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  1. Hello, I'm sharing this project, since this might help someone who need to generate this easily. Right now, this project support custom file generator for : 1. Custom headgear. 2. Custom robe/garment. 3. Custom weapon. 4. Custom NPC. The required file generated depends on which generator that you used. The scenario on how to generate for custom headgear file : 1. Maybe extract data\texture\유저인터페이스\item\ folder and u will have the listed one .BMP that u want to add. 2. Select all the item u want to add, right click mouse and right click, copy as path. Then open notepad, paste it. 3. Get the only .BMP in list, so replace your directory path and replace all with blank/nothing . And lastly the " with blank/nothing. So the result is as below. Copy all of it, insert in https://x-files.amirazman.my/customfilegenerator and change your : - Starting ItemID you want it to start with. Make sure the itemID is supported by your client. - Starting AccessoryID that you didnt use yet. Also make sure the final accessoryID didnt reach the maximum of your client can support/set. - Defense, so you can set all the defense in bulk. - Weight. - Slots. - Script. Insert any scripts or anything that you can replace all easily later on in itemdb and also custom_iteminfo.lua (yes, its generated inside the description). - Item Type for now only support headgears and costume headgears, I will add another item types soon if possible (yes, its generated inside the description). And click Generate. Download, extract, add it in your System folder and server file or create a patch or anything. You can access to this simple project here : https://x-files.amirazman.my/customfilegenerator. Let me know if you having issues and I'll update it if possible & have some leisure time to play with.
    1 point
  2. I made some corrections, it was tested on revisions 17687 and 17700. ExtendedVending_Rev9.1.diff @Edit Manual fix for 'You do not have enough items' (diff 9.1) in src/map/vending.cpp search for: if (battle_config.ex_buying_bound) { for (k = 0; k < MAX_INVENTORY; k++) { if (sd->inventory.u.items_inventory[k].nameid == vsd->vend_loot) { if (sd->inventory.u.items_inventory[k].bound) { clif_displaymessage(sd->fd, msg_txt(sd,1604)); return; } loot_count += sd->inventory.u.items_inventory[k].amount; } } } and replace with: for (k = 0; k < MAX_INVENTORY; k++) { if (sd->inventory.u.items_inventory[k].nameid == vsd->vend_loot) { if (sd->inventory.u.items_inventory[k].bound && !battle_config.ex_buying_bound) { clif_displaymessage(sd->fd, msg_txt(sd,1604)); return; } loot_count += sd->inventory.u.items_inventory[k].amount; } } Obs: When I have some time I will update the diff to 9.2 and remove this manual fix.
    1 point
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