Thread: [508] How to genorate ints for hard coding items

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  1. #1 [508] How to genorate ints for hard coding items 
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    Dragonking's Avatar
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    ok well this was requested for me to post how to do it

    And iv really never understood why people do not know how to do this it is the easiest thing to do ever lol

    First off:
    do this tut

    http://www.rune-server.org/showthread.php?t=126125

    it just tells you the basics in doing the hard coding

    first off this is what the ints do
    Code:
    anInt389 - modelRotation1
    anInt336 - model zoom
    anInt395 - model rotation 2
    anInt375 - value
    anInt347 - male sleave
    aRSString_362 - item name
    anInt330 - inventory/drop model
    aShortArray332 - originalModelColors
    aShortArray342 - modifiedModelColors
    anInt348 - adjust model contrast
    anInt363 - adjust model brightness
    aBoolean366 - stackable
    aRSStringArray369 - groundActions
    aBoolean371 - membersItem
    anInt383 - team
    anInt385 - certTemplateID
    anInt391 - modelOffset2
    anInt358 - modelOffset1
    anInt347 - maleExtraModelID//Some items have additional models such a Karils chest these additionModels are usually shoulder enhancements.
    ok now there is only a few you really need to know to beable to do this

    anInt347 - maleExtraModelID
    anInt330 - inventory/drop model
    anInt390 - Male model id
    class19.aRSString_362 = Class112.method1668(43, "A DUMB FUCKING NAME");//Item Name
    class19.aRSStringArray340 = new RSString[5];
    class19.aRSStringArray340[1] = Class112.method1668(43, "Wear");

    and this is about it for the basics of adding a "custom item" but what do they all do exactly?

    anInt347 - is for the male arms and so on but it can be used to add other models like i did for adding my wings onto a cape

    anInt330 - is for the model that you see inur inverto and on the ground when you drop the item

    anInt390 - is for the main male model ie the one that goes on your body

    aRSString_362 - is to add a name to the item ie "Dragon Platebody"

    aRSStringArray340 - is to add new options like "wear" to an item

    so now an example to how they are used

    Code:
    case 1125:
    class19.anInt330 = 44576;//inventory/drop model
    class19.anInt390 = 40207;//Male model id
    class19.anInt347 = -1;//male sleeves
    class19.aRSStringArray340 = new RSString[5];
    class19.aRSStringArray340[1] = Class112.method1668(43, "Wear");
    class19.aRSString_362 = Class112.method1668(43, "Dragon platebody");//Item Name
    break;
    ok so the # after the int is the model id so for the dragon plate because the arms are a part of the main model i set anInt347 to -1 there for there is no EXTRA model to be added anInt330 i added model # 44576 and that is the invetory model and drop model so i think you are catching on well i hope you are ...

    ok now for the more complicated part if the inventory view looks messed up

    ok to fix it we add these ints
    anInt336 - model zoom
    anInt389 - modelRotation1
    anInt395 - model rotation 2
    anInt358 - model offset 1
    anInt391 - model offset 2

    now these numbers you just have to mess with until you get them how you want them its basicly a trial and error type of thing so i would just have to say good luck with that lol but you dont have to change them unless you really want to but anyways i hope you guys understand more il try to update this more if it is needed but now people can stop asking what are the ints and how can i find the ints... it all just the model id... that is all u need to know to make a new item...
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  2. #2  
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    sweet job and 1st post! lol

    can you look at my d plate error here? i think i have the ints right and the drop model is messed up, its like its laying down and not standing up

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  3. #3  
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    Dragonking's Avatar
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    just try this
    case 1125:
    class19.anInt330 = 44576;//inventory/drop model
    class19.anInt390 = 40207;//Male model id
    class19.anInt347 = -1;//male sleeves
    class19.aRSStringArray340 = new RSString[5];
    class19.aRSStringArray340[1] = Class112.method1668(43, "Wear");
    class19.aRSString_362 = Class112.method1668(43, "Dragon platebody");//Item Name

    see if it works
    break;
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  4. #4  
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    I now have a mithrial platebody lol

    ---------- Post added at 05:39 AM ---------- Previous post was at 05:14 AM ----------

    case 1125:
    class19.anInt330 = 44576;//inventory/drop model
    class19.anInt390 = 40207;//Male model id
    class19.anInt347 = -1;//male sleeves
    class19.aRSStringArray340 = new RSString[5];
    class19.aRSStringArray340[1] = Class112.method1668(43, "Wear");
    class19.aRSString_362 = Class112.method1668(43, "Dragon platebody");//Item Name

    This didnt work because this case 1125:

    the item number in the tutorial was 1121 lol

    ---EDIT---
    Thanks Dragonking, that fixed my error
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  5. #5  
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    Thank you Dragon, this is exactly the tut I was looking for. So many hardcoded items are released, but no one release's a tut on HOW to hardcode. Great job and rep++
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  6. #6  
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    @ Thing, the reason the drop model is like that is because its zoomed in to much..
    Just reduce the size of the zoom and voila >.<

    And nice dragon, will help
    ^_^
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  7. #7  
    That universal language.
    'Ramon's Avatar
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    So..How do i recolor


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  8. #8  
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    Dragonking's Avatar
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    no prob
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  9. #9  
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    Refactor, omfg.
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  10. #10  
    That universal language.
    'Ramon's Avatar
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    Btw!

    I used Blood Isles format adding a PK Cape

    It worked good and it animates normal ..So does this even makes it MORE better ?


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