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Posted

Sooo any idea on how to compile the produced iteminfo.lua into a .lub? So far renaming it seems to have sorta worked, but I'm curious as to if converting it to a lub would fix my not seeing equips issue. luac does not want to convert it and my client refuses to read it as a .lua, even though I have read lua before lub diffed into it, it seems to only want to read the lua's inside LuaFiles514 and not in the system folder.

Posted

not seeing equips is only due to classnum being 0.

if that's the case you probably didn't have the item_db.txt inside where the program was

Posted

Already tried that. But if people can see their equips with the classnum being at the proper value then I guess that isn't the issue. >:

[11125] = {

unidentifiedDisplayName = "Haruhi Ribbons",

unidentifiedResourceName = "Haruhi_Ribbons",

unidentifiedDescriptionName = {

"A ribbon that was worn by Haruhi Suzumiya. The effects are a secret...",

"Class :^777777 Headgear^000000",

"Defense :^777777 3^000000",

"Equipped on :^777777 Upper^000000",

"Weight :^777777 1^000000",

"Applicable Job :^777777 Every Job^000000",

"Spriter :^777777 Katze^000000",

},

identifiedDisplayName = "Haruhi Ribbons",

identifiedResourceName = "Haruhi_Ribbons",

identifiedDescriptionName = {

"A ribbon that was worn by Haruhi Suzumiya. The effects are a secret...",

"Class :^777777 Headgear^000000",

"Defense :^777777 3^000000",

"Equipped on :^777777 Upper^000000",

"Weight :^777777 1^000000",

"Applicable Job :^777777 Every Job^000000",

"Spriter :^777777 Katze^000000",

},

slotCount = 0,

ClassNum = 1102

},

Posted

ohh okay, so these are customs, I was referring to mainly weapons since they need it.

So probably the way you implemented your customs in your lua files then.

Posted

Which version of luac are you using and what errors do you get? If it isn't compiling because of errors those could be causing errors in-game even if you just rename the file.

Posted

The file by default produces an output luac.lub file. Do you want to try compiling your .lua file for you? I was struggling with this a couple days ago.

As another note, the "read LUA before LUB" hex only makes the lua files in the "lua files" folder read.

Posted

itemInfo.lub goes in the RO/System folder once it is compiled. If you're talking about where you put the item_db.txt and the text files with the descriptions, those go in the data folder (the item text files have always been located there).

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Posted (edited)

right, add the item_db.txt into the folder to convert classnum... but what about a sql item_db? lol i got 657 items there with a viewid

Edited by Pinky
Posted

yea thanks honey i fogured i had to export it myself to save the trouble, well now that i got the iteminfo working i guess i can sniff into these new clients to see whats new.

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Posted (edited)

Can i request new fuction ?
costume ?

new version iteminfo.lub have costume column
add a txt file (that include costume id)
if have, lub file will add costume = true
if not have, will add costume = false
below
slotCount = 0,
ClassNum = 0,
Costume = true / Costume = false

use [=[ ]=] replace " " to prevent some chinese word problem

[13200] = {
  unidentifiedDisplayName = [=[]=],
  unidentifiedResourceName  = [=[]=],
  unidentifiedDescriptionName = {
  },
  identifiedDisplayName = [=[子彈]=],
  identifiedResourceName = [=[綰葩]=],
  identifiedDescriptionName = {
   [=[系列 : ^777777彈藥^000000]=],
   [=[屬性 : ^777777無^000000]=],
   [=[物攻 : ^77777725^000000]=],
   [=[重量 : ^7777770.1^000000]=],
   [=[要求 : ^777777Lv1^000000]=],
  },
  slotCount = 0,
  ClassNum = 0
 }
-- Function #0
main = function()
    for ItemID, DESC in pairs(tbl) do
        result, msg = AddItem(ItemID, DESC.unidentifiedDisplayName, DESC.unidentifiedResourceName, DESC.identifiedDisplayName, DESC.identifiedResourceName, DESC.slotCount, DESC.ClassNum)
        if not result == true then
            return false, msg
        end
        for k, v in pairs(DESC.unidentifiedDescriptionName) do
            result, msg = AddItemUnidentifiedDesc(ItemID, v)
            if not result == true then
                return false, msg
            end
        end
        for k, v in pairs(DESC.identifiedDescriptionName) do
            result, msg = AddItemIdentifiedDesc(ItemID, v)
            if not result == true then
                return false, msg
            end
        end
        if nil ~= DESC.costume then
            result, msg = AddItemIsCostume(ItemID, DESC.costume)
            if not result == true then
                return false, msg
            end
        else
            continue
        end
        k = DESC.unidentifiedResourceName
        v = DESC.identifiedDisplayName
    end
    return true, "good"
end


Thank you

Edited by skyiing

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