Santy
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- Joined
- Aug 14, 2007
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Okey, I'm making a tutorial to help everyone that doesn't know how to make custom items.
To make customs items, you must first open \data\items\items.xml in notepad.
If you want to make customs items with customs sprites, that would be another tutorial.
So, First i'll teach you the basic:
You see those lines?
I will explain them now, and some other lines u may also use:
Thats the item id and item name.
The item name is the name the item will have and the id, is the id of the item, I suggest u not changing it, unless ur making new sprites.
This is the thing that it says after the weight and all that stuff.
Like the blue robe "It is a magic robe".. etc.. You don't have to write a description, but descriptions make the item more unique.
That is what the item will weight.
To calculate the weight, just remove the last two 00's and it'll give u the weight (43 in this case)
This is how much the weapon will defense. Not much to explain. Just change the value to how much u want it to defense.
This is only for weapons.
This is how much the weapon will attack. Not much to explain. Just change the value to how much u want it to attack.
This is only for weapons.
This is what skill the weapon is gonna be based in.
There is: Distance, Club, Axe, Sword but lamentably, there isn't fist , You must edit source if u want fist.
This is only if the weapon is gonna be two handed.
If not, remove that line.
Also that line is used to define if the item is gonna be an armor (body) a ring (ring), legs (legs) and so on.
This is basically for rings, it is the time that the item lasts.
Same trick as weight, remove the two 00's.
This is how much hitpoints u heal plus the normal hitpoints healing when u wear this item.
This is how often u heal health.
Same trick as weight, remove the three 000's.
This is how much mana u heal plus the normal mana healing when u wear this item.
This is how often u heal mana.
Same trick as weight, remove the three 000's.
This is if u want the wielder to see the duration of the item (duration) or not. If not, just remove the item.
This is how many charges the item will have.
This is basically for runes.
This is the spell to create the item.
This is basically for runes.
Instead of the rune having no spell name, the rune will say this.
Example:
You make a new rune, named Great Explosion, and to make the rune u must say Adori Gran Mas Hur and have a blank rune in the hand, you made the script and everything already.
But there is a little problem.
The rune doesn't say which words u need to say to cast the rune, like uh says Adura Vita, gfb says Adori Gran Flam.. etc
This is for fire fields, energy fields.. etc
This is to damage u 300 when u step on it.
It will also have the fire secondary effect.
You can change the secondary effect by changing
To anything u wish, like energy.. poison.. etc
The damage is how much is gonna damage u.
The ticks is how often is the secondary effect gonna damage u.
The count is how many times.
This is all, cya.
Also, remember to change the purple stuff/values.
If you change something else than the purple, it may bug.
To make customs items, you must first open \data\items\items.xml in notepad.
If you want to make customs items with customs sprites, that would be another tutorial.
So, First i'll teach you the basic:
Code:
<item id="2390" name="magic longsword">
<attribute key="description" value="It is the magic Cyclopmania Sword."/>
<attribute key="weight" value="4300"/>
<attribute key="defense" value="40"/>
<attribute key="attack" value="55"/>
<attribute key="weaponType" value="sword"/>
<attribute key="slotType" value="two-handed"/>
You see those lines?
I will explain them now, and some other lines u may also use:
Code:
<item id="2390" name="[COLOR="Purple"]magic longsword[/COLOR]">
The item name is the name the item will have and the id, is the id of the item, I suggest u not changing it, unless ur making new sprites.
Code:
<attribute key="description" value="[COLOR="Purple"]It is the magic Cyclopmania Sword.[/COLOR]"/>
Like the blue robe "It is a magic robe".. etc.. You don't have to write a description, but descriptions make the item more unique.
Code:
<attribute key="weight" value="[COLOR="Purple"]4300[/COLOR]"/>
To calculate the weight, just remove the last two 00's and it'll give u the weight (43 in this case)
Code:
<attribute key="defense" value="[COLOR="Purple"]40[/COLOR]"/>
Code:
<attribute key="attack" value="[COLOR="Purple"]55[/COLOR]"/>
This is how much the weapon will attack. Not much to explain. Just change the value to how much u want it to attack.
Code:
<attribute key="weaponType" value="[COLOR="Purple"]sword[/COLOR]"/>
This is what skill the weapon is gonna be based in.
There is: Distance, Club, Axe, Sword but lamentably, there isn't fist , You must edit source if u want fist.
Code:
[COLOR="Purple"]<attribute key="slotType" value="two-handed"/>[/COLOR]
If not, remove that line.
Also that line is used to define if the item is gonna be an armor (body) a ring (ring), legs (legs) and so on.
Code:
<attribute key="duration" value="[COLOR="Purple"]1200[/COLOR]"/>
Same trick as weight, remove the two 00's.
Code:
<attribute key="healthGain" value="[COLOR="Purple"]1[/COLOR]"/>
Code:
<attribute key="healthTicks" value="[COLOR="Purple"]3000[/COLOR]"/>
Same trick as weight, remove the three 000's.
Code:
<attribute key="manaGain" value="[COLOR="Purple"]4[/COLOR]"/>
Code:
<attribute key="manaTicks" value="[COLOR="Purple"]3000[/COLOR]"/>
Same trick as weight, remove the three 000's.
Code:
<attribute key="showduration" value="[COLOR="Purple"]1[/COLOR]"/>
Code:
<attribute key="charges" value="[COLOR="Purple"]4[/COLOR]"/>
This is basically for runes.
Code:
<attribute key="runeSpellName" value="[COLOR="Purple"]exura gran mas explain[/COLOR]"/>
This is basically for runes.
Instead of the rune having no spell name, the rune will say this.
Example:
You make a new rune, named Great Explosion, and to make the rune u must say Adori Gran Mas Hur and have a blank rune in the hand, you made the script and everything already.
But there is a little problem.
The rune doesn't say which words u need to say to cast the rune, like uh says Adura Vita, gfb says Adori Gran Flam.. etc
Code:
<attribute key="field" value="[COLOR="Purple"]fire[/COLOR]">
<attribute key="damage" value="[COLOR="Purple"]300[/COLOR]"/>
<attribute key="ticks" value="[COLOR="Purple"]10000[/COLOR]"/>
<attribute key="count" value="[COLOR="Purple"]7[/COLOR]"/>
</attribute>
This is to damage u 300 when u step on it.
It will also have the fire secondary effect.
You can change the secondary effect by changing
Code:
value="[COLOR="Purple"]fire[/COLOR]"
The damage is how much is gonna damage u.
The ticks is how often is the secondary effect gonna damage u.
The count is how many times.
This is all, cya.
Also, remember to change the purple stuff/values.
If you change something else than the purple, it may bug.