HelpAdding items into Seraphs dominion's source

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Adding items into Seraphs dominion's source
Getting this error when i attempt to add items to the source.
Any help with be appreciated. Thanks in advance

Also I did add the highlighted part to every item i added into the source
<Object type="0x2367" id="Skull-splitter Sword" ext="true">
@Raple just in case the image isn't visible...

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Quote Originally Posted by OwenHendry View Post
<Object type="0x2367" id="Skull-splitter Sword" ext="true">
If you have ext="true" you don't need type="blahblah" cuz ext="true" automatically gives id to item

It should look like this <Object id="Skull-splitter Sword" ext="true">
Thanks for that bro, ill try it now!

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didn't work got this @~V~
Sand me you items xmls (on skype or here)
Solved now but got a different error when i try to login to nexus

Wow... you really fucked it up
that source be trippin O.O
Have you been adding any maps? I noticed the as3 source have problems adding dungeons/maps into:
Realmmanager.cs

But idk with seraph's. I only set it up and left :P
Here's a little explanation to your problem.

When using Seraph's Dominion, I HIGHLY EXTREMELY FUNDAMENTALLY recommend not using too much of:

Code:
<ext="true">
Why?

Every object that has ext="true" is sent as part of an ExtraXML packet to the client during a HelloPacket, or the packet that the client sends to the server when it wants to initially connect to a world server (nexus). The protocol can only handle so much text junk being sent to players at one point of time, which means that if you add too many items, the world server can't write a freakishly huge response to any HelloPacket, and no one connects.

To solve this problem, I recommend adding all the items to the client and server, without using ext="true" on either end. (Though ext="true" does absolutely nothing on the client end)

Also, when you remove the set ID of an item so that it looks like:

Quote Originally Posted by ~V~ View Post
<Object id="Skull-splitter Sword" ext="true">
This runs the item through the AutoID function. From top to bottom, the XML's are sorted into the 0x6000's if they're signed, and 0x8000 if they're full (info on this is in addition.xml).

Clark Realms ran into a nasty little problem where we wanted to edit additions but couldn't do so very well because we had AutoID items obtainable by players. Therefore, if we were to add another object, we'd ALWAYS have to add it to the bottom of the file to avoid the XMLDatas from shifting all the values and giving players invalid items.

It's viable to use AutoID (note this only works with ext="true"), but I suggest only using these for temporary testing or for unobtainable admin items. Anything else should be hardcoded objects/items that exist on both ends of the game.

TL;DR Add items like any other server. <Object type="example" id="example item"> stuff </Object>

These items should also be on both the client and the server. That means opening a file on the client source. And editing it. And building it.

Posts 19 of 9 · Page 1 of 1

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