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[Guide]How to add custom npc to your server [copied][needhelp]

Discussion on [Guide]How to add custom npc to your server [copied][needhelp] within the Silkroad Online forum part of the Popular Games category.

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[Guide]How to add custom npc to your server [copied][needhelp]

This tutorial will teach you how to add new NPCs. We will be using cloned models and skins since it takes a lot of time and skill to create your own models and then actually convert them into working .bms files to implement into the Data.pk2

In this tutorial we will be creating an NPC based from the Constatinople potion merchant, Nun Retaldi, with the "devil" character skin, we will name it SRO Dev, give it two tabs named 1D SUN & Vigors. We will place him at the Jangan South gate.

Our NPC will be referred to as 'NPC_SRO_DEV' for the Media.pk2 entries with a name entry of 'SN_NPC_SRO_DEV'


Part 1 - Setting Up

TOOLS THAT YOU WILL NEED
Pk2 extractor & editor
Text Editor (Notepad++ recommended)
Your database and server

You will be editing the following files in your Media.pk2:
chardata_x.txt 'x' refers to any of the values in these text files from 5000-45000.
npcchat.txt
refshop.txt
refshoptab.txt
refshopgroup.txt
refshoptabgroup.txt
refshopgroupdata.txt
shoptabdata.txt
textdata_object.txt
textquest_speechname.txt
textuisystem.txt
TO DO - Extract the files into a folder.


You will be editing the following database tables:

THESE HANDLE YOUR NPC'S SHOP
_RefObjCommon
_RefObjChar
_RefShop
_RefShopGroup
_RefShopItemGroup
_RefShopTab
_RefShopTabGroup
_RefMappingShopGroup
_RefMappingShopWithTab
_RefShopGoods
THESE HANDLE YOUR NPC'S SPAWN LOCATION
Tab_RefHive
Tab_RefTactics
Tab_RefNest

Part 2 - Editing the Media.pk2 Text Files

TO DO - Once you have extracted the files we need to open up chardata_x.txt to find the entry for an NPC we want to copy, in this case we are going to use 'NPC_EU_POTION' this entry should point to Nun Retaldi in Constatinople.

Find 'NPC_EU_POTION' (I belive her entry is in chardata_1500.txt) and copy that line of code. We will use it to structure our new NPC.

For the purpose of this tutorial I will provide all the data that we will be using to show a visual example.

Her chardata_x.txt looks something like this:
1 7497 NPC_EU_POTION ?? ??? xxx SN_NPC_EU_POTION xxx 0 1 1 2 2 0 5000 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 -1 0 -1 0 -1 0 -1 0 0 0 0 0 0 0 100 0 0 0 npcnpcEastEuropeShop_Potion.bsr xxx xxx FORTRESS_CONSTANTINOPLE xxx 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 336860180 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

There are five things we need to modify here:

7497
NPC_EU_POTION
SN_NPC_EU_POTION
npcnpcEastEuropeShop_Potion.bsr
FORTRESS_CONSTANTINOPLE

These values represent the following in order from top to bottom; '7497' is your .pk2 index (this number can not be the same as any other entry in these files, make sure this number doesn't match any other entry in the chardata_x.txt files or else the client will crash), 'NPC_EU_POTION' is the reference tag for the NPC, 'SN_NPC_EU_POTION' is the reference tag that points to the name we will give the NPC, 'npcnpcEastEuropeShop_Potion.bsr' is the directory to the model texture, 'FORTRESS_CONSTANTINOPLE' is the reference tag to the associated fortress.

TO DO - Modify the entry with the brand new values; the code should look like this:

1 48099 NPC_SRO_DEV ?? ??? xxx SN_NPC_SRO_DEV xxx 0 1 1 2 2 0 5000 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 -1 0 -1 0 -1 0 -1 0 0 0 0 0 0 0 100 0 0 0 chareuropeeuropeman_werewolf.bsr xxx xxx FORTRESS_JANGAN xxx 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 336860180 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Summary for the modified values:

48099
NPC_SRO_DEV
SN_NPC_SRO_DEV
chareuropeeuropeman_werewolf.bsr
FORTRESS_JANGAN

Notice
The entry '40899' is random, it will depend on how your chardata_x.txt is structured, again make sure is not a duplicate of any aother line in these files.

TO DO - We are now done with chardata_x.txt, make sure you save it and set it aside to import into the Media.pk2 later.


TO DO - Now we will give the NPC a display name, open up the textdata_object.txt file and we will again use Retaldi as our code source. If you look up her reference tag 'NPC_EU_POTION' it should point you to this line of code:

1 SN_NPC_EU_POTION ?? ??? 0 0 0 0 0 Nun Retaldi 0 0 0 Rahibe Retaldi Monja Retaldi ??????? Retaldi Nonne Retaldi

As you may know, Joymax's text files are formatted in a tab indent system, meaning each paramter is separated by a tab space, you can clearly see it if you open a text file with Excel, it should format it into tables and rows, but for now is just important to open them with a regular text editor such as Notepad++ because sometimes Excel messes up the tabbing and can cause a negative domino effect on your data (mess up the spacing for every row).

You can see that there are 18 columns in this code, the ones we are going to look at are the second one and the 9th one, this column is what the client need to display the English text.

This code has the following things we need to change:

SN_NPC_EU_POTION
Nun Retaldi

TO DO - We will now input our new values to represend our new NPC.

SN_NPC_SRO_DEV
SRO Dev

So the new line of code we will add should look like this:

1 SN_NPC_SRO_DEV ?? ??? 0 0 0 0 0 SRO Dev 0 0 0 Rahibe Retaldi Monja Retaldi ??????? Retaldi Nonne Retaldi

For Reference
You can add this code pretty much anywhere, as long as it doesn't intercept with another row of code. Preferrably next to a shop NPC for easy access if you need to modify something later.

TO DO - Once you are done save the textdata_object.txt file and set it aside to import into the Media.pk2 later.

Done
Your NPC has a name! Now it's time to give it some chat, after all we want to have a new an original NPC that will be interactive with its visitors.


TO DO - Go ahead and open up the npcchat.txt file and as usual we need to find a line of code that we want to replicate, let's use Retaldi again.

So find her line by searching for the reference tag 'NPC_EU_POTION' and you should find the following line:

1 NPC_EU_POTION SN_NPC_EU_POTION_BS SN_NPC_EU_POTION_PS

This line is made up of four (4) columns that represent the following: first the '1' is just a basic "on" value, keep that as it is, the next column is the reference tag 'NPC_EU_POTION', it tells the client to use the next paramaters with this NPC, and as you've learned it identifies Retaldi, then you have 'SN_NPC_EU_POTION_BS' BS for basic speech, it represents the random crap the NPC says when you first click it, and then you have 'SN_NPC_EU_POTION' which represents...I'm not sure.

TO DO - You know the drill, time to recreate the line with our new code. When you're done, it should look like this:

1 NPC_SRO_DEV SN_NPC_SRO_DEV_BS SN_NPC_SRO_DEV_PS

Notice
The lines 'SN_NPC_SRO_DEV_BS' and 'SN_NPC_SRO_DEV_PS' are two new entries that we will have to link to the next file, textquest_speechname.txt.

TO DO - Save npcchat.txt and put it aside to import it into the Media.pk2 later.


Now we need to add the chat.

TO DO - Open up the textquest_speechname.txt file and again, search for the entry that we are going to duplicate, in this case it will be 'SN_NPC_EU_POTION_BS'.

It should bring you to this line:

1 SN_NPC_EU_POTION_BS ?????. ??? ?? ???? ??? ???? ?? ??? ??? ???? ???? ???. ?? ?? ???? ?????. ???? ??? ? ??? ???? ?????. 0 0 0 0 0 Come in. My shop is selling potions that were prepared especially from the divine waters that are used by hospitals for sick and injured people. Show up whenever sick. Bless you always. 0 0 0 Buyurun. Kilisede holy water hazirlanmis, sifahanelerin hasta ve yaralilar için kullandiklari iksirler satiyoruz. Ne zaman hasta olursan gel. Tanri seni korusun. Adelante. Vendo Potions preparadas especialmente con las aguas divinas que se usan para sanar heridos en los hospitales. Ven si te sientes mal. Bendiciones siempre. ????. ????? ???? ??????? ???? ???? ?????? ?? ?????? ??????? ???? ?????? ?? ?????????? ?? ??? ???? ?????? ???????. ???? ??? ????? ????. ?????? ?????? ??????. Komm' herein. Ich verkaufe Zaubertränke, die eigens mit heiligem Wasser zubereitet wurden und in den Lazaretten zur Behandlung der Kranken und Verletzten eingesetzt werden. Komm' einfach vorbei, wenn es dir schlecht geht. Mögest du gesund bleiben.

Again like previously, this code represents text strings in various languages, each column after the reference tag represents a language, starting with Korean, the sixth column after that will be English, which is what we need to change.

Note
For the sake of understanding this, I will change the other languages to '0' values so you can see where the English code goes.

TO DO - Copy the line you found and replicate it below the original one and modify it as shown:

1 SN_NPC_EU_POTION_BS 0 0 0 0 0 0 Hi, I am the new NPC from SROdev.net please make sure to give us a visit to find out more content about Silkroad private servers, meanwhile check out my goods! 0 0 0 0 0 0 0
Of course make sure to modify it with whatever you want your NPC to say. Feel free to keep my own message as an advertisement.
IMPORTANT
Remember the other reference tag we had in npcchat.txt, 'SN_NPC_SRO_DEV_PS', well there is no other file that points to it, so we will change it back to the original tag 'SN_NPC_EU_POTION_PS' just in case it is referenced somewhere else in the client or the server files.

TO DO - Once you finished editing go ahead and save the textquest_speechname.txt file and put it aside to insert it into the Media.pk2 later. Everything related to the actual NPC model and its properties is now complete, now we will move to creating the references to the 'shop' aspect of the NPC.


Part 3 - Making Tabs and Defining it as a Shop

We will use these specific files in this part:
refshop.txt
refshopgroup.txt
shopgroupdata.txt
refshoptab.txt
refshoptabgroup.txt
shoptabdata.txt
textuisystem.txt

Note
For now you should have an idea of what each edit consists of.
- 1 Find the template line we are going to use.
- 2 Copy it and paste it and change the required values.
- 3 Save it.
So now this guide will be more brief and quick until we get to the database part.

TO DO - The following edits need to be done in refshop.txt:

You will find this line:

1 31 3092 STORE_EU_POTION -1 xxx -1 xxx -1 xxx -1 xxx

We will need make a new value for '3092' - use whatever is the next last number at the bottom of your file, and then of course do a change to 'STORE_EU_POTION' to 'STORE_SRO_DEV'. New code:

1 31 3146 STORE_SRO_DEV -1 xxx -1 xxx -1 xxx -1 xxx

Again I used '3146' because the last line in my refshop.txt was '3145'.

TO DO - Save and set aside for import.


We will continue with refshopgroup.txt, we create a group for each store NPC we have. So we need one for our 'NPC_SRO_DEV'. All entries here follow the same format. So your code should look like this:

1 31 3435 GROUP_STORE_SRO_DEV NPC_SRO_DEV -1 xxx -1 xxx -1 xxx -1 xxx

'3434' was my last number so I changed mine to 3435, you need to do as neded according to your file.

TO DO - Save and set aside for import.


Next we have shopgroupdata.txt & textuisystem.txt, in this file you will find the link between your shop and the text option that you click to open the shop.

Again, these entries are all under the same format, so your code should be as followed:

1 69 STORE_SRO_DEV1 SN_STORE_SRO_DEV_GROUP1

'69' because that's the next line of code at the bottom of the text file. Remember this number, you will need it later.

TO DO - Save and set aside for import.

We create a new entry 'SN_STORE_SRO_DEV_GROUP1' that we need to fill in the textuisystem.txt file, so open the file and add the new line of code as followed:

1 SN_STORE_SRO_DEV_GROUP1 0 0 0 0 0 0 Purchase Items 0 0 0 0 0 0 0

Again I changed the other languages to '0' so you can see where your edit should go.

TO DO - Save and set aside for import.


Now we need to add the tabs to the store, remember we are adding two as I pointed out at the beginning of the guide. '1D SUN' & 'Vigors.'

Let's begin with refshoptab.txt

The entries here follow the same format too, there is a line for each tab, so since we have two tabs we need to give it two lines of code. Insert them at the bottom of the file and change the second column to the next values according to the last value in the file.

1 31 7960 STORE_SRO_DEV_TAB1 STORE_SRO_DEV_GROUP1 SN_TAB_1DSUN xxx
1 31 7961 STORE_SRO_DEV_TAB2 STORE_SRO_DEV_GROUP1 SN_TAB_VIGORS xxx

Important
Make sure that 'STORE_SRO_DEV_GROUP1' matches exactly like you entered it in the refshopgroupdata.txt file, as this is what tells the client which text to use for the NPC.

This edit sends us back to the textuisystem.txt file since we need to create entries for 'SN_TAB_1DSUN' and 'SN_TAB_VIGORS'.

A quick search for the orignal tab, 'SN_TAB_POTION' leads us to a line we can copy. Remember to create two and edit them as needed.

1 SN_TAB_1DSUN 회복약 0 0 0 0 0 1D SUN 0 0 0 İyileştirme iksiri Poción Potion Trank
1 SN_TAB_VIGORS 회복약 0 0 0 0 0 Vigors 0 0 0 İyileştirme iksiri Poción Potion Trank

Put these under the '//Store tab name' section. Notice that here I left the other language entries, you can either change them to '0' or leave as is.

TO DO - Save and set aside for import.


Now to go with the refshoptabgroup.txt file - here the same applies, same format, so find one and copy and paste and modify. I keep on using the 'STORE_EU_POTION' wildcard for consistency.

The new code should look like:

1 31 3473 STORE_SRO_DEV_GROUP1 SN_SRO_DEV_GROUP1

'3473' is the next value in the last line for my textfile, accomodate for yours if needed. You may remember that we already created the 'SRO_DEV_GROUP1' entry in textuisystem.txt before, so all you have to do here is save and we continue on to the next file.


TO DO - Save and set aside for import.


Now we need to do the shoptabdata.txt file, remember that in the shopgroupdata.txt file we entered a line of '69,' this line here has to match that, so it will be:

1 741 STORE_EU_POTION_TAB1 69 SN_TAB_1DSUN
1 742 STORE_EU_POTION_TAB1 69 SN_TAB_VIGORS

'741-742' are consecutive according to the last line and its value in this text file, however again, match the '69' with whatever your value in shopgroupdata.txt was.

TO DO - Save and set aside for import.


Part 4 - Database Entries

A - Basic Common Entry & Char Table

We are now going to cover some basic SQL Express Management uses while we are on the database part of this tutorial. Here is a list of the database tables we will be using for this part. Let's spawn the NPC now!

This part will use the following tables:
_RefObjCommon
_RefObjChar
Explanation
_RefObjCommon basically has every single item, character, monster and building that the game uses, if is not here then you can not use it anywhere else in the database. _RefObjChar branches of from _RefObjCommon to specify attributes regarding characters, monsters, mounts, pets and anything that moves.


Let's begin by adding the entry to _RefObjCommon, since most of these edits will involve copying one row of the table and entering it at the bottom, we will use the SELECT function and copy and paste.

Use this query to search:

USE [SRO_VT_SHARD]
GO
SELECT * FROM _tablename WHERE ColumnName LIKE '%NPC_EU_POTION%'

Modify '_tablename' and 'ColumnName' to your needs.

TO DO - Copy 'NPC_EU_POTION' entry and paste it at the last empty row, modify with our new values, your last row should look like this:

1 #1 NPC_SRO_DEV xxx xxx SN_NPC_SRO_DEV xxx 0 1 1 2 2 0 5000 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 -1 0 -1 0 -1 0 -1 0 0 0 0 0 0 0 100 0 0 0 chareuropeeuropeman_werewolf.bsr xxx xxx xxx xxx #2

Summary of the modified data, remember that we are using the wolf skin.

NPC_SRO_DEV
SN_NPC_SRO_DEV
chareuropeeuropeman_werewolf.bsr


The entry '#1' will be automatically generated while '#2' will be whatever you copied from, you will need to change this once you enter the new row into _RefObjChar, so let's do that now.


TO DO - Let's do the same with _RefObjChar.

Keep in Mind
When you copied the row from _RefObjCommon, in your last column there was the link to the same NPC in _RefObjChar, so use that to find it in that table and copy and paste it at the bottom of this table. Then proceed to do the required modifications.

Your new row should look like this:

#1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 336860180 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

TO DO - '#1' will be automatically generated, you need to go back to _RefObjCommon and enter that number in the last column of your NPC entry, the column is called 'Link'.

We are now done with adding the NPC to the database, we will now continue with the spawn location.


Part 4 - Database Entries

B - Spawn Location

We are going to be needing the following tables for this part:
Tab_RefHive
Tab_RefTactics
Tab_RefNest

Tab_RefTactics and Tab_RefNest have depending values from Tab_RefHive, so lets make the entry for that table first. I am going to take Statiic's row from ******** because I don't have access to my database right now and can't find an appropiate row to use.

Enter this into the table:

#1 0 0 0 0 0 0 1 2 NPC ȣź

'#1' should be generated automatically, this is your ID that you need to remember, and '1' is the region to be spawned on, in this case will be Jangan.

Let's move on to Tab_RefTactics.


TO DO - A few things to consider, here you will need the _RefObjCommon ID, the Tab_RefHive ID and Tab_RefTactics ID.

Let's begin with Tab_RefTactics, since this will give us the _RefObjCommon ID. This is where you go back to that table and find the ID from 'NPC_EU_POTION' and search it in Tab_RefTactics, you can use the same search query from before, just modify the database and column for what you're looking for, the second column in Tab_RefTactics is your ID from _RefObjCommon.

Once you find the entry for 'NPC_EU_POTION' copy it and enter it at the bottom of the table,

#1 #2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 xxx

Now '#1' should be generated automatically and '#2' needs to be changed to whatever the database gave to your entry of 'NPC_SRO_DEV' in the ID column of _RefObjCommon.


TO DO - Now that we have both a Tab_RefHive ID and a Tab_RefTactics ID we can make the Tab_RefNest row entry.

If you remember finding the Tab_RefHive row from 'NPC_EU_POTION' you can remember the initial ID for that entry, use that to find a matching row for your new NPC and copy and paste it at the bottom. It should look something like this, that ID belongs to the second column in Tab_RefHive, use the same query to find it, just make sure to modify the table name, column name and the specific ID you have instead of "%NPC_EU_POTION%":

#0 #1 #2 p1 p2 p,3 p4 p5 0 0 0 0 0 1 0 1 0

'#0' is generated automatically, '#1' is your Tab_RefHive ID, '#2' is your Tab_RefTacTics ID.

p1 p2 p,3 p4 p5

This is your position in Jangan, to get the coordinates just use the GM console to find the exact spot where you want to spawn the NPC.

TO DO - This is all for the spawning database entries, now to the shop database entries.


Part 4 - Database Entries

C - Dababase Shop Entries

This part will use the following tables:
_RefShop
_RefShopGroup
_RefShopItemGroup
_RefShopTab
_RefShopTabGroup
_RefMappingShopGroup
_RefMappingShopWithTab
Good News!
You already created the entries for the following databases, _RefShop, _RefShopGroup, _RefShopTab, and _RefShopTabGroup. All you need to do is single out those entries in separate text files, and do a bulk import query into their corresponding database tables, if you need to learn more about bulk import, check out my Demon Shaitan release in the other forum section.


TO DO - We now have the following tables to edit, which are fairly simple, you can either copy a row from each and edit them out according to our edits in the Media.pk2
_RefShopItemGroup
_RefMappingShopGroup
_RefMappingShopWithTab
_REFSHOPITEMGROUP

1 82 STORE_SRO_DEV_GROUP1 SN_STORE_SRO_DEV_GROUP1

_REFMAPPINGSHOPGROUP

1 15 GROUP_STORE_SRO_DEV NPC_SRO_DEV

_REFMAPPINGSHOPWITHTAB

1 82 NPC_SRO_DEV STORE_SRO_DEV_GROUP1

VERY IMPORTANT INFORMATION
- You may see a few columns with '31' on them, that is the version of SilkroadR, you need to change them to '15' for vSRO.
- The [*code] tags here get rid of any tab or space indenting, so use the copy and paste rows from the files you edited to enter the new entries, because these will not work.
- Please report any errors or misspellings or things I may have missed.




Extra Content

Lets populate that vigors tab with, well vigors, to do so you have to edit ShopGoods.

REFSHOPGOODS.TXT AND _REFSHOPGOODS
1 15 STORE_SRO_DEV_TAB2 PACKAGE_ITEM_ETC_ALL_POTION_01 0 -1 xxx -1 xxx -1 xxx -1 xxx
1 15 STORE_SRO_DEV_TAB2 PACKAGE_ITEM_ETC_ALL_POTION_02 1 -1 xxx -1 xxx -1 xxx -1 xxx
1 15 STORE_SRO_DEV_TAB2 PACKAGE_ITEM_ETC_ALL_POTION_03 2 -1 xxx -1 xxx -1 xxx -1 xxx
1 15 STORE_SRO_DEV_TAB2 PACKAGE_ITEM_ETC_ALL_POTION_04 3 -1 xxx -1 xxx -1 xxx -1 xxx
1 15 STORE_SRO_DEV_TAB2 PACKAGE_ITEM_ETC_ALL_POTION_05 4 -1 xxx -1 xxx -1 xxx -1 xxx
1 15 STORE_SRO_DEV_TAB2 PACKAGE_ITEM_ETC_ALL_SPOTION_01 5 -1 xxx -1 xxx -1 xxx -1 xxx

Of course remember to crate refscrap, pricepolicy, and refpackage for them if they are already not created.

notice this copied from imos The administrator of srodev.net



but i still need help i did all that and when try to press npc i get crash help me cuz i helped you

press thanks if i helped please and dont forget to help me
[GM]Tensa is offline  
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Old 04/16/2012, 15:42   #2
 
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Wrong section.
Next time go There :
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Old 04/16/2012, 23:23   #3
 
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Quote:
Originally Posted by Airdraw View Post
Wrong section.
Next time go There :
epic fail

The private sro guides must be posted in this sectiom:
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Old 04/20/2012, 20:03   #4
 
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lol huge fail
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Old 04/29/2012, 13:23   #5
 
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good but need video to be more help full thnx and i will give thanx
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Old 02/10/2013, 20:14   #6
 
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Very good tut, but you know you could've made it a bit simplier lol
You deserved my thanks
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Old 05/29/2013, 03:22   #7
 
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Bro i get error when i open SR_ShardManger ... CharID Don't differ with link from _RefObjChar can any one help ?
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Ok so if your working server side, got to your server files and open share/item/itemarmour.csv as shown below : Step 1 http://img191.imageshack.us/img191/5225/step1i.jp g Step 2 http://img25.imageshack.us/img25/9918/step2nzf.jp g Step 3 http://img193.imageshack.us/img193/3066/step3b.jp g



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