Heya guys i need a little help from someone who knows how TQ Clients work, Ive added current patch items, for example Pirate Gear and Monk Gear to my 5165 Client, all the items are spawning properly and the class jobs base in the server side as you can see below.
But im having some issues with the monk beads and pirate weapons itemadd.ini
All the items are in there, client sided and server sided but its not showing the attributes on the equipment, also monk beads wont show in the characters hands when equipted and i cant get the glow to show on the pirate weapons, any help will be highly appreciated.
#1: Glows are controlled through separate files. It's POSSIBLE the glows were not copied over properly but more likely you just don't have the files linking item id/mesh with the proper glow effect files. others can be more use helping you with that.
#2: ItemAdd.ini. I'd suggest looking at how many fields each entry has between the two versions. The main thing I can think of which would cause the stats not to show is that the structure (just more columns/fields per entry) changes between the versions and so you need to parse the file to make it compatible (cut out the un-needed columns programmatically)
I'm not 100% sure about this but the itemadd.ini uses certain IDs for certain item types. I assume that you simply copied in the beads/rapier entries from the newer clients and that's why it doesn't work, the older Conquer.exe simply doesn't handle those newer item types and that's why it doesn't work.
Right i have converted everything properly as im aware of, as pro4never said, (cut out the un-needed columns programmatically) witch i already did otherwise i wouldent have any of the other weapons, ok here the thing, trojan weapons use the id 410, but thats because any class can use 410, but for beads and pistols and the pirate main weapon the id is different, here is some of the information.
Oh, figured that you might have made that mistake. I don't know for sure about other items but weapons don't use their prof ID in the itemadd.ini for example, most 1h weapons use 444xxx in the itemadd.ini.
Oh, figured that you might have made that mistake. I don't know for sure about other items but weapons don't use their prof ID in the itemadd.ini for example, most 1h weapons use 444xxx in the itemadd.ini.
Thats a bummer looks like ive got to, change all the Weapon, texture IDs manualy ouch
Guess ill go into the source and throw a return on every other class equipting them that would work i guess, just got to change a whole bunch of numbers including the weapon.dbc
Wait Kiyono your wrong they actualy do use there item ID's, first 3 digits is item ID
Wouldent it be nice if there was a little program out there, what u could follow the path of the loading of an item, thats 1 for Pro4Never :P just kidding lol
that has nothing to do with the topic, so gtfo my thread, i enjoy what i do, who cares about higher patches, tq added far to much BULLSHIT for my liking, now stay on topic thanks.
Thats a bummer looks like ive got to, change all the Weapon, texture IDs manualy ouch
Guess ill go into the source and throw a return on every other class equipting them that would work i guess, just got to change a whole bunch of numbers including the weapon.dbc
Wait Kiyono your wrong they actualy do use there item ID's, first 3 digits is item ID
Wouldent it be nice if there was a little program out there, what u could follow the path of the loading of an item, thats 1 for Pro4Never :P just kidding lol
Hm? I just ctrl + f'd through the file searching for entries starting with 410 (blade) and 480 (club) but no matches.
Yes i did, i noticed on some of the higher patches that the monk beads do not show either, i still have no idea wtf is going on with the itemadd.ini, would be nice to get it working so i can release the whole, pirate/monk items for the 5165.
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