12/24/2023 0 Comments Ryzom generic craft planssitem file naming we are looking into the item_words_en.txt (in the $RYZOM_HOME/code/ryzom/server/data_shard/language directory) But more on this in the next paragraph File extension, Skill Families, Icons etc. As we orient ourselves to the ryzom naming scheme there are some more rules to learn. As kaetemi already stated in his armor example: "Craftable items MUST be prefixed with "ic", bricks for crafting MUST be prefixed with "bc"". sbrick file which defines the crafting plan for the item (eg which material is used). sitem file which defines the characteristics of the item and a. It lies in the same directory as the sheet_id.bin.Įach craftable item needs a. It contains a human readable overview of the contents of the sheet_id.bin and can be used to find out correct file naming as we're orienting on the original ryzom file scheme. This file gets created if you repack your sheets with the mentioned sheets_packer tool. They are needed later to find the correct skill families and item names (more on that below). The first three can be found in the $RYZOM_HOME/code/ryzom/server/data_shard/language directory. It comes in handy if you have these files open. Sbrick_words_en.txt / skill_words_en.txt / item_words_en.txt This will create a directory with the name of the file and unpack all contents there. The easiest way to do so is to copy the desired bnp and the executable in a directory and using following command. Use the NeL tool bnp_make to unpack the files. Download the Open Ryzom Client extract it and look into the data directory. Note: To get working make_sheet_id tool you need set allowed extensions or simply just delete or comment ExtensionsAllowed = line in $RYZOM_HOME/code/nel/tools/misc/make_sheet_id.cfgįor linux command lines : we assume tthat the path to your asset is set in $ASSETS_PATHįor creating armor its nice to have some of the bnps available unpacked to look for nice shapes you want to use. Make_sheet_id_r -oL:/leveldesign/game_elem/sheet_id.bin L:/leveldesign/game_elem L:/leveldesign/game_element L:/leveldesign/world Use it with the following syntax to build your sheet_id.bin (also produce sheets.txt) : It can be found in $RYZOM_HOME/code/nel/tools/misc/make_sheet_id. Therefore build it and make it ready for use. This tool is needed to create the sheet_id.bin file which is residing in $RYZOM_HOME/code/ryzom/common/data_leveldesign/leveldesign/Game_elem. Note: If you have more than one character on your server you need to change the EGS command to " setPriv x :DEV:" where x is the id of the char found in the mysql database This can be done by using the EGS ( Entity Game Service - part of the server) command " setPriv 1 :DEV:" when the corresponding user is logged into the Client, or by directly altering the corresponding table entry for your character in the mysql database on the server. E.g.:Ĭreate a character on your server and grant it some privileges. There are a bunch of tutorials in the wiki for the plattform of your choice. Well this should be clear but of course you need a working client to test the additions and a working server with access to it as we have to add files on it. Look at Downloads for Windows to find out more. Note: For windows there are some prebuild binaries for everything (client, server, nel tools, ryzom tools). Here is a small list with stuff you should have ready for things to work. If you don't like to read, videos are available I decided to do it for this guide as well which also saves me from making a lot of screenshots :) But of course you are welcome to do it all in the offical Nel tool! So i switched to just open the actual xml files and edit them. Note 2: Personally i think the current georges editor has much potential, but most times im kind of overwhelmed by the masses of editable informations. Until then it should be ok if we create some more samples to get to known with the whole process. some truly new spells as this also relies heavily on source code additions. But in my opinion it will take some time till we have e.g. Of Course, the goal of Ryzom Core is not to rebuild the original Ryzom. Note 1: For the sake of simplicity in this guide I oriented myself at the old spells and armor. Finally, we are adding them to some corresponding merchants & trainer ( NPC). We're going to put them on both server (shard) and client. So what we're going to do is creating an armor item including a crafting plan and two spells (Heal & Dmg) plus some more spell credits. There is still much to learn but this is a good point to start to share my knowledge i gathered so far. After hours and hours of staring at the xml files and browsing restless through the georges editor, i finally could shed some light into the mysteries of entity creation in Ryzom Core.
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