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Well.. I was just going to start a new topic... but if you want to assist me on it here, thats fine. I dont remember my client version, but i know that at one point, i edited the correct file, and was able to add my custom items and everything fine. However, now that I have noticed a few typos, i cant for the life of me figure out where the dang file is i need to edit. I checked the iteminfo.lua/lub in the System folder... and even though those have the correct info, its not showing up properly in the client....
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Maybe i am losing my mind, then... I could have sworn that i saw a file used for editing quests somewhere in the lua x-x. At least the txt files are easy to edit and store.. now if only i could remember where i edit/store the itemInfo.lua xD
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I am trying to add new/custom quests that will show up in a player's quest log... After doing some digging, I know that this is now controlled by LUA/LUB (as is most of every other customization in a server it seems). I have no idea what files i need to edit, let alone where they are.. Can someone either give me a guide to the quest lua, or help me at least find the files and tell me what to do with them? Thanks in advance! ~Rei
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I tried renaming the file, and it did not work. I would rather not use a different client, as this new list in ItemInfo.lua is rather nice and cleaner to edit.
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Recently, I decided to update my server's client to a recent, stable version. After some research, I noticed that the old files for custom items (namely the txt files that was used to define them) have been essentially merged into a single .lua file in the System folder of the RO Install directory. I have added entries for all my custom items, but I have no idea how to make it work. If anyone knows how to make this new version of custom gears work, please help.
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@Lordamax, I appreciate the attempt, but the entire purpose of this thread is to get the NPCs to look like a specific player sprite with dyes and a few headgears. However, i bookmarked that site for any other NPCs i decide to make, lol. @JayPee, I'm going to look for those files. When(or if) i find them, i'll post a full edit process in this thread. Edit 1: Found the file: data/lua files/datainfo/npcidentity.lua. Currently figuring out exactly what i need to add to it to make this all work.. If i am right, i simply need to add something like ["JT_8_F_Villager"] = 2206, to the end (above the curly)... But i dont have time to fully test and try this yet. Expect another edit soon. ALSO: if i get this completed, and successfully tested.. Should i write up a full guide?
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So I made some new NPCs, and want to use some custom-colored job sprites for them.. However, after adding it as a monster, and setting the mob_avail.txt and all... It gravity errors when i add it, and go to preview it. I added the mob in the mob_db2.txt as a clone of poring, with id 2206... an ID unused by any other mob. The mob_avail.txt file has the following: 2206,4,0,0,0,0,0,0,0,0,0,221 The NPC is defined as: prontera,160,87,2 script Villager 2206,{ [the code for the NPC] } Yet it gravity errors. I know its not in the script because i used a generic NPC sprite and it all worked. Any help would be highly appreciated, and the faster the better please Thanks in advance!
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Custom Monsters Requiring /ns..? Client or Server?
Reisama replied to Reisama's question in Client-side Support
The last working mobid that doesnt require shift is 2201. The ones that require shift are 2202+. It makes no sense. Lol -
I'm unsure if this is client-side, or actually server-side, but is there a way to make custom monster that use a player sprite not require the player to hold shift (even when /ns is active) to use skills and attack?
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ok........ 1: @lilcooldude69... that made NO sense to me at all. 2: The problem has since been fixed. Thats why i put "Fixed" in my last post.
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I dont have the diff enabled for missing textures. I'll just work around that. I got them fixed for now, anyways. Part of the problem was with the GAT setup. I forgot to make sure all the walkable area was level with the ground on the map. IT caused a major glitch. The other map was probably something with the GIANT fountain i found in the GRF. lol
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But if i only used pre-existing models and textures, then shouldnt they already be in the grf?
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All the entires in mapnametable and resnametable match the .rsw/gat/gnd files i made.... This is beginning to irritate me. ><
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So i made 2 new maps today. Both are added to the grf, and the server. I can use @warp to go to both, but one has some severe lighting issues (which i can easily fix), but the other gives a gravity error. I dont get why >< Can anyone help me on this?
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Then any idea when they will be implemented?