Soft coded merc equip guide
Moderator: Nizari
Re: Soft coded merc equip guide
yeah know that now^^ btw good work ! Love this plugin
- BigMcLargeHuge
- Posts: 28
- Joined: Thu Jun 02, 2005 3:26 am
Re: Soft coded merc equip guide
The person who posted the link to your mod made a comment that it could fix the ring problem (can't equip both rings). He/she deleted that comment once several of us noted that the mod does not add anything above what PureRage originally did. The only difference appears to be the removal of rings and a new graphic to match.
- kidpaddle94
- Principality
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Re: Soft coded merc equip guide
exactly. I removed rings and made a new inventory graphic.BigMcLargeHuge" wrote:The person who posted the link to your mod made a comment that it could fix the ring problem (can't equip both rings). He/she deleted that comment once several of us noted that the mod does not add anything above what PureRage originally did. The only difference appears to be the removal of rings and a new graphic to match.
This is what I use in my own mod and wanted to share it.
Re: Soft coded merc equip guide
Sounds awesome, but does someone know how to get it work with median xl omega?
Re: Soft coded merc equip guide
Same as described in the topic.
You got the source, got the needed edits, just do it.
Also.. PureRage attached a plugin to his post, but I'd not advice you to use it, cuz you may screw MXL.
You got the source, got the needed edits, just do it.
Also.. PureRage attached a plugin to his post, but I'd not advice you to use it, cuz you may screw MXL.
Re: Soft coded merc equip guide
Well median xl comes with an mpq, but u need a -direct -txt version, or am i wrong? sorry, i'm really a noob at all this modding stuff
Re: Soft coded merc equip guide
I am able to equip helm, armor, weapon
I still can't equip belt, rings, amulet, boots, gloves and i also can't equip 2x 1 handed opens but one only
i've used purerage full inventory and type itemtypes
I still can't equip belt, rings, amulet, boots, gloves and i also can't equip 2x 1 handed opens but one only
i've used purerage full inventory and type itemtypes
Re: Soft coded merc equip guide
You must have mixed something up. Are you running with -direct -txt switch?
Try following the readme and changing the itemtypes manually.
Edit: just seen your other post. You didn't have to post in both topics. You should have just posted in your topic.
Try following the readme and changing the itemtypes manually.
Edit: just seen your other post. You didn't have to post in both topics. You should have just posted in your topic.
In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as "A bad move".
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Re: Soft coded merc equip guide
i have a problem with this modiffy at the merc.... when i edit the inventory and items typ ... and npcinv.dc6 the game destroy my big inventar , stash an cube... mod me to normal i have a stash 10x10 and a cube 10x8 and a inventar 10x6 why
resolved
resolved
Re: Soft coded merc equip guide
Purerage i want to ask you about the softcode merc equip i tested your moddyfie with -direct -txt and in anny game i play the monsters do not drop helm so i modifie the "helm new" in "helm" and work
Ring ring misc hlm1 0 1 rrin lrin 0 0 0 0 1 1 0 0 0 0 0 0 0 0 3 0 5 invrin1 invrin2 invrin3 invrin4 invrin5 misc 0
Amulet amul misc hlm1 0 1 neck neck 0 0 0 0 1 1 0 0 0 0 0 0 0 0 3 0 3 invamu1 invamu2 invamu3 misc 0
Boots boot armo hlm1 1 1 feet feet 0 0 0 0 1 0 0 0 0 0 0 0 0 3 1 0 armo 0
Gloves glov armo hlm1 1 1 glov glov 0 0 0 0 1 0 0 0 0 0 0 0 0 3 1 0 armo 0
Belt belt armo hlm1 1 1 belt belt 0 0 0 0 1 0 0 0 0 0 0 0 0 3 1 0 armo 0
Helm hlm1 1 1 head head 0 0 0 0 1 0 0 0 0 2 2 3 0 3 1 0 0
Helm helm armo hlm1 1 1 head head 0 0 0 0 1 0 0 0 0 2 2 3 0 3 1 0 armo 0
It is anny problem if there are two Helm name???In itemtypes???
Ring ring misc hlm1 0 1 rrin lrin 0 0 0 0 1 1 0 0 0 0 0 0 0 0 3 0 5 invrin1 invrin2 invrin3 invrin4 invrin5 misc 0
Amulet amul misc hlm1 0 1 neck neck 0 0 0 0 1 1 0 0 0 0 0 0 0 0 3 0 3 invamu1 invamu2 invamu3 misc 0
Boots boot armo hlm1 1 1 feet feet 0 0 0 0 1 0 0 0 0 0 0 0 0 3 1 0 armo 0
Gloves glov armo hlm1 1 1 glov glov 0 0 0 0 1 0 0 0 0 0 0 0 0 3 1 0 armo 0
Belt belt armo hlm1 1 1 belt belt 0 0 0 0 1 0 0 0 0 0 0 0 0 3 1 0 armo 0
Helm hlm1 1 1 head head 0 0 0 0 1 0 0 0 0 2 2 3 0 3 1 0 0
Helm helm armo hlm1 1 1 head head 0 0 0 0 1 0 0 0 0 2 2 3 0 3 1 0 armo 0
It is anny problem if there are two Helm name???In itemtypes???
Re: Soft coded merc equip guide
Cool mod, thanks!
I wasn't happy with Josh's graphics files for the merc, so I made my own.
Screenshots:
https://picasaweb.google.com/lh/photo/f ... directlink
https://picasaweb.google.com/lh/photo/J ... directlink
I wasn't happy with Josh's graphics files for the merc, so I made my own.
Screenshots:
https://picasaweb.google.com/lh/photo/f ... directlink
https://picasaweb.google.com/lh/photo/J ... directlink
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Re: Soft coded merc equip guide
Sorry for the necro, but I could use some help here.
I'm trying to get your merc-plug in to work with my mod. Problem is, I already have a huge inventory + big stash mod.
I did the manual changes, as you suggested. But editing the helm at all gives me bad inventory error. I tried not touching the helm at all, and was able to get in-game. I manually edited my inventory.txt to the hireling 1 and 2 values, and also manually edited itemtypes.txt, except for the helm. I was at least able to get in the game, but my merc could still not equip belts gloves boots or jewelry. The dc6 file did apply, the slots are there, I just cant put items there. I tried buying a new item to "generate" a new glove, and it still wouldn't work. Tried exiting and reentering the game, then I got an unhandled exception error, and crashed.
Could it be that I needed a new merc? I was playing on an old character, but I did remove all jewelry from my characters and the stash, as you suggested.
This is all on 1.13c.
I'm trying to get your merc-plug in to work with my mod. Problem is, I already have a huge inventory + big stash mod.
I did the manual changes, as you suggested. But editing the helm at all gives me bad inventory error. I tried not touching the helm at all, and was able to get in-game. I manually edited my inventory.txt to the hireling 1 and 2 values, and also manually edited itemtypes.txt, except for the helm. I was at least able to get in the game, but my merc could still not equip belts gloves boots or jewelry. The dc6 file did apply, the slots are there, I just cant put items there. I tried buying a new item to "generate" a new glove, and it still wouldn't work. Tried exiting and reentering the game, then I got an unhandled exception error, and crashed.
Could it be that I needed a new merc? I was playing on an old character, but I did remove all jewelry from my characters and the stash, as you suggested.
This is all on 1.13c.
Re: Soft coded merc equip guide
PureRage" wrote:You must have mixed something up. Are you running with -direct -txt switch?
Try following the readme and changing the itemtypes manually.
Edit: just seen your other post. You didn't have to post in both topics. You should have just posted in your topic.
你好,i think this post would be pin as HOT(CLASSIC) tutorial for beginer.
so we can learn and to fix from all-in-one post
i am success for hireling equip, unfortunately my inventory was broken like this.
thank you so much offer your mind. 祝你好运!
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- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: Soft coded merc equip guide
It's not broken, its just back to vanilla defaults... probably because instead of replacing the needed rows, you replaced the whole file.
Re: Soft coded merc equip guide
yes ,finally i type each letter from purerage's entries without any error, but i didn't find nice and complete inventory.txtBlack_Eternity" wrote:It's not broken, its just back to vanilla defaults... probably because instead of replacing the needed rows, you replaced the whole file.
tutorial i mean the right figures ,case the hole number are crazy enough for me T_T
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Re: Soft coded merc equip guide
I would like to join this little discussion because I have the same problem as "fullmetalbamf". After adding the "Helm New" line in ItemTypes.exe I get the same bad inventory error. After removing it again it seems to be fine, but that I can't equip rings, amulets, boots, belts or gloves to my mercenary.
Re: Soft coded merc equip guide
You need to remove any old helms/jewelery etc. from your existing character, stash/shared stash included if you want existing characters to be compatible.
In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as "A bad move".
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Douglas Adams
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Re: Soft coded merc equip guide
Funny thing tho that I just fixed it more or less by adding the new helm line at the end of the ItemTypes.txt and named it "MyHelm" (if this even matters). Just I'm only able to equip one ring onto the merc, which isn't too bad
But for the record, I actually removed all helms and jewelery from the stash/inventory/and-what-not before I tried this modification at all.
But for the record, I actually removed all helms and jewelery from the stash/inventory/and-what-not before I tried this modification at all.
Re: Soft coded merc equip guide
Hello there!PureRage wrote: ↑Fri Jul 23, 2010 4:34 amnot sure, i got it finished then had to start on some paper work.
If there are any morblems there is another method that works too, it just requires a little more editing. Let me know and i`ll post it up if needed .
Edit:
ok that way will cause prolems with helm only cube recipes and runewords for example. Sooooo, heres the other way from start to finish, this works perfectly and i've tested with helm only recipes etc.:
Soft coding mercs to be fully equipable
You can use this to add just a few items to the merc (though all equip slots would be shown until you edit the npcinv.dc6 and remove the slots from inventory.txt)
First, download Baron Josh's hireling plugin from
http://phrozenkeep.18v.biz/dload.php?ac ... le_id=1072
Create a folder and extract it (not to your mod folder)
Follow the instructions but DONT move the dll's over.
You need to Open ItemTypes.txt and look for the ring, amulet, boots, gloves and belt rows.
In the Equiv2 column, add hlm1 for each of them.
Any items you don't want to be equipable out of those, you just don't add hlm1 to the column
Now find the Helm row and copy it to a new row and rename it New Helm. Add hlm1 to the Equiv2 column
Go back up to the original helm row and change the code column to hlm1. Remove the armo from the equiv2 column (if you don't, any cube recipes will work on rings and amulets) Scroll along to the store page column and delete the entry
Save and close the file.
columns
entries
Note: you need to remove all rings and amulets from your existing chars you will use this for, including the stash or it wont work.
Credits:
Baron Josh for his hard coded plugin that this was based on.
The Phrozen Keep for all the great guides that helped me get started
Please feel free to use this and post on your own forum/site, just remember to give credit whare it is due
Happy Modding
Edit: Updated the attatched plugin to fix a minor issue.
I know it's been almost 13 years, but I just tried out your text mod and it works almost flawlessly even on the 1.13d version.
I was wondering if at any point you managed to make the 2nd ring slot work?
As it stands right now, you can't equip a ring on that slot for some reason.
Re: Soft coded merc equip guide
Hi Lunos,
The problem is mercs only use itemtypes.txt|Bodyloc1| when determining where an item should be equipped. This isn't a big deal since you can create a recipe that converts left-handed rings to right-handed rings and vice-versa. This is how I would quickly fix it:
itemtypes.txt:
misc.txt:
cubemain.txt:
patchstring.tbl:
Add a new entry for rn2: Left-handed Ring
Depending on the scope and audience of your mod, you may want to make this more obvious, so you could also add some doodad to Akara/Charsi/Gheed that is used for the cube recipe to convert ring-handedness, so that players will know to do this.
The problem is mercs only use itemtypes.txt|Bodyloc1| when determining where an item should be equipped. This isn't a big deal since you can create a recipe that converts left-handed rings to right-handed rings and vice-versa. This is how I would quickly fix it:
itemtypes.txt:
Code: Select all
Left Ring lrin misc hlm1 0 1 lrin rrin 0 0 0 0 1 1 0 0 0 0 0 0 0 0 3 0 5 invrin1 invrin2 invrin3 invrin4 invrin5 misc 0
Code: Select all
left ring ring 0 0 1 0 4 1 0 1 1800 50000 rn2 rin rn2 16 1 1 1 1 1 flprin invrin 0 xxx 0 0 lrin item_ring 12 item_ring 0 0 5 0 0 0 0 0 0 0 0 -1 0 0 0 non 1 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255 0 0 0 xxx xxx 0
Code: Select all
lrin to rrin 1 100 1 rn2 rin,mod 100 0
rrin to lrin 1 100 1 rin rn2,mod 100 0
Add a new entry for rn2: Left-handed Ring
Depending on the scope and audience of your mod, you may want to make this more obvious, so you could also add some doodad to Akara/Charsi/Gheed that is used for the cube recipe to convert ring-handedness, so that players will know to do this.
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Re: Soft coded merc equip guide
Work well, i think with this of yours, "Soft coding mercs to be FULLY equipable" is solved 100%Cypress wrote: ↑Sat Apr 01, 2023 10:01 pmHi Lunos,
The problem is mercs only use itemtypes.txt|Bodyloc1| when determining where an item should be equipped. This isn't a big deal since you can create a recipe that converts left-handed rings to right-handed rings and vice-versa. This is how I would quickly fix it:
itemtypes.txt:misc.txt:Code: Select all
Left Ring lrin misc hlm1 0 1 lrin rrin 0 0 0 0 1 1 0 0 0 0 0 0 0 0 3 0 5 invrin1 invrin2 invrin3 invrin4 invrin5 misc 0
cubemain.txt:Code: Select all
left ring ring 0 0 1 0 4 1 0 1 1800 50000 rn2 rin rn2 16 1 1 1 1 1 flprin invrin 0 xxx 0 0 lrin item_ring 12 item_ring 0 0 5 0 0 0 0 0 0 0 0 -1 0 0 0 non 1 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255 0 0 0 xxx xxx 0
patchstring.tbl:Code: Select all
lrin to rrin 1 100 1 rn2 rin,mod 100 0 rrin to lrin 1 100 1 rin rn2,mod 100 0
Add a new entry for rn2: Left-handed Ring
Depending on the scope and audience of your mod, you may want to make this more obvious, so you could also add some doodad to Akara/Charsi/Gheed that is used for the cube recipe to convert ring-handedness, so that players will know to do this.
Re: Soft coded merc equip guide
The download link doesnt seem to work?