KyleZ
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About KyleZ
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Thanks, both of you. Yeah, I'm afraid i have to do it again from scratch
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Are there any tools to do so? For instance, I recorded some clips earlier, then mob IDs changed. Without any edit, the clips just got useless..
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Thanks guys! found them.
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It really got me. didn't know where to ask this..so....off topic it is.......... So, what's it? A NPC? Does it have .act & .spr as others? If it does, please tell me their names( better be unicode
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I did it..in a easy way. There are 3 warg-related files in data.grf, which are: baby warg.act warg.act warg.spr So, i simply exchanged their names - - Therefore, baby ranger is gonna have a huge warg now .XD @Ind, yes, you're right. So, I'll make do with this solution...
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I've noticed that if you put on a baby ranger costume, your warg resizes with you. ( lovely So, to replace default size with this one, which file(s) should i modify?( act, spr files? Or, is there a conf kind of thingy..that I can use to control the percentage, like 100%> 70%.
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Thanks for the input~ It seems that I overthought it.. I was wondering if there was sth. like race2, you know like Goblins, Orc etc...
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bAddMagicDamageClass, bAddDefClass etc. Job ID is a no brainer. But I couldn't find any description on class of monsters in item_bonus file. Is there a reference at all ? The only thing i can think of is boss/non-boss, probably not in the right direction
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How to utilize navigation system for custom NPCs
KyleZ replied to KyleZ's question in Client-Side Support
navi_npc_krsak.lua Thanks for the input. I can't use these ready-made decompiled LUAs, because that'll make our players' experiences half-Chinese-half-English... We have to start from localized LUB instead, that's why I made this inquiry. I guess the focus of "how to" just shifted from navigation to LUB>LUA translation. -
How to utilize navigation system for custom NPCs
KyleZ replied to KyleZ's question in Client-Side Support
About that.. Maybe i'm a little greedy here. Like I said, changing TownInfo.lub doesn't include your custom NPCs to the searching database. See the following screenshot: Say I add 1 NPC in City Hugel, unlike the other official NPCs, I can't find it by keyword searching. As you can see it, my mini map is becoming over-crowded. lol Yes, I can use these decompiled lua files.. haha, the problem is 60% of our players don't speak English.. So, we have to decompile native lub, or ask someone to do it for us - - -
Hi Hercules! Thanks for all of your input. Please allow me to rephrase this: I could utilize Navi System for custom NPCs, including show them on mini map and search result. Unlike most of you, I'm using a localized client (Chinese). So, editing decompiled LUAs is the easy way out. But that would make our players' experiences half-EN-half-CN, which is unprofessional. Yeah, I could translate them, but that's 2672 NPCs we're talking about... So, I had to download LUBs of localized version and tried to start it there. Luadisasm made me believe that LUB>LUA is possible with proper function/batch tool, as long as the LUB structure is as simple as navi_npc_krsak.lub. Correct me if I'm wrong~ Time to share what I've learned during the process: There are 4 LUAs (for NPCs ONLY, leave the function lua alone. 1. navi_npc_krsak.lua 2. navi_npcdistance_krsak.lua 3. navi_link_krsak.lua 4. navi_linkdistance_krsak.lua There are comments in the first file "airplane", --Map 11984, --NPC number 101,--NPC type(known types:101=Normal, 102=sell/buy NPC 86, --SpriteID "Apple Merchant", --NpcName "airplane", --Map details, if there's any 50, --x 66 --y Now we know what to do after editing TownInfo.lub, just make sure NPC number isn't conflicted with current ones. After that, you can find your custom NPC in the Navi search. But it won't work properly unless you modify the second file. Say your NPC is in City Hugel, and you want it found when search "Hugel".You have to edit the second file and make sure your input located between the hugel curly blankets. {10046, { "airplane", 11976, 135 }, { "airplane", 11977, 135 }, { "hu_fild06", 12781, 116 }, { "hu_in01", 12817, 75 }, { "hu_in01", 12819, 109 }, { "hu_in01", 12821, 15 }, { "hu_in01", 12825, 8 }, { "hu_in01", 12827, 103 }, { "hu_in01", 12829, 76 }, { "hu_in01", 12831, 50 }, { "hu_in01", 12833, 104 }, { "hu_in01", 12836, 162 }, { "hu_in01", 12877, 79 }, { "hu_in01", 12883, 79 }, { "hu_in01", 12884, 79 }, { "hu_in01", 12908, 98 }, { "odin_tem01", 12872, 138 }, { "p_track01", 19493, 82 }, { "p_track02", 19511, 82 }, { "que_bingo", 12919, 64 }, { "", 0, 0 } }, You can just put it here with similar structures. { "airplane", --call it link or reference 11976, --link number. 135 --distance with the link (the Pythagorean theorem }, Link data is stored in the 3rd and 4th file. Different towns have difference references, keep in mind. So, to make it perfect, you have to calculate distance with every link.. My suggestion is replacing useless officials instead.. That's all I guess. At the end, if you can help me with LUB>LUA..Leave me a PM, please. Thank you. ======================== Original Post I just realized how powerful the native navigation system is the other day. Ever since, I've been trying to utilize it for custom features, npcs, mobs etc. The easy part is to add/delete icons to the mini map in the upper right cornor. Sorry, I don't play English version, I've no idea what you call it natively. Anyway, by editing TownInfo.lub, I successfully added a custom NPC to the mini-map. And the navigation system also worked fine. I mean the system could calculate the route for you once you click corresponding NPC there. Yet I want more. Without further modification, you can't find the NPC in the search result. This could be a problem when you have multiple npcs crowed on a smaller place. Adding all of them to the mini-map would be a disaster. I know that it was easy because TownInfo.lub isn't encrypted. Editing other lubs is a whole new story. And I've been told, several times that currently there are no tools for translating lub to lua. In my ' limited' experience, luadisasm can disassemble lub files. disassembled file(navi_npc_krpri.lub) format is as follows: 1 [ 2]: NEWTABLE R0 75 0 ; R0 := {} 2 [ 3]: NEWTABLE R1 8 0 ; R1 := {} 3 [ 4]: LOADK R2 K1 ; R2 := "airplane" 4 [ 4]: LOADK R3 K2 ; R3 := 11984 5 [ 4]: LOADK R4 K3 ; R4 := 101 6 [ 4]: LOADK R5 K4 ; R5 := 86 7 [ 4]: LOADK R6 K5 ; R6 := "荤苞惑牢" 8 [ 4]: LOADK R7 K1 ; R7 := "airplane" 9 [ 4]: LOADK R8 K6 ; R8 := 50 10 [ 4]: LOADK R9 K7 ; R9 := 66 11 [ 4]: SETLIST R1 8 1 ; R1[1,2,3,4,5,6,7,8] := R2,R3,R4,R5,R6,R7,R8,R9 I am a layman, obviously. Not only on Lua programming, I'm talking basically any programming language. So, can't translate lub to lua = can't restore this format to normal human readable lua? I did some research, and a term caught my eyes: Table serialization/unserialization. Is it the same thing as what we are talking about? I am a layman and I can tell the pattern here. R1= "airplane", 11984,101,86,"荤苞惑牢","airplane",50,66 Puting the garbled texts aside, it is exactly the same as in decompiled lua. So, with proper function/ batch tools, we can trans it, can't we?