hey all woundering if ne 1 could help plz

SoundWave

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hey all iv got my mir2.3 server up and running i thought everything was working fine untill i made an armour i made (HeavenArmour(M) in my bag it looks fine on my char it looks fine bt the outside skin on my char is an ape. just woundering if some 1 could plz explain 2 me how 2 sort this

(im new to SQl so if ne 1 can help me plz try explain the best u can)

any help will b appritiated

thx
 

Killmaster

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Help in the title suggests this thread goes in the help section. God is it really that hard for you lot to understand that?

Moved.
 
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SoundWave

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sorry kill my bad :(

am confused with this lol iv been thru the hum.will and changed the shap bt still showing as ape ne mre suggestions peeps ?
 
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ChiliPepper

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sorry kill my bad :(

am confused with this lol iv been thru the hum.will and changed the shap bt still showing as ape ne mre suggestions peeps ?

I'm guessing your using a downloaded hum.wil maybe?
if so then count the armours up to heaven armour and thats your shape for the armour.
The original shape for heavenarmour is 9 so try using that.
if your using 2.3 files then remember to change the shapes on heavenarmour1, heavenarmour2, 3 ect in the item db
 
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SoundWave

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ah kk m8 im using the data folder from a server i used 2 play as i dnt have a data folder in my c:\MirServer file

are the armours classed @ 1 ? e.g base dress (M) and base dress(F) would they b classed as number 1 or BaseDress(m) 1 and BaseDress (F) 2 ?
 
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jasper

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take a look in the tbl_stditems db, both male and female base dress are shape 1, the stdmode sets the sex, 10 for male, 11 for female, standard files would be light armour shape 2, heavy armour shape 3 ect ect, and yes all the things you are changing in the DB are related to the client, not the server setup.

the column imgindex relates to how it looks on bag, floor and char screen (F10), these numbers are taken from the item,dnitem, and stateitem wil.
 
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SoundWave

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just another quick question how do i find the

FLD_STDMode and FLD_Shape for a weapon's , Rings , Bracs etc ? sorry 2 b a pain ppl
 
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jasper

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easiest way is to look at the rings ect in your stditem db, and compare them against each other,

weapons,, the shape is sort of the same as armour, look in your weapon wil, first sword is shape 1, second sword is shape 2, ect,
bag, floor, and charscreen number for imageindex comes from the frame number in state, stateitem and dnitem wils

brief guides by VirUs/Akuma , im sure its posted on here somewhere

Genral settings
0 = No
1 = Yes
not sure wat "-1" means

FLD_STDMODE
0=Pots(hp etc)
1=Jerk (????)
2=BreadNEgg (???)
3 = Drugs/Potions
4 = Spell books
5 = one handed weapon
6 = 2 handed weapon
7 =
8 =
9 =
10 = Male armour
11 = Female armour
12 =
13 =
14 =
15 = Helmets
19 - 21 = necklace(each number will make u able to add diff stats eg mode 20 u can add agil where 19 and 21 u cannot)
22 - 23 = ring.(each number will make u able to add diff stats eg mode 22 u can add agil where 23 u cannot)
24 -26 = Bracelet. (each number will make u able to add diff stats eb mode 24 u can add agil where 25 and 26 u cannot)
30 = candle slot
31=bundles/scrolls/EasterEggs etc
32= not sure
36=Normal Items (Logs chestnuts)
37 = orbs and gems
38 = Sewing Goods/BoneHammer
40 = Meat/Chicken
41= Quest items (BloodSwordChip)
43 = Ores
44 = quest items
45= Stackable Items (Webs Bones Etc)
46 = Random Items (Healer Letter Gamble Chip)
47 = Gold Bar - Gold Chest
48= Dream Pouch
50= Random Items
62 = boots
63 = stones
64 = Belts


Reserved
12 = then the item is cursed. (cannot be taken off)



Revesrved = 16 then the item stats will change with the level of the item.

eg.

Itemname = level 20

itemname1 = level 30

itemname2 = level 40

the item will give the user the stats of itemname at level 20 and the stats of itemname1 at level 30 etc.



Revesrved = 32 then the item stats will change with the class of the player.

eg.

Itemname = in bag stats

itemname1 = warrior

itemname2 = wizzard

itemname3 - taoist

depend on which classes where the item, depends on what stats the play gets.



Armours:- pretty straight forward really. Not sure how to add mp and mp recovery at the same time, or luck.
ac=ac
amc=amc
dc=dc
sc=sc
mc=mc
source=luck
anicount=wings
MGAVOID =magic resistance
HPADD=hpadd
MPADD=mp add
EXPADD=exp add
SLOWDOWN=slow
TOX=poison
TOXAVOID=poison resistance

Weapons:- FLC_macmax = A speed. 1-10 = minus a speed, 11-20 + Plus a speed

eg

FLD_macmax = 2 would mean a speed -2

FLD_macmax = 12 would mea a speed + 2



FLD_slowdown = acc by the power of 256 eg

FLD_slowdown = 256 = acc +1

FLD_slowdown = 512 = acc +2

FLD_slowdown = 1024 = acc +4 etc



Items:-

Bracelets and necklaces

FLD_slowdown = acc by the power of 256 eg

FLD_slowdown = 256 = acc +1

FLD_slowdown = 512 = acc +2

FLD_slowdown = 1024 = acc +4 etc


FLD_TOX = Agil by the power of 256 eg

FLD_TOX = 256 = agil +1

FLD_TOX = 512 = agil +2

FLD_TOX = 1024 = agil +4 etc

Rings

FLD_TOX = a speed by the power of 256 eg

FLD_TOX = 256 = a speed +1

FLD_TOX = 512 = a speed +2

FLD_TOX = 1024 = a speed +4 etc

Necklaces
FLD_AC = A.speed plus
FLD_ACMAX =A.Speed minus
FLD_AMC = Cruse
FLD_ACMMAX = Luck
FLD_MGAAVOID = MR
FLD_EXPADD = not sure how this works
FLD_SLOWDOWN = Slow
FLD_TOX = PA
FLD_TOXAVOID = Page Ranking
FLD_TOX = PA

FLD_slowdown = acc by the power of 256 eg
FLD_slowdown = 256 = acc +1
FLD_slowdown = 512 = acc +2
FLD_slowdown = 1024 = acc +4 etc

FLD_TOX = Agil by the power of 256 eg
FLD_TOX = 256 = agil +1
FLD_TOX = 512 = agil +2
FLD_TOX = 1024 = agil +4 etc

To add both slow and acc and
to add both pa and agil you need to do the following.

1st add the acc
adding 256 or 512 etc in the Slowdown FLD
u then need to add the amount of slow you want to add to the 1st number so 256 + 1 = 257 which =
acc + 1 slow +1


in ur stditems ull see fld_Need this also works with fld_needlevel

fld_need 0= Normal fld_need 0 fld_needlevel 5 u have to be level 5 to wear/use this item

fld_need 1 = dc fld_need 1 fld_needlevel 5 u have to have 5 dc to wear/use this item

fld_need 2 = mc fld_need 2 fld_needlevel 5 u have to have 5 mc to wear/use this item

fld_need 3 = sc fld_need 3 fld_needlevel 5 u have to have 5 sc to wear/use this item

fld_need 4 = reincarnate (reborn/renewlevel) fld_need 4 fld_needlevel 5 u have to have renewlevel 5 to wear/use this item

fld_need 5 = creditpoints fld_need 5 fld_needlevel 5 u have to have 5 creditpoints to wear/use this item

fld_need 6 = in a guild fld_need 6 fld_needlevel 5 u have to be in a guild and be level 5

fld_need 7 = in guild that owns sabuk fld_need 7 fld_needlevel 5 u have to be in a guild tht own sabuk and be lvl 5

fld_need 8 = guild rank fld_need 8 fld_needlevel 5 u have to b in a guild with a rank of 5 or more
 
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SoundWave

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Oct 2, 2003
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ah kk cheers mate iv sussed that nw.

all i tryin 2 work out is how 2 get a weapon iv made so i can see the skin ov it on the outside ov my char the wep iv made i can c it in my bag on the floor and on char screen (F10) just cnt see out side skin
 
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jasper

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if its a single weapon will, add it into the graphics\weapon folder, rename the wil and wix 100, this will then be the shape in the stditem db, if you have added it to the mass weapon wil in the data folder, either count what number it is in the sequence, or find the last frame of that weapon and divide it by 1200 (i think) and that will be the shape number,,, each weapon is a set amount of frames, to check look at wooden sword, and look where it ends... eg ends at 1200... 1200/1200=1, 2nd sword ends at 2400,, 2400/1200=2 ect..
 
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Weikster

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if its a single weapon will, add it into the graphics\weapon folder, rename the wil and wix 100, this will then be the shape in the stditem db, if you have added it to the mass weapon wil in the data folder, either count what number it is in the sequence, or find the last frame of that weapon and divide it by 1200 (i think) and that will be the shape number,,, each weapon is a set amount of frames, to check look at wooden sword, and look where it ends... eg ends at 1200... 1200/1200=1, 2nd sword ends at 2400,, 2400/1200=2 ect..

Correct except you want to look for the First image number of the weapon and divide by 1200. Wooden sword starts at 1200, next one begins at 2400.
 
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