Quote:
Originally Posted by Big_
i also notice that when in all items if you try edit the modle number manuly like say for costumes it wont let you use anything over 33 like if it was 0 and you ry make it 37 it goes back to 0 but yet armor items can have modles of 100+ this is in both workspace and archive
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I don't understand what you mean.
in "if you try edit the modle number manuly like say for costumes", which model field are u dealing with ? if it is the Model column of a costume item (type = 150; TypeID = whatever), you can set it (with in place edition) to any value 0, 1 or 37 or 153 and that value must match a RowID in the DualLayerClothes.sdata file (and not the rowID of a particular top armor in its MLT file).
I also wonder who is "it" in "it wont let you use".
Quote:
Originally Posted by Big_
also when converting to ep5 or ep6 in workspace it messes with it and it becomes clean no data you might wanna check this out Castor =) the issew was brought to my attention from (Icy)
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when converting ... an item.sdata file ? from which version ?
from my experience when I open a 4.5 item.sdata, it indicates "Episo 5", if a choose "Tools / format / Episo 6", save it & reopen it, it contains alll its items and now indicates "episo 6". Of course the higher Type present in file is still 100 as it was in the format 5 file.
Only the format of each record is changed; no record are removed (it some were defined in clients 4.5 / 5 but not present in 6.2+, they are not removed) and none is added.
You must create the banks 101, 102, 120 and 150 to have fully valid episo 6.2+ file; and this only requires a select of alll items from 101-1 to 150-255 in a valid 6.2 AGE file, Copy, selection of your converted file, and Paste ... not that hard.
Quote:
Originally Posted by AxelMac
castor i have a problem, after that i have import DBSkillText_xxx.sdata i have all descript and name in skill's, but in game i not see descript, after that i have make a script and used, my descript are remained as before
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I'm (also) not sure to understand your point.
What means "make a script", what files are you modifying, how and what is the result (as compared to the expected one) ? I don't know what is "as before" (I don't know the exact content of your file before nor after - assuming that we're dealing with "before and after DBSkillText import")
To fully restore your Skill.sdata file, move / rename the skills.desc.ini file (!) then open your skill.sdata file, import a DBSkillText file and save the skill.sdata file. You now have a restored file (still your own values for all numerical fields but names & descriptions from the official imported file).
Eventually restore / rename the skills.desc.ini file if you don't experience issues with it.