create New Default Emotes
Remembering from the first guide, we need to create a range of emotes to fill 24 slots maximum
So we will need a range of numbers i am not going to fill all 24 slots so i have chosen (10 slots)
72 ~ 81
Again we jump to EmoticonFont.xml and add our new emotes paths you must simply use IDS that are not taken already. Remember this will be for linking the emote to the #KEY and is not the number you write in chat.
And now jump to FontSwitchTable.xml
Remember that TRANS_KEY is the key you just used in EmoticonFont.xml
And the “KEY” is the number you are going to write in the chat (also the one you will write to the DB)
Now that is all done we go back to the DB again.
This time we are making a new emoticon group so we will load up a new table.
If you quickly remember the filters we used last time
If we were to change the GroupNo to 1 this would load the pig emotes
And 2 would load sangka
This means that the next available group for us is 3 so we will create a new group on that ID
So lets load the table TB_DefEmotionGroup (DR2_Def)
Again to make it less confusing lets filter the table
Now we will see only chat emotes
We will add a new line (idx is blank and auto generates) Group no is next available so 3
Type is always 0 and NameNo must be created in TB_DefStrings_Item.xml
You should simply use the same NameNo for the item to unlock the emotes and the emote group itself (the name displayed in the UI when selecting emote pages).
Now you have a new group go back to TB_DefEmotion and add all your emotes to group 3
Remember that IDX is blank (auto) Type is always 0 and you now are using GroupNo 3
ActionNo is the KEY value from FontSwitchTable.xml and is the #Number you write in chat.
Before you go and sync your tables we need to create the new item that unlocks these emoticons as they are not added to the default group anymore.
To simplify this process simply grab the item ID of an existing emoticon item Pig or Sangka
(Pig = 98400070) (Sangka = 98400080)
You are going to replicate one of these items to a new ITEM ID
The only thing you need to modify is in the ABIL
I will grab the PIG to demonstrate. It has abilno 98400070 (same as ID)
5019 39 5020 0 5023 1
We have Type 5019 = 39 (AT_USE_ITEM_CUSTOM_TYPE emote custom item use type)
5020 is AT_USE_ITEM_CUSTOM_VALUE_1 (just leave it as 0 i think it defines the emote TYPE so chat emotes are 0)
5023 is AT_USE_ITEM_CUSTOM_VALUE_2 and represents the emote group
So in our custom item this must be changed to 3 and it will unlock emote group 3
Once you have made your custom emote item that unlocks group 3 simply sync your server up and put your new tables to your client and you have created a custom emote package.
Gz.
Images Below:
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