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Weapons

Note: This will only explain the client side.


Adding a custom Weapon can be done with it's own animation files or without.
But you only have deal with the weapontable.lub if you have those.

  1. Open the data\luafiles514\lua files\datainfo\weapontable.lub
    (See explanation below)
    Note: Add your entries always after the last entry and to add a , after the previous one.
  2. Weapon_IDs
    WEAPONTYPE_CustomWeapon = 103
  3. WeaponNameTable
    [Weapon_IDs.WEAPONTYPE_CustomWeapon] = "_customweapon"
  4. Expansion_Weapon_IDs
    [Weapon_IDs.WEAPONTYPE_CustomWeapon] = Weapon_IDs.WEAPONTYPE_
    Assign a weapon type based on the Weapon_IDs table but only up to WEAPONTYPE_SWORD_AXE = 30 are valid
  5. BowTypeList
    Weapon_IDs.WEAPONTYPE_CustomWeapon This is only used for bows obviously.
  6. Sprite Files
    data\sprite\Àΰ£Á· = Main Folder for Weapon Sprites
    Each class has it's own folder and requires 2 files (.act.spr) of your custom weapon per gender.
    While you can duplicate them and just rename it for a different class and gender, but the animations won't match the class' movement at all.
    The file name depends on your WeaponNameTable entry above.
    See Folder List for info.
  7. itemInfo.lua
    Then you only have to assign the ClassNum to your custom weapon, which is the value of WEAPONTYPE_CustomWeapon you declared in Weapon_IDs table, like 103 as example.
Explanation
  • Weapon_IDs = Table for each weapon type
    These values are used for the ClassNum argument in your itemInfo.lub entry, as well as your ViewID in your item db.
  • WeaponNameTable = Table for the file name
  • Expansion_Weapon_IDs = Table to assign the weapon to a weapon type
  • WeaponHitWaveNameTable = Table which .wav file should be played for your custom weapon type
  • BowTypeList = Table for Bows