The Basics.

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The Basics.
Too nooby to do advanced things with your private server? Well heres just the first couple things you can do to improve your server and how to do them. (Obvi this isnt towards the 'pros', towards the beginners, like meh kinda lel)
(I use SharpDevelop)
Different sources might show .cs with different amount of lines so just look around the number I say the line is on if its not directly on the line I say.

Changing realm(s) name(s)?

Wserver>Realm>Realmmanager.cs


Line 47, there will be about 15 or so already put names, just change them to the name(s) you want your realm name to display as.

Changing vault price?

Wserver>Realm>Entities>SellableObjects.cs


Line 19 for vault itself
Line 82 for vault message when bought (Default message: Vault purchased! or Purchase successful! (or something like that))


Adding in a new item? As long as you have the xml code for it just do this.

db>data>item.xml


Insert the XML code inbetween
</Object>

(here)

</Objects>

at the bottom of item.xml list.
Depending what item it is, there may be required more work where you will have to add into addition.xml too.


Making your server public?

Server>Char>List.cs


Find where it shows
Name = "(Name you want to show in servers)",
Lat = 22.28,
Long = 114.16,
DNS = "Your hamachi ip, or whatever IP you use if hosting off vps",
Usage = 0.2,
AdminOnly = false,
RankRequired = 0

Thats it, dont change anything else.

Changing news? (The news that shows in yellow text every few minutes or so in chat log)

Wserver>news.txt


Should already be 4 pre-written news lines there, add more, or change them, or remove them. Up to you.

Changing items being sold in nexus? Be careful when doing this. Sometimes the nexus in sources have messed up store regions and need to be fixed.

Wserver>Realm>Entities>MerchantList.cs


Change the already written IDs to the IDs of the items you want to have sold in nexus, make sure you know which store region your putting them in so you know how to keep track.

That's some things easy to change about your private server! Anything more complicated but don't know how? That's why there's wonderful devs and coders and such on this site who will happily be staff on your server.



Getting error when opening server.exe???
Fix: Before rebuilding and building solution, go to 'Project' tab, click on 'Project Options', then click 'Compiling', scroll down to 'Target CPU:'
Should say 'Target CPU: Any Processor'
Click on 'Any Processor' and a tab will come down with other options you can change Target CPU to, click on 32-bit Intel-compatible processor. THEN rebuild and build solution.
Kind of useless but for newbies it can be usefull.
Anyway thanks for sharing!
Quote Originally Posted by qpadones1 View Post
Kind of useless but for newbies it can be usefull.
Anyway thanks for sharing!
yea ik, just kinda for beginners because what I stated above is usually the first couple things people change about there server. besides like the nexus map or something.
This is not for all sources. Some of theese parts is only added on Doomed. As example with the yellow news text. Make a tutorial for "noobs" on how to add the news instead.
laughed when i saw this i also made the sound "bruh"
How Can I change The Music?
There are PServers with Really Cool Music, Like:
Please Help!
Lolization :P
Quote Originally Posted by TheLolization View Post
How Can I change The Music?
There are PServers with Really Cool Music, Like:
Please Help!
Lolization :P
Use SD or AS3... It's comes with it.
Although this is an awesome collection of beginner's tips, you could add a TON to it, like how to edit the Nexus map, add custom sprites, adding custom music to your client, changing the client UI colors, monster sprites, etc. Maybe you could do an "intermediate users guide" for people like me who are past the stuff you listed but are still figuring out more complicated stuff.
Object type = index of the item basically goes like 0x0, 0xa, 0xb, 0xc, 0xd, 0xe, 0xf, 0x01 ect..
Class = what type of item
Texture = What the item looks like the file is the image file stored in the client, index is the number of the image
it goes like 0 1 2 3 4 5 6 7 8 9 a b c d e f top to bottom and left to right
Slot type = type of slot it goes in (to lazy to look up atm)
Tier = Self explanatory
Description = Same
Rate of fire % 1 = 100, .5 = 50% ect..
ActivateOnEquip = whatever you put here activates when item is equipped like IncrementStat
Activate = used for spells or custom functions like I have clickable gold which gives you gold when you double click it, also used for potions
FameBonus = bonus to fame gained when you make kills and get fame
secret = i have no idea
SUndead = i have no idea maybe stun undead?
XpMult = experience bonus or increases your experience multiplyer instead of 100% 200% ect...


Projectile information

Object type same as the weapon part
ObjectId = Name of the projectile
class = projectile
Speed = speed the projectile moves at
MinDamage = duh
MaxDamage = duher
LifetimeMS = how long the projectile lasts in ms
BagType = 0 brown 1= purple 2 = dark blue? 3 = light blue 4 = white (i know for a fact)
texture = same as above
index same as above
file = most projectiles are in lofiProjs but you can use any image file if you know the lofi Name
AngleCorrection = cant quite figure this out 360 seems to make the projectile face the direction you shoot
NumProjectiles = how many projectiles you want it to shoot, my 5 arrow bow is fun
MultiHit = projectile passes through enemies and hits others
Size = size of projectile
ArcGap = not quite sure
Amplitude & Frequency = im not sure and im also quite curious so if anyone knows what they do lemme know

Code:
  <Object type="0xa00" id="Short Sword">
    <Class>Equipment</Class>
    <Item/>
    <Texture>
      <File>lofiObj5</File>
      <Index>0x30</Index>
    </Texture>
    <SlotType>1</SlotType>
    <Tier>0</Tier>
    <Description>A steel short sword.</Description>
    <RateOfFire>1</RateOfFire>
    <Sound>weapon/blunt_sword</Sound>
    <Projectile>
      <ObjectId>Blade</ObjectId>
      <Speed>100</Speed>
      <MinDamage>60</MinDamage>
      <MaxDamage>90</MaxDamage>
      <LifetimeMS>350</LifetimeMS>
    </Projectile>
    <BagType>0</BagType>
    <OldSound>bladeSwing</OldSound>
  </Object>
And thats all i know about items atm if anyone has more info or if im wrong and you wanna correct it to help other noobish people go for it and thanks



Merchant lists

List for store 3 0x???s are the items
Code:
    public static int[] store3List (which store it is under in the editor when placing a store on the map) = { ItemId1, ItemId2, Ect..., 0xa84, 0xa1e, 0xa8b, 0xa9f, 0xaa0, 0xa07, 0xa85 };
they are also defined like this in the file

{ItemId, new Tuple<int,CurrencyType>(Price, CurrencyType.Gold or Fame)}

Code:
//Armor t8 and t9
{0xadc, new Tuple<int,CurrencyType>(300, CurrencyType.Gold)}, //Robe of the Illusionist
{0xa60, new Tuple<int,CurrencyType>(600, CurrencyType.Gold)}, //Robe of the Master
{0xa12, new Tuple<int,CurrencyType>(300, CurrencyType.Gold)}, //Mithril Armor
{0xa13, new Tuple<int,CurrencyType>(600, CurrencyType.Gold)}, //Dragon Scale Armor
{0xa0e, new Tuple<int,CurrencyType>(300, CurrencyType.Gold)}, //Studded Leather Armor
{0xad3, new Tuple<int,CurrencyType>(600, CurrencyType.Gold)}, //Drake Hide Armor

For loot in the Behavior file of a mob (lowlands, mid, high ect.. contain many common mobs)

Tuple.Create(DropChance 0.01 = 1%, (ILoot)new TierLoot (if you want a certain tier of any item to drop say all t11 weapons) (Tier of item, ItemType.Weapon or Abilities or Armor or Rings))
Code:
Tuple.Create(0.01, (ILoot)new TierLoot(11, ItemType.Weapon))


PlayerUseItem is a bit too complicated to get in to but you can add special conditions or special code for Custom Activate effects for your items like I did for my gold

If you add a custom Activate Effect you have to add it to a list in Descriptors.cs

Code:
public enum ActivateEffects
{
    Shoot,
    StatBoostSelf,
    GoldOne,
    GoldTen,
    GoldFifty,
    GoldOneHundred
}

PlayerLeveling.cs is where you Set the max level and also the level at which quest mobs appear


Dat2.xml is where classes are atleast in Clubs Source (which im using)

NexusHealHp and Mp is where the fountain healing effects for the nexus are so you can make it heal people faster or slower
Code:
                hp = Math.Min(hp + 500, maxHp);
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