Exporting items

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stranf
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Exporting items

Post by stranf »

So I finally downloaded UO and found some nice swords/armor (the avatar armor is pretty cool) that I'd like to export into UOx3.

I took the stock definition for a broadsword, copied the .dfn entry, and placed the static id for a magic sword....soemthing like 0x2505 or something like that.

When the item was added, it appeared just like it should, but I could not equip it. I even changed the item type to 216 (axe?), and I could double click on it and chop wood, but I couldn't equip it.

So how do you specify that the object is a "sword" and that it can be equipped? (or must this be hard coded?)

I also tried this with one of the funky cleaver/elven sword things from Mondain Legacy with the same effect.

Thanks.
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Xuri
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Post by Xuri »

You don't specify an item as an equippable, that's fully handled in the client. There is, as far as I know, very little if nothing you can do if a seemingly equippable item doesn't appear when you try to equip it. This happens with some weapons, as well as some of the armor pieces/clothes.

Perhaps the client can be "hacked" somehow, or perhaps you can override the tiledata flags for those items somehow (through dfndata/maps/tiles.dfn), but I have no idea how.
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stranf
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Post by stranf »

Strange....so you take the value from the "static" portion correct?

I was really hoping I was doing it wrong. :(.

Too bad. I wonder if we could somehow (in a future release of uox3), allow us to change the equipable id of an object. For example, use the current broadsword (which we know works), but overwrite the 2d sprite with the value found in InsideUO. (we know the 2d tile works). So when the object is set in place is uses one tile, but when you equip it, it treats is as a broadsword.

Here's an example of what I'm saying:

Code: Select all

 [magic sword]
{
 itemid = [hexforbroadsword]
 visualid = [hexformagicsword
 Item attributes 
blah
blah

}

That way on the paperdoll and the character it might just appear like a normal broadsword, but in the pack have the cooler sprite. not sure if this is possible, but could be a way for us to bypass client limitations.
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Xuri
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Post by Xuri »

The main problem, I think, is that this IS a client limitation, and thus nothing we do server-side will change that. If you edit tiledata.mul and change the settings for the magic sword to those of a working broadsword, you should be seeing the broadsword gump/animation when equipping that item - but you then have to distribute your changes to your players somehow as well.
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Xuri
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Post by Xuri »

I used a tiledata-editor called "Paradise Static Art Patcher" just now and changed the gump-setting for item 0x2573 (magic sword) to that of item 0xf5e (broadsword), and thus the gump image and animation of the magic sword item became the same as for the standard broadsword - so it is definitely possible.
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stranf
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Post by stranf »

Wow. Where do I get this program, is it available free to download? Is it hard to do?

How much freedom does it have?

Can you change the paladin sword to show the paladin sword on the paper dall, the paladin sword in the inventory but the no-dachi animation/sprite? (in effect creating mideval 2handed sword)?


So xuri....did your character get waxed by the guards? That's not your everyday shade of robe color...
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