Contributor Veltor88 5742 Posted March 25, 2021 Contributor Share Posted March 25, 2021 (edited) Level required : Beginner Estimed time : 15 minutes Hello everyone, This tutorial aims to explain how to configure an item on your server. Here is the list of possible configurations : Révélation Vnum Local name Type and Subtype Size Antiflag / Flag / Wearflag Immune Merchant selling price => Player | Player => Merchant Vnum of the item once refined (Blacksmith) Material needed to upgrade your item Chance to have a bonus when creating the item Limitations Value of limitations Type of bonus Bonus value Values Number of free spaces Automatic Average Damage / Skill Damage Specular Needed : An item already installed on the server on which you want to perform the configurations. This tutorial explains how to implant an item on your server (item, weapon, armor, hairstyle, sash, ect ...) The item_proto.txt which is in the files of your server (WinSCP). It is in this file that the configuration of all the items of the game is located. I. Item_proto.txt, what is it? Révélation item_proto.txt, which is located in the server files of your server metin2/db/item_proto.txt, contains the configuration of all the items. Take mine as an example: We notice that in the first row, we have the name of each column (ITEM, ITEM_NAME (KR), ITEM_TYPE, etc ...) And below, we have the list of all the items with their configuration. Information. Each column corresponds to a parameter. Each parameter is separated by a tab. Tips. For more readability, you can copy the contents of your item_proto.txt to an Excel spreadsheet. This will allow you to make fewer mistakes and make it easier to proofread. When your server starts, it will put all the content of this .txt file in the form of a database. In your database (Navicat), go to the "item_proto" table. Here you will have all your items with their configuration. Warning ! There is no need to edit directly in the database. It just allows you to read the configurations of your items more easily. Item_proto.txt not enough. Your client also has an item_proto in your locale_xx pack. (xx being the country code you use) You can generate it using the Dump Proto tool. II. Parameters Révélation At the end of this tutorial, we will explain each parameter of this file. Each parameter will be presented in this form: Local name (Column name in TXT file / Column name in the database) 1. Vnum (ITEM / Vnum) This is the number (or ID) of your item. The one you use for the GM /i command. Some items are managed by the server through the vnum. Changing their vnum will cause bugs. (For some items hardcoded in the sources) The vnum of your weapons and armor MUST be less than 65536. Warning ! The VNUM must be the same as the one used in item_names.txt and the one used when implementing the client-side item. 2. (ITEM_NAME(KR) / name) This is a name requested by some files on your server (especially those of drops), the choice of this name is yours. 3. (ITEM_TYPE / type) and (SUB_TYPE / subtype) Type and SubTypes are really important figures, you better not do a mistake here! Révélation Here is the list of the Type and SubTypes, it will be presented like this: TYPE : Name of the Type SUB_TYPE : Name of the SubType SUB_TYPE : Name of the SubType In the column ITEM_TYPE you will need to write the TYPE. In the column SUB_TYPE you will need to write the SUB_TYPE. Using the following ITEM_TYPE: If I want to add daggers, I will use the TYPE ITEM_WEAPON in ITEM_TYPE and the SUB_TYPE WEAPON_DAGGER in the SUB_TYPE column. ITEM_WEAPON : Weapon WEAPON_SWORD : Sword WEAPON_DAGGER : Daggers WEAPON_BOW : Bow WEAPON_TWO_HANDED : Two-Handed weapon WEAPON_BELL : Bell WEAPON_FAN : Fans WEAPON_ARROW : Arrow WEAPON_MOUNT_SPEAR : Not really useful and slightly unused WEAPON_CLAW : Claws WEAPON_WEDDING : Wedding Items ITEM_ARMOR : Equipment (other than a Weapon) ARMOR_BODY : Armor ARMOR_HEAD : Headset ARMOR_UNIQUE : Shield ARMOR_WRIST : Bracelet ARMOR_FOOTS : Shoes ARMOR_NECK : Necklaces ARMOR_EAR : Earrings ITEM_USE : Item with a single use USE_POTION : HP/SP Potion (and whatever, a potion) USE_TALISMAN : Warp scrolls USE_TUNING : Refine Scrolls USE_MOVE : / USE_TREASURE_BOX : Treasure Box (Iron & Golden) USE_MONEYBAG : / USE_BAIT : Bait (used for fishing) USE_ABILITY_UP : Potion giving an upgrade (i.e. Dragon Blessing) USE_AFFECT : Pretty much the same though giving an affect USE_CREATE_STONE : Pouch giving a random spirit stones (vnum between 28000 & 28013) USE_SPECIAL : Those vnums are hardcoded, you wouldn't want to change this USE_POTION_NODELAY : Insta heal potions (or insta SP regen) USE_CLEAR : Potion used to clean all bad affects (similar to Healing Shamans) USE_INVISIBILITY : Gives full invisibility for 5 minutes (like a GM!) USE_DETACHMENT : Used to remove a spirit stone on an item USE_BUCKET : / USE_POTION_CONTINUE : Used after a death (i.e a medal) USE_CLEAN_SOCKET : Removes broken spirit stones USE_CHANGE_ATTRIBUTE : 1/5 Bonus Switcher USE_ADD_ATTRIBUTE : 1/4 & 6/7 Bonus adder USE_ADD_ACCESSORY_SOCKET : Diamond (used on accessories) USE_PUT_INTO_ACCESSORY_SOCKET : Ores (used on accessories) USE_ADD_ATTRIBUTE2 : Blessing Marble USE_RECIPE : Recipe USE_CHANGE_ATTRIBUTE2 : 6/7 Bonus Switcher USE_BIND : Used for Soul Bind system USE_UNBIND : Same, used to unbind an item though USE_TIME_CHARGE_PER : Recharge a Dragon Soul (Duration in %) USE_TIME_CHARGE_FIX : Recharge a Dragon Soul (Fixed Duration) USE_PUT_INTO_BELT_SOCKET : Diamond but for Belts ITEM_MATERIAL : Matertial MATERIAL_DS_REFINE_NORMAL : Material used to refine Dragon Stones MATERIAL_DS_REFINE_BLESSED : Material used to refine Dragon Stones MATERIAL_DS_REFINE_HOLLY : Material used to refine Dragon Stones (with a typo on the word "Holy") ITEM_ELK : Yang ITEM_METIN : Spirit Stones METIN_NORMAL : Normal Stone METIN_GOLD : Rare Stone (Needs a specific slot!) (Unused feature) ITEM_FISH : Poisson FISH_ALIVE : Alive fish (reward to be configured in fishing.txt) FISH_DEAD : Maybe grilled over the campfire ITEM_ROD : Fishing rod ITEM_CAMPFIRE : Campfire ITEM_UNIQUE : Item item-shop (limited in time) (equipable) UNIQUE_SPECIAL_RIDE : Objet pour monture (utilisable par quête avec le flag adéquat(512)) UNIQUE_3 : Item for mount UNIQUE_7 : Same interest as 3/7 items (not equipable) USE_SPECIAL : Are equipable / unequipable or Silk Bundle (vnum 71049) ITEM_SKILLBOOK : Skill Book ITEM_QUEST : Manageable item by quests (using the .use) ITEM_POLYMORPH : Polymorphic orb ITEM_TREASURE_BOX : Chest to open with a key ITEM_TREASURE_KEY : Key to open a chest (drops configarables in special_item_group.txt) ITEM_SKILLFORGET : Livre de l'oubli ITEM_GIFTBOX : Keyless chest (to be configured in special_item_group.txt) ITEM_PICK : Pick ITEM_HAIR : Hair style (old version) ITEM_BLEND : Dew (potion configurable in blend.txt) ITEM_COSTUME : Costumes 0. COSTUME_BODY : Armor costume 1. COSTUME_HAIR : Hair costume (hairstyle) 2. COSTUME_WEAPON : Weapon costume 3. COSTUME_ACCE : Sash / Acce 4. COSTUME_MOUNT : Mount costume ITEM_DS: (Dragon Soul) 0. DS_SLOT1 : Dragon Diamond 1. DS_SLOT2 : Dragon Ruby 2. DS_SLOT3 : Dragon Jade 3. DS_SLOT4 : Dragon Sapphire 4. DS_SLOT5 : Dragon Garnet 5. DS_SLOT6 : Dragon Onyx ITEM_EXTRACT : DragonSoul extractor 0. EXTRACT_DRAGON_SOUL : 1. EXTRACT_DRAGON_HEART : ITEM_SECONDARY_COIN : Used for ShopEx or whatever, probably used in official in the new elemental system for guild shops. Unused yet. ITEM_RING : Rings (Wearable) ITEM_BELT : Belt Information. If no subtype is used, put ITEM_NONE in the column SOUS_TYPE 4. (SIZE / size) Represents the number of squares that your item will take. For example 1 for daggers, 2 for bows, 3 for two-handed swords. 5. (ANTI_FLAG / antiflag) Antiflag places restrictions on the use of the item. Révélation Here is the list : ANTI_FEMALE : Unusable by women ANTI_MALE : Unusable by man ANTI_MUSA : Unusable by warrior ANTI_ASSASSIN : Unusable by ninja ANTI_SURA : Unusable by sura ANTI_MUDANG : Unusable by shaman ANTI_GET : Non configuré ANTI_DROP : Impossible to throw to the ground ANTI_SELL : Impossible to sell to merchants ANTI_EMPIRE_A : Not configured ANTI_EMPIRE_B : Not configured ANTI_EMPIRE_C : Not configured ANTI_SAVE : Not configured ANTI_GIVE : Cannot sell in a personal store, to drop it on a player with a negative rank, to throw it on the ground, to exchange it ANTI_PKDROP : Cannot drop it on a player with negative rank ANTI_STACK : Cannot move it to an items of the same vnum to be stacked (it must be stackable, see flags) ANTI_MYSHOP : Cannot sell in a personal store ANTI_SAFEBOX : Cannot move it to the player's warehouse ANTI_BIND : Unable to bind an item to your soul ANTI_WOLFMAN : Unusable by lycan Tips ! You can put several antiflags by separating them with | Don't hesitate to take an example from the other items to see how it's done 6. (FLAG / flag) The flag increases the possibilities of actions of your items. Révélation ITEM_TUNABLE : You can remove stones from the item ITEM_STACKABLE : You can stack the COUNT_PER_1GOLD : Can sell / buy items for less than one gold (price = 1/price) ITEM_SLOW_QUERY : This item doesn't flush the database or whatever (useful for unmodifiable items : Potions, Baits...) ITEM_IRREMOVABLE : Item is created by pack (the item must be stackable, the number of items in the pack is configured in the value1 of the item) CONFIRM_WHEN_USE : Once equipped, the item cannot be unequipped (i.e specific thief gloves / exp rings) QUEST_USE : Linked with the special_item_group.txt / the SIGVnum (unsure) QUEST_USE_MULTIPLE : Makes the item manageable by a quest, especially for type 3/2 items (mount seals) QUEST_GIVE : Make the item manageable by a quest ITEM_QUEST : Disabled, not to be confused with the ITEM_QUEST type! (18) LOG : Leave a trace in the database log when this item is used NONE : Well... None? 7. (ITEM_WEAR / wearflag) The wearflag indicates the location where the item is equipable. Révélation Here is the list : WEAR_BODY : Armor WEAR_HEAD : Headset WEAR_FOOTS : Shoes WEAR_WRIST : Bracelet WEAR_WEAPON : Weapon WEAR_NECK : Necklace WEAR_EAR : Earrings WEAR_UNIQUE : Item shop items (2 slots) WEAR_SHIELD : Shield WEAR_ARROW : Arrows WEAR_HAIR : Hairstyles WEAR_COSTUME_BODY : Body costume (armor costume) WEAR_COSTUME_HAIR : Hairstyle / Hair costume WEAR_COSTUME_WEAPON : Costume weapon WEAR_COSTUME_ACCE : Acce / Sash WEAR_COSTUME_MOUNT : Costume mount 8. (IMMUNE / immune) Corresponds to the special effect of your item. The possible list: PARA CURSE STUN SLEEP SLOW POISON TERROR 9. (GOLD / gold) Merchant selling price => Player Note that the sale prices are multiplied by 3 for players with an empire different from that of the merchant. 10. (SHOP_BUY_PRICE / buy_price) Player selling price => merchant Note that the sale price is automatically divided by 3. And that a 3% tax applies. In the end, your players only sell items for an amount equal to 32.333% of that value. 11. Vnum once refined (REFINE / refine_vnum) Vnum of the item once passed through the hands of the blacksmith or a scroll Put 0 if you don't want upgrade your item. Otherwise do not forget to complete the following column. 12. (REFINESET / refine_set) Material needed in order to upgrade an item. The value must match a row in your refine_proto table in your database The village blacksmith (vnum 20016) (and scrolls) only manage refine_set less than 500. The refine_set greater than or equal to 500 can be managed by the NPC with the vnum 20091 (Seon-Pyeong). 13. (MAGIC_PCT / magic_pct) % chance of having a bonus (or more) when creating an item. Two possibilities to have "natural" bonuses: the value is equal to 100 and the item is created via the item-shop warehouse the item is created following a drop configured in the mob_drop_item.txt 14. (LIMIT_TYPE0, LIMIT_TYPE1 / limittype0, limittype1) Type of limitation To be able to use the item, the player must have: LIMIT_NONE : no limitation LEVEL : a minimum level of X STR : a minimum force of X (bonus stuff included) DEX : a minimum dexterity of X (bonus stuff included) INT : a minimum intelligence of X (bonus stuff included) CON : a minimum vitality of X (bonus stuff included) PC_BANG : allows the restriction of uses of type 3/8 items to characters with a PCBangIP (Used only for Korea) REAL_TIME : The item has a specific lifespan starting to exhaust after creation REAL_TIME_FIRST_USE : The item has a specific lifespan starting to exhaust after first use TIMER_BASED_ON_WEAR : The item has a specific lifespan starting to exhaust only when used. X being the value in the next column. 15. Values of these limitations (LIMIT_VALUE0 et LIMIT_VALUE1 / limitvalue0 et limitvalue1) For each limitation in the previous column you need to specify a value. For example, if you want to prohibit the use of an item for players with a level lower than 10. Put 10 in this column and LEVEL in the previous column. If this column is 0 and the previous column contains: REAL_TIME_FIRST_USE ou REAL_USE : The lifespan of your item will be one week TIMER_BASED_ON_WEAR : The lifespan of your item will be 10 hours when equipped 16. Item bonus (ADDON_TYPE0 à ADDON_TYPE2 / applytype0 à applytype2) Item bonus Are the base bonuses of your item. These columns are useful for : All the equipments Stones Item-shop Hairstyles Costumes Belts Remember to complete the next column with the power of the bonus. 17. Power of bonus (ADDON_VALUE0 à ADDON_VALUE2 / applyvalue0 à applyvalue2) For each bonus in the previous column, you need to specify a value. 18. Values (value0 à value5 / value0 à value5) Depends on the type of your items. Révélation Weapons : Value1 : Minimum magic attack (= valeur+Value5) Value2 : Maximum magic attack (= valeur+Value5) Value3 : Minimum attack (= valeur+Value5) Value4 : Maximum attack (= valeur+Value5) Value5 : Bonus Armor / Helmet / Shield / Boots : Value1 : Defense Value3 : ShapeIndex (only for armor) Value5 : Bonus Informaiton. The defense of your item will be equal to Value1+Value5*2 Red / blue potions: Value0 : number of health points healed Value1 : number of magic points gained Teleport Scroll : Value0 : 1 or 2 If 1 : first use: save the player's coordinates then teleport him to his map1, second use: teleport the player to the saved coordinates, the item is deleted If 2 : first use: save the player's coordinates, second use: teleport the player to the saved coordinates, the item is deleted Scroll of up: Value0 : 0 à 7 0. Blessing Scroll : downgrade on failure, typical success %, does not work on items with a refine_set equal to 501 1. Magic stone : does not downgrade on failure, classic success% 2. Dragon Scroll : retrograde in the event of failure, % of success predefined according to the up of the item: +0: 100%, +1: 75%, then 65%, 55%, 45%, 40%, 35%, 25 %, 20% for +9 3. Scroll of War : 100% success, only works on items +0 to +3 4. Blacksmith Handbook : downgrade in case of failure, % of success predefined according to the up of the item : +0 : 100%, +1 : 100% then 90%, 80%, 70%, 60%, 50%, 30%, 20% for +9 5. Variable : 100% success, can only upgrade items with an up level equal to the value in Value1. If Value1 = 8: 100% chance of up all items +8. 6. ?? : Downgrade on failure, can only up +4 stones, 80% chance of success, refine_set must equal 702 7. ?? : Used to upgrade costumes Value1 : up level of the object, useful if value0 is 5 Bait : Value0 : Power of the bait, affects the probability of catching a fish Potions / Juice : Value0 : bonus number Value1 : duration of the potion (in seconds) Value2 : power of the bonus Potions : Value1 : bonus number Value2 : power of the bonus Value3 : duration of the potion (in seconds) Instant healing potions : Value0 : Number of health points healed Value1 : Number of magic points regained Value3 : % of healed player's life Value4 : % player magic regained Spirit Stone Scroll : Value0 : 0 or 7 If 0 : cleans weapons and armor from broken stones If 7 : Clean sashes Regeneration potion after death : Value0 : number of life point Value1 : number of energy points Value2 : duration of the potion (in seconds) Recipe (type 3/23) : Value0 : Vnum of the reward Value1 : Vnum of item1 Value2 : Number of item1 Value3 : Vnum of item2 Value4 : Number of item2 Value5 : % of success Information. If the player has the sufficient number of item1 and item2 as well as item 50901 (Empty Bottle), he loses the items and wins the reward. Stone : Value2 : rarity (never used) Value5 : limit: it is impossible to cumulate on the same object, two stones having the same value in Value5 Fishing rod : Value0 : % of fishing Value1 : % chance that the fishing rod will gain a point for each fish Value2 : experience needed for fishing rod to up Value3 : % chance of success for up Value4 : vnum of the fishing rod once up Item-shop : Value0 : duration Value2 : duration management (0 or 1) If 0 : Time decreases when the object is worn, the duration in Value0 is expressed in minutes If 1 : Time continuously decreases (even when the player is not logged in) and starts when the object is created, the duration in Value0 is expressed in seconds Skill Book : Value0 : skill number to up Chest and Key : Value0 : if the two Value0 objects are identical, the key opens the chest Pickaxe (type 24) : Value1 : % chance that the pickaxe will gain a point for each ore extraction Value2 : experience required for pickaxe to up Value3 : % chance of success for up Value4 : vnum of the pickaxe once up Hairstyles : Value3 : ShapeIndex (This tutorial will explain how to do) Costume armor : Value3 : ShapeIndex All items with the flag 128 (ITEM_IRREMOVABLE) : Value1 : number of item created per pack If Value1 is 20, during a pc.give_item2 (item, 1), the player will receive 20 items (same for chests) 19. Number of free spaces (SOCKET / socket_pct) Allows you to define the number of stones that can be inserted on your equipment (maximum 3) 20. Item with bonus Average/Skill automatic (ATTU_ADDON / addon_type) Put anything other than 0 to activate Average and Skill damage bonus on your item (like Full Moon Sword) (comme l'Épée de lune pleine) 21. Specular (SPECULAR / specular) Manages the brightness of the item, the higher the specular the brighter the object (avoid putting more than 100) If for example weapon use alpha channel (not for specular shining but you know for invisible parts, specular can not be set to 0, otherwise it invisible) 21. Categories / Sub Catégories Not detailed. Put 0 A category Questions and Answers is available. If you have a problem or a question, feel free to post a request! Edited July 7, 2022 by Veltor88 24 1 1 1 5 1 28 Link to comment Share on other sites More sharing options...
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