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Neo-Mind

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  1. Upvote
    Neo-Mind got a reaction from Angelmelody in 2013 Ragexe and Diff (Up to date 2013-08-07)   
    ah cool well it can reach till 2147483647 (max attack value possible)
  2. Upvote
    Neo-Mind reacted to shenhuyong in Added full support for the Rebellion   
    Hello everybody,
     
    We've support for the Rebellion now!
    I have pull a request to hercules GIT, you can see the code here.
    https://github.com/HerculesWS/Hercules/pull/161
     
    Added full support for the Rebellion
    Credits to 3ceam2 for the base,Thanks to Rytech.
    -The skill still needs to be completed, as well as support for higher base stats.
    -Bonus stats are set to temporarily values until the official ones are known.
    -Updated the item_db.txt file with information on the Rebellion's job equip mask.
    -Added packets and packet keys for 2013-08-07Ragexe with the info provided by Shakto,Thanks to Shakto.
    -A 2013-08-07Ragexe client or higher is required for this job to be properly playable.
     
    And you can see the translated lub files here.
    https://subversion.assembla.com/svn/client-side-translation/
     
    Enjoy it, This is my Chinese translated screenshot.
     

  3. Upvote
    Neo-Mind got a reaction from Chiron in [Release] Custom Job & Custom Shield Patches   
    hmm let me check it out.
  4. Upvote
    Neo-Mind got a reaction from Uzieal in Uzieal's Art Corner   
    wow Round 1 is almost complete 
  5. Upvote
    Neo-Mind got a reaction from evilpuncker in 2013 Ragexe and Diff (Up to date 2013-08-07)   
    @evilpuncker i already added the patches to xDiffGen. xDiff files just need to be generated again.
     
    @Lanz i guess it can be added.
  6. Upvote
    Neo-Mind got a reaction from evilpuncker in 2013 Ragexe and Diff (Up to date 2013-08-07)   
    that diff can be added :-).
  7. Upvote
    Neo-Mind got a reaction from evilpuncker in 2013 Ragexe and Diff (Up to date 2013-08-07)   
    i might be interested in raising the 999999 limit to 2147483648 
     but i dunno how i can test if its working
  8. Upvote
    Neo-Mind got a reaction from Judas in 2013 Ragexe and Diff (Up to date 2013-08-07)   
    i might be interested in raising the 999999 limit to 2147483648 
     but i dunno how i can test if its working
  9. Upvote
    Neo-Mind got a reaction from mleo1 in 2013 Ragexe and Diff (Up to date 2013-08-07)   
    i might be interested in raising the 999999 limit to 2147483648 
     but i dunno how i can test if its working
  10. Upvote
    Neo-Mind reacted to Uzieal in Uzieal's Art Corner   
    Second Request! Thanks for the request Valor, I hope you enjoy the signature and avatar. If you do I never mind reputation points   So I  hope even if you do not need a request you will all give me your opinions and critiques regarding my art work, After all, I only do this to perfect my art and contribute to the community! Avatar Direct Link: http://img703.imageshack.us/img703/8864/qwrp.png Signature Direct Link: http://img838.imageshack.us/img838/5726/m1fr.png All credits for this collage go to the respective owners.
  11. Upvote
    Neo-Mind reacted to Uzieal in Uzieal's Art Corner   
    First Request! I am proud to present my first free art request in a long time. Neo, Thank you for the request and allowing me some leeway with the theme etc. If you wish to change something just drop me a message and I will gladly fix any details for you.  Direct Image Links: http://img6.imageshack.us/img6/7596/4ye1.png http://img836.imageshack.us/img836/7740/fy3e.png Credit for the Brushes go to their respective owners Credit for the Image render goes to _chase_chase Credit for the Fonts go to their respective owners Credit for the Logo goes to Herc.ws
    Credit for the Sprite goes to Gravity.co
    Oh and to me for the creation of the collage.
    Updated the Signature for Neo to omit the "of ...."
  12. Upvote
    Neo-Mind reacted to Uzieal in [Pre-Release] Pallet Town+   
    Pallet Town -
    This is the Pre-Release of my Custom Pallet Town, Yes it has been done a million times, but not by me /gg
    I have about as much nostalgia for Ragnarok as I do Pokemon! In time I will release more PokeMaps here and
    there but what better place to start than Pallet Town?! I would greatly appreciate any feedback or opinions you
    might have about this release so let me know! Did I mention this Release Will include Interior Maps as Well !?

  13. Upvote
    Neo-Mind got a reaction from Aly in [Release] Custom Job & Custom Shield Patches   
    Well a few people know i have been working on these. So here goes.
     
    Did I hear right?
     
    1. Yes it is what you are thinking. The Custom Job patch allow you to modify the existing jobs and add new jobs      in a fashion similar to HeliumRO's Xray Clients (and some extra stuff u will see below) but using lua files.   2. Similarly Custom Shield Patch allows you to throw the existing 4 shield limit out the door and modify existing as well as     add more shield equipment types to your liking using lua files.   3. For now I have tested them out on a set of clients (for others the logic followed were the same     so I didn't bother with the rest). Ofcourse if any bug comes up I will work on fixing them.     4. Patches were made with existing patches in mind and therefore will not affect any and existing diffs present    in a client you use. Infact you are supposed to use these last only.   5. Custom Job Patch has also an override for Class names based on gender. For it to work Langtype Korean Jobname Fix    is expected to be enabled (for xDiff patches it is a part of Translate to English patch)  
      6. So is there a limit ? yes for now i have limited them as max shields to 10 and max job id to 4300.   So how does it work ?   1. Get the xdiff file for your client version (from the link below)   2. Get the lua files (also from the link below)   3. Modify/Add entries to the lua files (Format is specified below)   4. Load your client and xdiff file in xDiffPatcher   5. Let it Rip!... i mean Patch!!   6. And last but not least place the lua files in their proper locations.   Lua File Formats - Custom Job Patch Custom Job Patch makes use of 7 lua files (similar to the various txt files Xray client had).They need to be present in the luafiles514/lua files/admin path.   1) PCIdentity.lua:   This file is already present in the official GRF but we are going to use a modified version of that one.   All Job Sprites have a corresponding Job ID (including costumes and Job Mounts). This file defines all of them   and their relationships to each other.   This is done with the help of 3 tables =>   i) pcJobTbl (mandatory):  This is where the job id value is defined and mapped to a string for identification JT_KAGEROU = 4211, -- 4211 is the job id for kagerou class     ii) Halter_Map : This is where you specify which job id is the job mount of which class. Ofcourse if you dont  plan to add a mount sprite for a class you can ignore this one. [pcJobTbl.JT_KAGEROU] = pcJobTbl.JH_KAGEROU, -- maps kagerou job to his frog mounted sprite   iii) Shrink_Tbl : This is list of job IDs that need to be ... shrunk i.e. specify all Baby Jobs here. pcJobTbl.JT_SWORDSMAN_B, -- will include Baby Swordsman in the list    2) PCPaths.lua:    Lua equivalent of class_tab.txt . Defines the prefix string used for each class to get its sprite & act file path.    i.e. prefix in => /data/sprite/Àΰ£Á·/¸öÅë/<gender>/<prefix>_<gender>.spr (& act as well).    This is done with the help of two tables (only one of which needs to be filled for a class).        i)  PCStitchTbl :      If your job uses a completely new sprite with a new filename then you can assign it in this table. [pcJobTbl.JT_SWORDMAN] = "°Ë»ç" -- Prefix for Swordsman    ii) PCStitchInheritTbl :      If your job is sharing an existing sprite path already used by a job specified in PCStitchTBl then you can simply connect them in this table (target job id inherits from source job id). [pcJobTbl.JT_SWORDMAN_H] = pcJobTbl.JT_SWORDMAN, --JT_SWORDMAN_H is High Swordsman which uses --same sprite as Swordsman 
      All of the remaining lua files follow a similar pattern with one table for direct assignment and the other one for inheriting value from another job id 3) PCImfs.lua: Lua equivalent of imf_tab.txt . Defines the prefix string for imf files of each class. i)  PCImfTbl : [pcJobTbl.JT_KNIGHT] = "±â»ç", -- Prefix for Knight ii) PCImfInheritTbl : [pcJobTbl.JT_KNIGHT_H] = pcJobTbl.JT_KNIGHT, -- JT_KNIGHT_H is Lord Knight and has the same -- imf as Knight class.
    4) PCHands.lua: Lua equivalent of reality_dir_tab.txt. Defines the prefix strings used for Weapons and Shields of each class i) PCHandsTbl : [pcJobTbl.JT_ASSASSIN] = "¾î¼¼½Å¾î¼¼½Å", -- Prefix for Assassin   ii) PCHandsInheritTbl : [pcJobTbl.JT_GUILLOTINE_CROSS] = pcJobTbl.JT_ASSASSIN, -- Guillotine Cross picks up --weapons/shields from the same path as Assassin class.
    5) PCPals.lua   Lua equivalent of reality_tab.txt. Defines the prefix strings for the body palettes. i) PCPalTbl: [pcJobTbl.JT_MAGICIAN] = "¸¶¹ý»ç", -- prefix for Mage                           ii) PCPalInheritTbl: [pcJobTbl.JT_MAGICIAN_H] = pcJobTbl.JT_MAGICIAN, -- High Mage uses same prefix as Mage class.  
    6) PCNames.lua   Lua equivalent of monstrosity_tab.txt (in part since mobs are defined by jobname.lua) . As the file name says this is where you define all your class names. Reason i saved this for last is because this file is slightly different from the previous 4. Here you can define the class name seperately for both genders. For male classes => i) PCJobNameTbl : [pcJobTbl.JT_WARLOCK] = "Warlock", -- Kind of obvious right? ii) PCJobNameInheritTbl : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- JT_WARLOCK_H is Transcendent version of -- warlock class and ofcourse it will have same name For female classes => iii) PCJobNameTbl_F : [pcJobTbl.JT_WARLOCK] = "Witch", -- Now the female Warlock will be called Witch
    iv) PCJobNameInheritTbl_F : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- Same for Transcendent warlock   By default if your gender is female and there is no names defined using either iii) or iv) above then it checks in the tables for male gender. 7) PCFuncs.lua Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!   Lua File Formats - Custom Shield Patch Custom Shield Patch makes use of 2 lua files as specified below. They need to be present in luafiles514/lua files/datainfo folder.   1) ShieldTable.lua : This lua file is the only one you need to configure. It contains 3 tables and is similar in format to WeaponTable.lua i) Shield_IDs : Defines a list of IDs which includes both Shield Types & Item IDs used by shield items in item_db.txt. Shield Items can only start from item id 2101 onwards so anything lesser than that will be considered as a shield type id. To distinguish between them we use the ST (Shield Type) and SI (Shield Item) prefixes. ST_MSHIELD = 4, -- Mirror Shield TypeSI_Platinum_Shield = 2122, -- Platinum Shield's Item ID   ii) ShieldNameTable : Here we assign suffix strings for Shield Types i.e. shield suffix in => /data/sprite/¹æÆÐ/<hand prefix>_<gender>_<shield suffix>.spr [Shield_IDs.ST_MSHIELD] = "_¹Ì·¯½¯µå", --Suffix for Mirror shield  iii) ShieldMapTable : Here we specify which Shield Type is used by each of the Shield Items. [Shield_IDs.SI_Platinum_Shield] = Shield_IDs.ST_MSHIELD, -- Platinum Shield uses -- Mirror Shield sprite.
    2) ShieldTable_F.lua : Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!     Ok.. So Where do i get the files? Download link     Final Note If you have any issues or doubts about the xDiff files or Lua files (I expect some in this department) let me know. So Enjoy
  14. Upvote
    Neo-Mind got a reaction from Kichi in [Release] Custom Job & Custom Shield Patches   
    Well a few people know i have been working on these. So here goes.
     
    Did I hear right?
     
    1. Yes it is what you are thinking. The Custom Job patch allow you to modify the existing jobs and add new jobs      in a fashion similar to HeliumRO's Xray Clients (and some extra stuff u will see below) but using lua files.   2. Similarly Custom Shield Patch allows you to throw the existing 4 shield limit out the door and modify existing as well as     add more shield equipment types to your liking using lua files.   3. For now I have tested them out on a set of clients (for others the logic followed were the same     so I didn't bother with the rest). Ofcourse if any bug comes up I will work on fixing them.     4. Patches were made with existing patches in mind and therefore will not affect any and existing diffs present    in a client you use. Infact you are supposed to use these last only.   5. Custom Job Patch has also an override for Class names based on gender. For it to work Langtype Korean Jobname Fix    is expected to be enabled (for xDiff patches it is a part of Translate to English patch)  
      6. So is there a limit ? yes for now i have limited them as max shields to 10 and max job id to 4300.   So how does it work ?   1. Get the xdiff file for your client version (from the link below)   2. Get the lua files (also from the link below)   3. Modify/Add entries to the lua files (Format is specified below)   4. Load your client and xdiff file in xDiffPatcher   5. Let it Rip!... i mean Patch!!   6. And last but not least place the lua files in their proper locations.   Lua File Formats - Custom Job Patch Custom Job Patch makes use of 7 lua files (similar to the various txt files Xray client had).They need to be present in the luafiles514/lua files/admin path.   1) PCIdentity.lua:   This file is already present in the official GRF but we are going to use a modified version of that one.   All Job Sprites have a corresponding Job ID (including costumes and Job Mounts). This file defines all of them   and their relationships to each other.   This is done with the help of 3 tables =>   i) pcJobTbl (mandatory):  This is where the job id value is defined and mapped to a string for identification JT_KAGEROU = 4211, -- 4211 is the job id for kagerou class     ii) Halter_Map : This is where you specify which job id is the job mount of which class. Ofcourse if you dont  plan to add a mount sprite for a class you can ignore this one. [pcJobTbl.JT_KAGEROU] = pcJobTbl.JH_KAGEROU, -- maps kagerou job to his frog mounted sprite   iii) Shrink_Tbl : This is list of job IDs that need to be ... shrunk i.e. specify all Baby Jobs here. pcJobTbl.JT_SWORDSMAN_B, -- will include Baby Swordsman in the list    2) PCPaths.lua:    Lua equivalent of class_tab.txt . Defines the prefix string used for each class to get its sprite & act file path.    i.e. prefix in => /data/sprite/Àΰ£Á·/¸öÅë/<gender>/<prefix>_<gender>.spr (& act as well).    This is done with the help of two tables (only one of which needs to be filled for a class).        i)  PCStitchTbl :      If your job uses a completely new sprite with a new filename then you can assign it in this table. [pcJobTbl.JT_SWORDMAN] = "°Ë»ç" -- Prefix for Swordsman    ii) PCStitchInheritTbl :      If your job is sharing an existing sprite path already used by a job specified in PCStitchTBl then you can simply connect them in this table (target job id inherits from source job id). [pcJobTbl.JT_SWORDMAN_H] = pcJobTbl.JT_SWORDMAN, --JT_SWORDMAN_H is High Swordsman which uses --same sprite as Swordsman 
      All of the remaining lua files follow a similar pattern with one table for direct assignment and the other one for inheriting value from another job id 3) PCImfs.lua: Lua equivalent of imf_tab.txt . Defines the prefix string for imf files of each class. i)  PCImfTbl : [pcJobTbl.JT_KNIGHT] = "±â»ç", -- Prefix for Knight ii) PCImfInheritTbl : [pcJobTbl.JT_KNIGHT_H] = pcJobTbl.JT_KNIGHT, -- JT_KNIGHT_H is Lord Knight and has the same -- imf as Knight class.
    4) PCHands.lua: Lua equivalent of reality_dir_tab.txt. Defines the prefix strings used for Weapons and Shields of each class i) PCHandsTbl : [pcJobTbl.JT_ASSASSIN] = "¾î¼¼½Å¾î¼¼½Å", -- Prefix for Assassin   ii) PCHandsInheritTbl : [pcJobTbl.JT_GUILLOTINE_CROSS] = pcJobTbl.JT_ASSASSIN, -- Guillotine Cross picks up --weapons/shields from the same path as Assassin class.
    5) PCPals.lua   Lua equivalent of reality_tab.txt. Defines the prefix strings for the body palettes. i) PCPalTbl: [pcJobTbl.JT_MAGICIAN] = "¸¶¹ý»ç", -- prefix for Mage                           ii) PCPalInheritTbl: [pcJobTbl.JT_MAGICIAN_H] = pcJobTbl.JT_MAGICIAN, -- High Mage uses same prefix as Mage class.  
    6) PCNames.lua   Lua equivalent of monstrosity_tab.txt (in part since mobs are defined by jobname.lua) . As the file name says this is where you define all your class names. Reason i saved this for last is because this file is slightly different from the previous 4. Here you can define the class name seperately for both genders. For male classes => i) PCJobNameTbl : [pcJobTbl.JT_WARLOCK] = "Warlock", -- Kind of obvious right? ii) PCJobNameInheritTbl : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- JT_WARLOCK_H is Transcendent version of -- warlock class and ofcourse it will have same name For female classes => iii) PCJobNameTbl_F : [pcJobTbl.JT_WARLOCK] = "Witch", -- Now the female Warlock will be called Witch
    iv) PCJobNameInheritTbl_F : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- Same for Transcendent warlock   By default if your gender is female and there is no names defined using either iii) or iv) above then it checks in the tables for male gender. 7) PCFuncs.lua Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!   Lua File Formats - Custom Shield Patch Custom Shield Patch makes use of 2 lua files as specified below. They need to be present in luafiles514/lua files/datainfo folder.   1) ShieldTable.lua : This lua file is the only one you need to configure. It contains 3 tables and is similar in format to WeaponTable.lua i) Shield_IDs : Defines a list of IDs which includes both Shield Types & Item IDs used by shield items in item_db.txt. Shield Items can only start from item id 2101 onwards so anything lesser than that will be considered as a shield type id. To distinguish between them we use the ST (Shield Type) and SI (Shield Item) prefixes. ST_MSHIELD = 4, -- Mirror Shield TypeSI_Platinum_Shield = 2122, -- Platinum Shield's Item ID   ii) ShieldNameTable : Here we assign suffix strings for Shield Types i.e. shield suffix in => /data/sprite/¹æÆÐ/<hand prefix>_<gender>_<shield suffix>.spr [Shield_IDs.ST_MSHIELD] = "_¹Ì·¯½¯µå", --Suffix for Mirror shield  iii) ShieldMapTable : Here we specify which Shield Type is used by each of the Shield Items. [Shield_IDs.SI_Platinum_Shield] = Shield_IDs.ST_MSHIELD, -- Platinum Shield uses -- Mirror Shield sprite.
    2) ShieldTable_F.lua : Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!     Ok.. So Where do i get the files? Download link     Final Note If you have any issues or doubts about the xDiff files or Lua files (I expect some in this department) let me know. So Enjoy
  15. Upvote
    Neo-Mind got a reaction from Chemical Crush in [Showcase] Guild Map *Night*   
    nice @_@
  16. Upvote
    Neo-Mind reacted to Chemical Crush in [Showcase] Guild Map *Night*   
    Hey guys! 
    Just wanted to show off a guild map I just finished for a customer.
    Hope you guys like it!
    Let me know what you think.
     



     

     

     

     

     

     

     

     

     

     

     

     
    Please note that this map was requested.
    =]
  17. Upvote
    Neo-Mind got a reaction from anacondaq in 2013 Ragexe and Diff (Up to date 2013-08-07)   
    MEGA UPDATE:
    Restore Login Window & Disable 1rag1 Patches are now fixed (well i haven't seen any errors so far).
     
    Please download the updated xdiff from the repository link above.
  18. Upvote
    Neo-Mind got a reaction from Angelmelody in [Release] Custom Job & Custom Shield Patches   
    These patches need seperate lua files that i have provided in the repository link. did you get them as well?
     
    I got busy with some of the xdiff bug fixes (official ones) so it got delayed but I am making a video tutorial to explain things better.
  19. Upvote
    Neo-Mind got a reaction from Alphoccio in [Release] Custom Job & Custom Shield Patches   
    Well a few people know i have been working on these. So here goes.
     
    Did I hear right?
     
    1. Yes it is what you are thinking. The Custom Job patch allow you to modify the existing jobs and add new jobs      in a fashion similar to HeliumRO's Xray Clients (and some extra stuff u will see below) but using lua files.   2. Similarly Custom Shield Patch allows you to throw the existing 4 shield limit out the door and modify existing as well as     add more shield equipment types to your liking using lua files.   3. For now I have tested them out on a set of clients (for others the logic followed were the same     so I didn't bother with the rest). Ofcourse if any bug comes up I will work on fixing them.     4. Patches were made with existing patches in mind and therefore will not affect any and existing diffs present    in a client you use. Infact you are supposed to use these last only.   5. Custom Job Patch has also an override for Class names based on gender. For it to work Langtype Korean Jobname Fix    is expected to be enabled (for xDiff patches it is a part of Translate to English patch)  
      6. So is there a limit ? yes for now i have limited them as max shields to 10 and max job id to 4300.   So how does it work ?   1. Get the xdiff file for your client version (from the link below)   2. Get the lua files (also from the link below)   3. Modify/Add entries to the lua files (Format is specified below)   4. Load your client and xdiff file in xDiffPatcher   5. Let it Rip!... i mean Patch!!   6. And last but not least place the lua files in their proper locations.   Lua File Formats - Custom Job Patch Custom Job Patch makes use of 7 lua files (similar to the various txt files Xray client had).They need to be present in the luafiles514/lua files/admin path.   1) PCIdentity.lua:   This file is already present in the official GRF but we are going to use a modified version of that one.   All Job Sprites have a corresponding Job ID (including costumes and Job Mounts). This file defines all of them   and their relationships to each other.   This is done with the help of 3 tables =>   i) pcJobTbl (mandatory):  This is where the job id value is defined and mapped to a string for identification JT_KAGEROU = 4211, -- 4211 is the job id for kagerou class     ii) Halter_Map : This is where you specify which job id is the job mount of which class. Ofcourse if you dont  plan to add a mount sprite for a class you can ignore this one. [pcJobTbl.JT_KAGEROU] = pcJobTbl.JH_KAGEROU, -- maps kagerou job to his frog mounted sprite   iii) Shrink_Tbl : This is list of job IDs that need to be ... shrunk i.e. specify all Baby Jobs here. pcJobTbl.JT_SWORDSMAN_B, -- will include Baby Swordsman in the list    2) PCPaths.lua:    Lua equivalent of class_tab.txt . Defines the prefix string used for each class to get its sprite & act file path.    i.e. prefix in => /data/sprite/Àΰ£Á·/¸öÅë/<gender>/<prefix>_<gender>.spr (& act as well).    This is done with the help of two tables (only one of which needs to be filled for a class).        i)  PCStitchTbl :      If your job uses a completely new sprite with a new filename then you can assign it in this table. [pcJobTbl.JT_SWORDMAN] = "°Ë»ç" -- Prefix for Swordsman    ii) PCStitchInheritTbl :      If your job is sharing an existing sprite path already used by a job specified in PCStitchTBl then you can simply connect them in this table (target job id inherits from source job id). [pcJobTbl.JT_SWORDMAN_H] = pcJobTbl.JT_SWORDMAN, --JT_SWORDMAN_H is High Swordsman which uses --same sprite as Swordsman 
      All of the remaining lua files follow a similar pattern with one table for direct assignment and the other one for inheriting value from another job id 3) PCImfs.lua: Lua equivalent of imf_tab.txt . Defines the prefix string for imf files of each class. i)  PCImfTbl : [pcJobTbl.JT_KNIGHT] = "±â»ç", -- Prefix for Knight ii) PCImfInheritTbl : [pcJobTbl.JT_KNIGHT_H] = pcJobTbl.JT_KNIGHT, -- JT_KNIGHT_H is Lord Knight and has the same -- imf as Knight class.
    4) PCHands.lua: Lua equivalent of reality_dir_tab.txt. Defines the prefix strings used for Weapons and Shields of each class i) PCHandsTbl : [pcJobTbl.JT_ASSASSIN] = "¾î¼¼½Å¾î¼¼½Å", -- Prefix for Assassin   ii) PCHandsInheritTbl : [pcJobTbl.JT_GUILLOTINE_CROSS] = pcJobTbl.JT_ASSASSIN, -- Guillotine Cross picks up --weapons/shields from the same path as Assassin class.
    5) PCPals.lua   Lua equivalent of reality_tab.txt. Defines the prefix strings for the body palettes. i) PCPalTbl: [pcJobTbl.JT_MAGICIAN] = "¸¶¹ý»ç", -- prefix for Mage                           ii) PCPalInheritTbl: [pcJobTbl.JT_MAGICIAN_H] = pcJobTbl.JT_MAGICIAN, -- High Mage uses same prefix as Mage class.  
    6) PCNames.lua   Lua equivalent of monstrosity_tab.txt (in part since mobs are defined by jobname.lua) . As the file name says this is where you define all your class names. Reason i saved this for last is because this file is slightly different from the previous 4. Here you can define the class name seperately for both genders. For male classes => i) PCJobNameTbl : [pcJobTbl.JT_WARLOCK] = "Warlock", -- Kind of obvious right? ii) PCJobNameInheritTbl : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- JT_WARLOCK_H is Transcendent version of -- warlock class and ofcourse it will have same name For female classes => iii) PCJobNameTbl_F : [pcJobTbl.JT_WARLOCK] = "Witch", -- Now the female Warlock will be called Witch
    iv) PCJobNameInheritTbl_F : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- Same for Transcendent warlock   By default if your gender is female and there is no names defined using either iii) or iv) above then it checks in the tables for male gender. 7) PCFuncs.lua Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!   Lua File Formats - Custom Shield Patch Custom Shield Patch makes use of 2 lua files as specified below. They need to be present in luafiles514/lua files/datainfo folder.   1) ShieldTable.lua : This lua file is the only one you need to configure. It contains 3 tables and is similar in format to WeaponTable.lua i) Shield_IDs : Defines a list of IDs which includes both Shield Types & Item IDs used by shield items in item_db.txt. Shield Items can only start from item id 2101 onwards so anything lesser than that will be considered as a shield type id. To distinguish between them we use the ST (Shield Type) and SI (Shield Item) prefixes. ST_MSHIELD = 4, -- Mirror Shield TypeSI_Platinum_Shield = 2122, -- Platinum Shield's Item ID   ii) ShieldNameTable : Here we assign suffix strings for Shield Types i.e. shield suffix in => /data/sprite/¹æÆÐ/<hand prefix>_<gender>_<shield suffix>.spr [Shield_IDs.ST_MSHIELD] = "_¹Ì·¯½¯µå", --Suffix for Mirror shield  iii) ShieldMapTable : Here we specify which Shield Type is used by each of the Shield Items. [Shield_IDs.SI_Platinum_Shield] = Shield_IDs.ST_MSHIELD, -- Platinum Shield uses -- Mirror Shield sprite.
    2) ShieldTable_F.lua : Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!     Ok.. So Where do i get the files? Download link     Final Note If you have any issues or doubts about the xDiff files or Lua files (I expect some in this department) let me know. So Enjoy
  20. Upvote
    Neo-Mind got a reaction from hemagx in [Release] Custom Job & Custom Shield Patches   
    Well a few people know i have been working on these. So here goes.
     
    Did I hear right?
     
    1. Yes it is what you are thinking. The Custom Job patch allow you to modify the existing jobs and add new jobs      in a fashion similar to HeliumRO's Xray Clients (and some extra stuff u will see below) but using lua files.   2. Similarly Custom Shield Patch allows you to throw the existing 4 shield limit out the door and modify existing as well as     add more shield equipment types to your liking using lua files.   3. For now I have tested them out on a set of clients (for others the logic followed were the same     so I didn't bother with the rest). Ofcourse if any bug comes up I will work on fixing them.     4. Patches were made with existing patches in mind and therefore will not affect any and existing diffs present    in a client you use. Infact you are supposed to use these last only.   5. Custom Job Patch has also an override for Class names based on gender. For it to work Langtype Korean Jobname Fix    is expected to be enabled (for xDiff patches it is a part of Translate to English patch)  
      6. So is there a limit ? yes for now i have limited them as max shields to 10 and max job id to 4300.   So how does it work ?   1. Get the xdiff file for your client version (from the link below)   2. Get the lua files (also from the link below)   3. Modify/Add entries to the lua files (Format is specified below)   4. Load your client and xdiff file in xDiffPatcher   5. Let it Rip!... i mean Patch!!   6. And last but not least place the lua files in their proper locations.   Lua File Formats - Custom Job Patch Custom Job Patch makes use of 7 lua files (similar to the various txt files Xray client had).They need to be present in the luafiles514/lua files/admin path.   1) PCIdentity.lua:   This file is already present in the official GRF but we are going to use a modified version of that one.   All Job Sprites have a corresponding Job ID (including costumes and Job Mounts). This file defines all of them   and their relationships to each other.   This is done with the help of 3 tables =>   i) pcJobTbl (mandatory):  This is where the job id value is defined and mapped to a string for identification JT_KAGEROU = 4211, -- 4211 is the job id for kagerou class     ii) Halter_Map : This is where you specify which job id is the job mount of which class. Ofcourse if you dont  plan to add a mount sprite for a class you can ignore this one. [pcJobTbl.JT_KAGEROU] = pcJobTbl.JH_KAGEROU, -- maps kagerou job to his frog mounted sprite   iii) Shrink_Tbl : This is list of job IDs that need to be ... shrunk i.e. specify all Baby Jobs here. pcJobTbl.JT_SWORDSMAN_B, -- will include Baby Swordsman in the list    2) PCPaths.lua:    Lua equivalent of class_tab.txt . Defines the prefix string used for each class to get its sprite & act file path.    i.e. prefix in => /data/sprite/Àΰ£Á·/¸öÅë/<gender>/<prefix>_<gender>.spr (& act as well).    This is done with the help of two tables (only one of which needs to be filled for a class).        i)  PCStitchTbl :      If your job uses a completely new sprite with a new filename then you can assign it in this table. [pcJobTbl.JT_SWORDMAN] = "°Ë»ç" -- Prefix for Swordsman    ii) PCStitchInheritTbl :      If your job is sharing an existing sprite path already used by a job specified in PCStitchTBl then you can simply connect them in this table (target job id inherits from source job id). [pcJobTbl.JT_SWORDMAN_H] = pcJobTbl.JT_SWORDMAN, --JT_SWORDMAN_H is High Swordsman which uses --same sprite as Swordsman 
      All of the remaining lua files follow a similar pattern with one table for direct assignment and the other one for inheriting value from another job id 3) PCImfs.lua: Lua equivalent of imf_tab.txt . Defines the prefix string for imf files of each class. i)  PCImfTbl : [pcJobTbl.JT_KNIGHT] = "±â»ç", -- Prefix for Knight ii) PCImfInheritTbl : [pcJobTbl.JT_KNIGHT_H] = pcJobTbl.JT_KNIGHT, -- JT_KNIGHT_H is Lord Knight and has the same -- imf as Knight class.
    4) PCHands.lua: Lua equivalent of reality_dir_tab.txt. Defines the prefix strings used for Weapons and Shields of each class i) PCHandsTbl : [pcJobTbl.JT_ASSASSIN] = "¾î¼¼½Å¾î¼¼½Å", -- Prefix for Assassin   ii) PCHandsInheritTbl : [pcJobTbl.JT_GUILLOTINE_CROSS] = pcJobTbl.JT_ASSASSIN, -- Guillotine Cross picks up --weapons/shields from the same path as Assassin class.
    5) PCPals.lua   Lua equivalent of reality_tab.txt. Defines the prefix strings for the body palettes. i) PCPalTbl: [pcJobTbl.JT_MAGICIAN] = "¸¶¹ý»ç", -- prefix for Mage                           ii) PCPalInheritTbl: [pcJobTbl.JT_MAGICIAN_H] = pcJobTbl.JT_MAGICIAN, -- High Mage uses same prefix as Mage class.  
    6) PCNames.lua   Lua equivalent of monstrosity_tab.txt (in part since mobs are defined by jobname.lua) . As the file name says this is where you define all your class names. Reason i saved this for last is because this file is slightly different from the previous 4. Here you can define the class name seperately for both genders. For male classes => i) PCJobNameTbl : [pcJobTbl.JT_WARLOCK] = "Warlock", -- Kind of obvious right? ii) PCJobNameInheritTbl : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- JT_WARLOCK_H is Transcendent version of -- warlock class and ofcourse it will have same name For female classes => iii) PCJobNameTbl_F : [pcJobTbl.JT_WARLOCK] = "Witch", -- Now the female Warlock will be called Witch
    iv) PCJobNameInheritTbl_F : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- Same for Transcendent warlock   By default if your gender is female and there is no names defined using either iii) or iv) above then it checks in the tables for male gender. 7) PCFuncs.lua Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!   Lua File Formats - Custom Shield Patch Custom Shield Patch makes use of 2 lua files as specified below. They need to be present in luafiles514/lua files/datainfo folder.   1) ShieldTable.lua : This lua file is the only one you need to configure. It contains 3 tables and is similar in format to WeaponTable.lua i) Shield_IDs : Defines a list of IDs which includes both Shield Types & Item IDs used by shield items in item_db.txt. Shield Items can only start from item id 2101 onwards so anything lesser than that will be considered as a shield type id. To distinguish between them we use the ST (Shield Type) and SI (Shield Item) prefixes. ST_MSHIELD = 4, -- Mirror Shield TypeSI_Platinum_Shield = 2122, -- Platinum Shield's Item ID   ii) ShieldNameTable : Here we assign suffix strings for Shield Types i.e. shield suffix in => /data/sprite/¹æÆÐ/<hand prefix>_<gender>_<shield suffix>.spr [Shield_IDs.ST_MSHIELD] = "_¹Ì·¯½¯µå", --Suffix for Mirror shield  iii) ShieldMapTable : Here we specify which Shield Type is used by each of the Shield Items. [Shield_IDs.SI_Platinum_Shield] = Shield_IDs.ST_MSHIELD, -- Platinum Shield uses -- Mirror Shield sprite.
    2) ShieldTable_F.lua : Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!     Ok.. So Where do i get the files? Download link     Final Note If you have any issues or doubts about the xDiff files or Lua files (I expect some in this department) let me know. So Enjoy
  21. Upvote
    Neo-Mind reacted to Uzieal in Uzieal's Art Corner   
    Welcome!
    So I am a graphic designer in my spare time & I love making signatures, avatars, banners, webpages, icons, logos, sprites & more! One thing that makes me cringe is a bad or empty avatar or simply terrible signature. I think if you are going to be a part of a community you should have a half decent representation of yourself that people can recognize. So here is my Art Corner, I will be offering Avatars and Signatures to the community for free, first come first serve and I will only be taking so many requests at a time. 
     
    So here is what I need from you before I can begin a request.
    ( Before Requesting please note, you must have at least 20 posts. )                       Request List Round #1
     
    1.  An image or description of your In-game character sprite + headgear set.         Request # 1   - NeoMind 
    2.  Any Specific Color Scheme you would like example; Red, White & Blue.             Request # 2   - Valor 
    3.  Any images you like that could possibly be used for the request.                       Request # 3   - Mysterious
    4.  Text you would like to be included or a short quote etc.                                   Request # 4   - ossi0110
    5.  Which name you would like on the Signature / Avatar.                                     Request # 5   - xilence01
    6.  Some contact info of sorts so I can contact you if needed.                                Request # 6   - Dastgir Pojee
     
    Post this information here or in a PM and I will update the Request list as we go.
     
    Sample Avatars 
            
    Sample Banners

    Sample Signatures


        
      

       Ancient Work Spoiler
    All credit for renders, fonts, sprites, etc belong to the original artists or organizations etc. if an image you have created shows up here and was not requested by me to be used it was likely provided for me as a request, if you do not wish it to be used please contact me and royalties, proper accreditation or removal will be provided promptly, as an artist I try to respect the wishes of other artists to the best of my ability so thank you for your patience. 
  22. Upvote
    Neo-Mind got a reaction from mrlongshen in Client 2013-03-20 Item db range   
    item id is 2 bytes (16 bits) signed integer but since item id cannot be negative we lose the MSB.
    therefore maximum value possible is (2^15)-1 = 32767.
  23. Upvote
    Neo-Mind got a reaction from quesoph in [Release] Custom Job & Custom Shield Patches   
    Well a few people know i have been working on these. So here goes.
     
    Did I hear right?
     
    1. Yes it is what you are thinking. The Custom Job patch allow you to modify the existing jobs and add new jobs      in a fashion similar to HeliumRO's Xray Clients (and some extra stuff u will see below) but using lua files.   2. Similarly Custom Shield Patch allows you to throw the existing 4 shield limit out the door and modify existing as well as     add more shield equipment types to your liking using lua files.   3. For now I have tested them out on a set of clients (for others the logic followed were the same     so I didn't bother with the rest). Ofcourse if any bug comes up I will work on fixing them.     4. Patches were made with existing patches in mind and therefore will not affect any and existing diffs present    in a client you use. Infact you are supposed to use these last only.   5. Custom Job Patch has also an override for Class names based on gender. For it to work Langtype Korean Jobname Fix    is expected to be enabled (for xDiff patches it is a part of Translate to English patch)  
      6. So is there a limit ? yes for now i have limited them as max shields to 10 and max job id to 4300.   So how does it work ?   1. Get the xdiff file for your client version (from the link below)   2. Get the lua files (also from the link below)   3. Modify/Add entries to the lua files (Format is specified below)   4. Load your client and xdiff file in xDiffPatcher   5. Let it Rip!... i mean Patch!!   6. And last but not least place the lua files in their proper locations.   Lua File Formats - Custom Job Patch Custom Job Patch makes use of 7 lua files (similar to the various txt files Xray client had).They need to be present in the luafiles514/lua files/admin path.   1) PCIdentity.lua:   This file is already present in the official GRF but we are going to use a modified version of that one.   All Job Sprites have a corresponding Job ID (including costumes and Job Mounts). This file defines all of them   and their relationships to each other.   This is done with the help of 3 tables =>   i) pcJobTbl (mandatory):  This is where the job id value is defined and mapped to a string for identification JT_KAGEROU = 4211, -- 4211 is the job id for kagerou class     ii) Halter_Map : This is where you specify which job id is the job mount of which class. Ofcourse if you dont  plan to add a mount sprite for a class you can ignore this one. [pcJobTbl.JT_KAGEROU] = pcJobTbl.JH_KAGEROU, -- maps kagerou job to his frog mounted sprite   iii) Shrink_Tbl : This is list of job IDs that need to be ... shrunk i.e. specify all Baby Jobs here. pcJobTbl.JT_SWORDSMAN_B, -- will include Baby Swordsman in the list    2) PCPaths.lua:    Lua equivalent of class_tab.txt . Defines the prefix string used for each class to get its sprite & act file path.    i.e. prefix in => /data/sprite/Àΰ£Á·/¸öÅë/<gender>/<prefix>_<gender>.spr (& act as well).    This is done with the help of two tables (only one of which needs to be filled for a class).        i)  PCStitchTbl :      If your job uses a completely new sprite with a new filename then you can assign it in this table. [pcJobTbl.JT_SWORDMAN] = "°Ë»ç" -- Prefix for Swordsman    ii) PCStitchInheritTbl :      If your job is sharing an existing sprite path already used by a job specified in PCStitchTBl then you can simply connect them in this table (target job id inherits from source job id). [pcJobTbl.JT_SWORDMAN_H] = pcJobTbl.JT_SWORDMAN, --JT_SWORDMAN_H is High Swordsman which uses --same sprite as Swordsman 
      All of the remaining lua files follow a similar pattern with one table for direct assignment and the other one for inheriting value from another job id 3) PCImfs.lua: Lua equivalent of imf_tab.txt . Defines the prefix string for imf files of each class. i)  PCImfTbl : [pcJobTbl.JT_KNIGHT] = "±â»ç", -- Prefix for Knight ii) PCImfInheritTbl : [pcJobTbl.JT_KNIGHT_H] = pcJobTbl.JT_KNIGHT, -- JT_KNIGHT_H is Lord Knight and has the same -- imf as Knight class.
    4) PCHands.lua: Lua equivalent of reality_dir_tab.txt. Defines the prefix strings used for Weapons and Shields of each class i) PCHandsTbl : [pcJobTbl.JT_ASSASSIN] = "¾î¼¼½Å¾î¼¼½Å", -- Prefix for Assassin   ii) PCHandsInheritTbl : [pcJobTbl.JT_GUILLOTINE_CROSS] = pcJobTbl.JT_ASSASSIN, -- Guillotine Cross picks up --weapons/shields from the same path as Assassin class.
    5) PCPals.lua   Lua equivalent of reality_tab.txt. Defines the prefix strings for the body palettes. i) PCPalTbl: [pcJobTbl.JT_MAGICIAN] = "¸¶¹ý»ç", -- prefix for Mage                           ii) PCPalInheritTbl: [pcJobTbl.JT_MAGICIAN_H] = pcJobTbl.JT_MAGICIAN, -- High Mage uses same prefix as Mage class.  
    6) PCNames.lua   Lua equivalent of monstrosity_tab.txt (in part since mobs are defined by jobname.lua) . As the file name says this is where you define all your class names. Reason i saved this for last is because this file is slightly different from the previous 4. Here you can define the class name seperately for both genders. For male classes => i) PCJobNameTbl : [pcJobTbl.JT_WARLOCK] = "Warlock", -- Kind of obvious right? ii) PCJobNameInheritTbl : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- JT_WARLOCK_H is Transcendent version of -- warlock class and ofcourse it will have same name For female classes => iii) PCJobNameTbl_F : [pcJobTbl.JT_WARLOCK] = "Witch", -- Now the female Warlock will be called Witch
    iv) PCJobNameInheritTbl_F : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- Same for Transcendent warlock   By default if your gender is female and there is no names defined using either iii) or iv) above then it checks in the tables for male gender. 7) PCFuncs.lua Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!   Lua File Formats - Custom Shield Patch Custom Shield Patch makes use of 2 lua files as specified below. They need to be present in luafiles514/lua files/datainfo folder.   1) ShieldTable.lua : This lua file is the only one you need to configure. It contains 3 tables and is similar in format to WeaponTable.lua i) Shield_IDs : Defines a list of IDs which includes both Shield Types & Item IDs used by shield items in item_db.txt. Shield Items can only start from item id 2101 onwards so anything lesser than that will be considered as a shield type id. To distinguish between them we use the ST (Shield Type) and SI (Shield Item) prefixes. ST_MSHIELD = 4, -- Mirror Shield TypeSI_Platinum_Shield = 2122, -- Platinum Shield's Item ID   ii) ShieldNameTable : Here we assign suffix strings for Shield Types i.e. shield suffix in => /data/sprite/¹æÆÐ/<hand prefix>_<gender>_<shield suffix>.spr [Shield_IDs.ST_MSHIELD] = "_¹Ì·¯½¯µå", --Suffix for Mirror shield  iii) ShieldMapTable : Here we specify which Shield Type is used by each of the Shield Items. [Shield_IDs.SI_Platinum_Shield] = Shield_IDs.ST_MSHIELD, -- Platinum Shield uses -- Mirror Shield sprite.
    2) ShieldTable_F.lua : Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!     Ok.. So Where do i get the files? Download link     Final Note If you have any issues or doubts about the xDiff files or Lua files (I expect some in this department) let me know. So Enjoy
  24. Upvote
    Neo-Mind got a reaction from Mystery in [Release] Custom Job & Custom Shield Patches   
    Well a few people know i have been working on these. So here goes.
     
    Did I hear right?
     
    1. Yes it is what you are thinking. The Custom Job patch allow you to modify the existing jobs and add new jobs      in a fashion similar to HeliumRO's Xray Clients (and some extra stuff u will see below) but using lua files.   2. Similarly Custom Shield Patch allows you to throw the existing 4 shield limit out the door and modify existing as well as     add more shield equipment types to your liking using lua files.   3. For now I have tested them out on a set of clients (for others the logic followed were the same     so I didn't bother with the rest). Ofcourse if any bug comes up I will work on fixing them.     4. Patches were made with existing patches in mind and therefore will not affect any and existing diffs present    in a client you use. Infact you are supposed to use these last only.   5. Custom Job Patch has also an override for Class names based on gender. For it to work Langtype Korean Jobname Fix    is expected to be enabled (for xDiff patches it is a part of Translate to English patch)  
      6. So is there a limit ? yes for now i have limited them as max shields to 10 and max job id to 4300.   So how does it work ?   1. Get the xdiff file for your client version (from the link below)   2. Get the lua files (also from the link below)   3. Modify/Add entries to the lua files (Format is specified below)   4. Load your client and xdiff file in xDiffPatcher   5. Let it Rip!... i mean Patch!!   6. And last but not least place the lua files in their proper locations.   Lua File Formats - Custom Job Patch Custom Job Patch makes use of 7 lua files (similar to the various txt files Xray client had).They need to be present in the luafiles514/lua files/admin path.   1) PCIdentity.lua:   This file is already present in the official GRF but we are going to use a modified version of that one.   All Job Sprites have a corresponding Job ID (including costumes and Job Mounts). This file defines all of them   and their relationships to each other.   This is done with the help of 3 tables =>   i) pcJobTbl (mandatory):  This is where the job id value is defined and mapped to a string for identification JT_KAGEROU = 4211, -- 4211 is the job id for kagerou class     ii) Halter_Map : This is where you specify which job id is the job mount of which class. Ofcourse if you dont  plan to add a mount sprite for a class you can ignore this one. [pcJobTbl.JT_KAGEROU] = pcJobTbl.JH_KAGEROU, -- maps kagerou job to his frog mounted sprite   iii) Shrink_Tbl : This is list of job IDs that need to be ... shrunk i.e. specify all Baby Jobs here. pcJobTbl.JT_SWORDSMAN_B, -- will include Baby Swordsman in the list    2) PCPaths.lua:    Lua equivalent of class_tab.txt . Defines the prefix string used for each class to get its sprite & act file path.    i.e. prefix in => /data/sprite/Àΰ£Á·/¸öÅë/<gender>/<prefix>_<gender>.spr (& act as well).    This is done with the help of two tables (only one of which needs to be filled for a class).        i)  PCStitchTbl :      If your job uses a completely new sprite with a new filename then you can assign it in this table. [pcJobTbl.JT_SWORDMAN] = "°Ë»ç" -- Prefix for Swordsman    ii) PCStitchInheritTbl :      If your job is sharing an existing sprite path already used by a job specified in PCStitchTBl then you can simply connect them in this table (target job id inherits from source job id). [pcJobTbl.JT_SWORDMAN_H] = pcJobTbl.JT_SWORDMAN, --JT_SWORDMAN_H is High Swordsman which uses --same sprite as Swordsman 
      All of the remaining lua files follow a similar pattern with one table for direct assignment and the other one for inheriting value from another job id 3) PCImfs.lua: Lua equivalent of imf_tab.txt . Defines the prefix string for imf files of each class. i)  PCImfTbl : [pcJobTbl.JT_KNIGHT] = "±â»ç", -- Prefix for Knight ii) PCImfInheritTbl : [pcJobTbl.JT_KNIGHT_H] = pcJobTbl.JT_KNIGHT, -- JT_KNIGHT_H is Lord Knight and has the same -- imf as Knight class.
    4) PCHands.lua: Lua equivalent of reality_dir_tab.txt. Defines the prefix strings used for Weapons and Shields of each class i) PCHandsTbl : [pcJobTbl.JT_ASSASSIN] = "¾î¼¼½Å¾î¼¼½Å", -- Prefix for Assassin   ii) PCHandsInheritTbl : [pcJobTbl.JT_GUILLOTINE_CROSS] = pcJobTbl.JT_ASSASSIN, -- Guillotine Cross picks up --weapons/shields from the same path as Assassin class.
    5) PCPals.lua   Lua equivalent of reality_tab.txt. Defines the prefix strings for the body palettes. i) PCPalTbl: [pcJobTbl.JT_MAGICIAN] = "¸¶¹ý»ç", -- prefix for Mage                           ii) PCPalInheritTbl: [pcJobTbl.JT_MAGICIAN_H] = pcJobTbl.JT_MAGICIAN, -- High Mage uses same prefix as Mage class.  
    6) PCNames.lua   Lua equivalent of monstrosity_tab.txt (in part since mobs are defined by jobname.lua) . As the file name says this is where you define all your class names. Reason i saved this for last is because this file is slightly different from the previous 4. Here you can define the class name seperately for both genders. For male classes => i) PCJobNameTbl : [pcJobTbl.JT_WARLOCK] = "Warlock", -- Kind of obvious right? ii) PCJobNameInheritTbl : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- JT_WARLOCK_H is Transcendent version of -- warlock class and ofcourse it will have same name For female classes => iii) PCJobNameTbl_F : [pcJobTbl.JT_WARLOCK] = "Witch", -- Now the female Warlock will be called Witch
    iv) PCJobNameInheritTbl_F : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- Same for Transcendent warlock   By default if your gender is female and there is no names defined using either iii) or iv) above then it checks in the tables for male gender. 7) PCFuncs.lua Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!   Lua File Formats - Custom Shield Patch Custom Shield Patch makes use of 2 lua files as specified below. They need to be present in luafiles514/lua files/datainfo folder.   1) ShieldTable.lua : This lua file is the only one you need to configure. It contains 3 tables and is similar in format to WeaponTable.lua i) Shield_IDs : Defines a list of IDs which includes both Shield Types & Item IDs used by shield items in item_db.txt. Shield Items can only start from item id 2101 onwards so anything lesser than that will be considered as a shield type id. To distinguish between them we use the ST (Shield Type) and SI (Shield Item) prefixes. ST_MSHIELD = 4, -- Mirror Shield TypeSI_Platinum_Shield = 2122, -- Platinum Shield's Item ID   ii) ShieldNameTable : Here we assign suffix strings for Shield Types i.e. shield suffix in => /data/sprite/¹æÆÐ/<hand prefix>_<gender>_<shield suffix>.spr [Shield_IDs.ST_MSHIELD] = "_¹Ì·¯½¯µå", --Suffix for Mirror shield  iii) ShieldMapTable : Here we specify which Shield Type is used by each of the Shield Items. [Shield_IDs.SI_Platinum_Shield] = Shield_IDs.ST_MSHIELD, -- Platinum Shield uses -- Mirror Shield sprite.
    2) ShieldTable_F.lua : Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!     Ok.. So Where do i get the files? Download link     Final Note If you have any issues or doubts about the xDiff files or Lua files (I expect some in this department) let me know. So Enjoy
  25. Upvote
    Neo-Mind got a reaction from mrlongshen in client crash on level 99   
    i think the enable custom aura patch has some issues now. safer to not use it for the time being (I am busy with a different patch - will check it out after that is done if the problem hasnt already been fixed.)
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