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Author Topic: [TUTORIAL] Custom Door Creation  (Read 3719 times)

Curas

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[TUTORIAL] Custom Door Creation
« on: November 13, 2010, 01:35:35 am »
Custom Doors and Keys

Hi Folks,

Today I will explain to you how to create a new key, a matching door and link them together.

And cuz I'm so bored , I've also written a small tool which generates the Entry, who knows my CreatureDisplayExtraInfo-EntryCreator, will also have no problems.

I assume the advance that you own a running server.

What you need:
Included
KeyEntry Creator.jar
DBCUtil.exe
WinMPQ or something similar
Quice / Navicat or SQLyog


Not Included
Lock.dbc
Notepad or something similar


[attachment=0:3d0m7kj3]Key Creation Kit.rar[/attachment:3d0m7kj3]

The modification of Lock.dbc
-Drag & Drop the Lock.dbc over DBCUtil.exe
-Open Lock.dbc.csv with Notepad or something similar

Here is an explanation for the Entry:
Code: [Select]
Id                          Lock_Properties[i]                       Action[i]
|                           |    | |  |  |                         / | |   |  
299,1,0x2,0x2,0x2,0x2,,,,7146,1,10,11,0x10,,,,0,175,0,0x0,175,,,,0x1,1,0x0,0x2,1,,,,
         | /   /                            | |   | |   |
        Type[i]                               Required_Skill[i]
   * ID: Unique ID is used when the combination game object <-> lockid.
    * Type: either 1 or 2 For one, it takes an object, a game of skill for 2, you can specify any number.
    * Lock_Properties : Depends on type if type is 1, then Lock_Properties is the ID of an object. If the type is 2, then Lock_Properties refers to the responsibility LockType.dbc. IDs are the most interesting:
     
    1 Lockpick
          2 herbal
          3 mining

    * Required_Skill : Indicates the required level, if Lock_Properties the ID of a skill.
    * Action : execute action at the opening with a particular object type / skill. Values 0, 1 or 2

Now we're creating an Entry with my KeyEntry Creator. Here is a screenshot, should be very self explanatory



Copy the generated Entry at the End of Lock.dbc.csv. Look at this Screen:



Code: [Select]
Code:
2000,1,0x0, 0x0, 0x0, 0x0,,,,66000,0,0,0,0 x0,,,,0,0,0,0 x0, 0,,,,0x1, 0, 0x0, 0x0, 0,,,,

-Save the Lock.dbc and pull back on the DBCUtil.exe, you replace it with the old.

The file should now be a few kilobytes greater.

-Replace your Lock.dbc new with the old in "YourMangosDirDatadbc" directory.
-Create also a MPQ-patch with the new Lock.dbc with the path "DBFilesClient"

The next Screenshot should explain how it works


Now you must create a new key with the ItemID 66000 and a door with the game object ID 800000

I will explain here how it works with Quice, watch at these two Screenshots

At first we're creating the Gameobject:


And last but not least the Key:


I hope you enjoy oh yeah and before I forget, here is an ingame screenshot from the door:
[spoiler:3d0m7kj3][/spoiler:3d0m7kj3]

Credits goes to Khira, she gave me the link to the french original.
Hit me and get to the Original

Best Regards

Curas
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [Tutorial] Custom Door Creation
« Reply #1 on: November 17, 2010, 02:52:40 pm »
Nice tut. Will try this the next days :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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