PlaneShift
Development => Development Deliberation => Topic started by: AryHann on February 18, 2005, 05:00:07 pm
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Hi,
I have prepared nice little zip files with meshes in .spr files, their textures and a little icon 64x64.
I want to load this items in my PS (where with my I mean the modified version)..
From what I know the tables I have to look at are the items one, but also common_strings.
Now, some question about common_strings table.
+-----+---------------------------------------------+
| id | string |
+-----+---------------------------------------------+
| 28 | weapons#doubleaxe01a |
+-----+---------------------------------------------+
+-----+---------------------------------------------+
| id | string |
+-----+---------------------------------------------+
| 29 | /planeshift/weapons/doubleaxe01a_icon.png |
+-----+---------------------------------------------+
For example. I have understood that the doubleaxe01a mesh is called with weapons#doubleaxe01a and then, the icon is referred in the string under it.
But...
Does PS knows that weapons.zip (or the directory, in the case of the CVS version) is in /planeshift/art/things? If yes, it is because it is mounted in celsomething (I don\'t remember the point of the code, sorry?)?
Second.
When I was creating my items zip files, by mistake, I was creating files like \"food.zip, weapons.zip\". When it was loading such files from the code (in the point above, the one that I don\'t remember) it was crashing. I have renamed those files and then it went fine.
Why did that happen? Is there some rule on how to create those files or.. something else?
Third
The categories are the zip files name or it doesn\'t matter? (item_categories table)
Fourth
Is there an extensive guide, somewhere for (taken from item_stats)
stat_type
flags
item_type
and if there would be some explanation also over the other fields it would make things easier...
No other questions come up in my head, for the moment.
Thanks,
Ary
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I reply to myself saying that:
all the mounts are in psserver.cfg and psclient.cfg, except the one for loading the texture that is in /src/common/engine/celbase.cpp.
It is important to remember that the texture must be power of 2, or then there will be the problem I was mentioning in my previous message.
stat_type can be just B or U (Basic, or Unique), and PS for the moment use just B.
For a list of the flags, src/server/bulkobjects/psitemstats.cpp: 247
The item_categories are not connected with the name of the zip files
size says in cm the biggest dimension of the objects.
Thanks to Vengeance for all the answers. Of course I couldn\'t manage alone :-)
Ary
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New message, new questions:
still from the table item_stats
What is
prg_evt_equip
prg_evt_unequip
stack_count_limit says the max number of objects that you could have in the inventory?
cstr_id_part?
Thanks!
Ary
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Originally posted by AryHann
still from the table item_stats
What is
prg_evt_equip
prg_evt_unequip
This are the names of a script that is run when the item is equiped/unequiped. It is the name of the event in the progression_events table. So for example equiping an item may run the script named \"add_defence\" which will run the script with that name.
stack_count_limit says the max number of objects that you could have in the inventory?
Correct, although this will be removed soon in favour of the weights and size to determine stack limits.
cstr_id_part?
I\'d have to look this one up to see where it is used.