I played a while with these (but I might have made this terribly wrong D: ) - btw wouldn't it be enough to change the entries for enhance_color_r/g/b in db_enhancefx.rdb to whatever the new ones are? Or what do these do? And what do the wt00_a, ..., wt11_b do?
I played a while with these (but I might have made this terribly wrong D: ) - btw wouldn't it be enough to change the entries for enhance_color_r/g/b in db_enhancefx.rdb to whatever the new ones are? Or what do these do? And what do the wt00_a, ..., wt11_b do?
Why don't you just copy&paste enhancefx-entries of any other rank7 weapon and edit just the id?
And next question: did you rename the 9.4 Weaponfiles?
Edit: I'll post a useable insert-query for 9.1 servers in which you just have to change 'new_id' to your new id.
I need soem Help with a few things plz and ty all I woul dlike if posable a repack with 9.1 thats been modded to 9.3-4 content if thats posable if not maybe a person can walk me through adding up to 9.4 stuff dung and all when i add and hash not showing at all and breaks my strings also when i hash them maybe its hasing with wrong name for (ascii) format idk but any help would be great tyvm and dose anyone have a 9.4 string resource i could get by chance for English tyvm
Thanks a lot for all the answers, I might ask stupid questions but it seems like I don't understand it yet :\
I have to C&P the rows of any R7 weapon in the EnhanceFX (Server) and in the enhancefx.rdb (client) -change IDs of course, then change wt_texture_ID and leave everything else as it is- then I need to add all the files (176 = the nx3-Files) in the textureresource (server and client) and give them IDs, right? (the client needs these files in the data.00x or resource folder too)
Sounds like a bit too much only for R7 EQ - and what happens to R1-6 EQ - these need the new effects too, or do they get them if I change the wt_texture_ID for ALL weapons (different for Daggers, Bows, etc)?
Am I right so far? Or is this totally nonsense?
And what do the .dds-files do? They look like the spec-Versions of the new E9.4-Lvl170-weapons. (This has nothing to do with the attack-animations I'm trying to fix - right?)
Thanks a lot for all the answers, I might ask stupid questions but it seems like I don't understand it yet :\
I have to C&P the rows of any R7 weapon in the EnhanceFX (Server) and in the enhancefx.rdb (client) -change IDs of course, then change wt_texture_ID and leave everything else as it is- then I need to add all the files (176 = the nx3-Files) in the textureresource (server and client) and give them IDs, right? (the client needs these files in the data.00x or resource folder too)
Sounds like a bit too much only for R7 EQ - and what happens to R1-6 EQ - these need the new effects too, or do they get them if I change the wt_texture_ID for ALL weapons (different for Daggers, Bows, etc)?
Am I right so far? Or is this totally nonsense?
And what do the .dds-files do? They look like the spec-Versions of the new E9.4-Lvl170-weapons. (This has nothing to do with the attack-animations I'm trying to fix - right?)
Reading that looks a bit too much to-do xD
You need:
1. an own entry for your weapon in your itemresource
-> copy&paste an existing one, change id, name_id, tooltip_id,icon_filename and enhance_id!
2. an own entry for your weapon in your EnhanceEffectResource
-> copy&paste entries of your weapon you've copied in your itemresource, change the id then! id must fit to enhance_id in itemresource!
3. an own entry for your weapon in your EnhanceFX
-> as Raskim and me wrote, insert new entries with fitting id! (NO NEED TO CHANGE wt_texture_ID value!)
4. an own entry for the name_id and tooltip_id in your stringresource
5. an own entry for your weapon-icon in your 02_item.spr
-> easy thing
For each of them you can copy+edit+paste an existing entry/existing entries of an existing one (prefering an R7 weapon, to be able to give him enhance-entries/effects to +25), just change what I wrote.
If you haven't changed the nx3-files' name of the weapons, it should work.
Edit: Added 5 Screens in my to show you I don't lie
Wait, I'm not sure if we are talking about the same thing xD
It seems like you are explaining me how to add new weapons, but what I want to do is changing the animations around your weapons while attacking from the old red ones (for +20+ it's this boring red) to the new ones that are e.g. for +25 light blue, +24 darker blue, ... +12-15 is yellow I think ...
Wait, I'm not sure if we are talking about the same thing xD
It seems like you are explaining me how to add new weapons, but what I want to do is changing the animations around your weapons while attacking from the old red ones (for +20+ it's this boring red) to the new ones that are e.g. for +25 light blue, +24 darker blue, ... +12-15 is yellow I think ...
Nah, I already got that, but you told us, that my effectfiles don't work for you, so I wanted to help ya with that first
For your color-question:
Well, think about RGB-colors, and then take a look to "enhance_color_r","enhance_color_g" and "enhance_color_b".
Example +18 Enhancement and +17 (check values in your database)
I think you understand then how to change the color
wt_length and wt_width don't need an explanation i think...
and the other ones are intensities of chosen rgb-colors + alpha ( I guess, haven't checked these ones yet)
Select(new_id,all other values) from enhancefx where id = x and enhance = 21
For lazy People like me :
(EnhanceFxrow Generation for weapons rank 2-6 and Enhance Level 21)
USE [WORLD]
DECLARE @_LEVEL int SET @_LEVEL = 21 --change this to the enhance level you want to generate
INSERT INTO EnhanceFX SELECT [id] @_LEVEL,[enhance_color_r],[enhance_color_g],[enhance_color_b],[wt_length],[wt_width],[wt00_a],[wt00_r],[wt00_g],[wt00_b],[wt01_a],[wt01_r],[wt01_g],[wt01_b],[wt10_a],[wt10_r],[wt10_g],[wt10_b],[wt11_a],[wt11_r],[wt11_g],[wt11_b],[wt_texture_ID] FROM [dbo].[EnhanceFX] WHERE id in(select id from ItemResource where rank in(2,3,4,5,6) and class >= 101 and class <= 113) and enhance_level = 20
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