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Remove Weapons
#1
Hey I'm new and I really hope that someone's going to see this and help me, lol.

I just have a quick question, how do you remove weapons from the game? Some months ago, when I last played it, I managed to remove them from the game (I don't recall how exactly). So some days ago I installed the game again and tried to remove the weapons by deleting weapon1-11.dat (ofc I kept weapon7 & weapon10-11 since they're essential weapons) and deleting their lines in the data.txt... but this time there was a problem. When starting a fight the first fighter in the data.txt file is spawned out of nowhere (falls from the sky). I really do not know how to fix this, I need your help. Thanks, in case you actually read this whole thing, lol.
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#2
Try making all the ids for weapons 0, 1, 2, 3, 4, 5, 9 use this weapon0.dat:
(if you don't have a data changer, just save this code as weapon0.txt and make sure data.txt says "weapon0.txt", not .dat)
(6 is milk. 7 is ice sword. 8 is beer. 10 & 11 are armor.)

    DC-Code:
<bmp_begin>
file(0): sprite\sys\weapon0.bmp  w: 1  h: 1  row: 1  col: 1
weapon_hp: 0
weapon_drop_hurt: 0
<bmp_end>
 
<frame> 0 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 1 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 2 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 3 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 4 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 5 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 6 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 7 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 8 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 9 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 10 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 11 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 12 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 13 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 14 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 15 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 60 on_ground
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 70 just_on_ground
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>


What this will do is delete the weapon as soon as it spawns.
If there's any issues like seeing shadows randomly appear, change the state: 9998 to state: 3005.
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Thanks given by: xharozzé
#3
(02-23-2017, 04:06 PM)STM1993 Wrote:  Try making all the ids for weapons 0, 1, 2, 3, 4, 5, 9 use this weapon0.dat:
(if you don't have a data changer, just save this code as weapon0.txt and make sure data.txt says "weapon0.txt", not .dat)
(6 is milk. 7 is ice sword. 8 is beer. 10 & 11 are armor.)

    DC-Code:
<bmp_begin>
file(0): sprite\sys\weapon0.bmp  w: 1  h: 1  row: 1  col: 1
weapon_hp: 0
weapon_drop_hurt: 0
<bmp_end>
 
<frame> 0 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 1 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 2 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 3 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 4 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 5 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 6 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 7 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 8 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 9 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 10 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 11 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 12 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 13 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 14 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 15 in_the_sky
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 60 on_ground
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>
 
<frame> 70 just_on_ground
pic: 999 state: 9998 wait: 1 next: 1000 centerx: 24  centery: 40
<frame_end>


What this will do is delete the weapon as soon as it spawns.
If there's any issues like seeing shadows randomly appear, change the state: 9998 to state: 3005.

I'm not familiar with any of these procedures, however I did use a data changer once. And whatever I did back then, it worked. So I guess I will try to use it again. Correct me if I'm wrong, basically I simply need to use the data changer and copy weapon0's data and replace weapon1,2,3,4,5,6,8, and 9's data with it?
(is there a way to do that for all weapons at the same time? I'm afraid it would take too long otherwise).
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Thanks given by:
#4
No need to change all the datas one by one.
You can cheat by changing the data.txt file instead, like this:

Code:
id: 100  type: 1  file: data\weapon0.txt   #stick removed
id: 101  type: 1  file: data\weapon0.txt   #hoe removed
id: 120  type: 1  file: data\weapon0.txt   #knife removed
id: 121  type: 4  file: data\weapon0.txt   #baseball removed
id: 122  type: 6  file: data\weapon6.dat   #milk
id: 150  type: 2  file: data\weapon0.txt   #stone removed
id: 151  type: 2  file: data\weapon0.txt   #wooden_box removed
id: 123  type: 6  file: data\weapon8.dat   #beer
id: 124  type: 1  file: data\weapon0.txt  #< removed
id: 217  type: 2  file: data\weapon10.dat  #louis_armour
id: 218  type: 2  file: data\weapon11.dat  #louis_armour
id: 300  type: 5  file: data\criminal.dat  #criminal

note that I didn't use data changer and I simply used a .txt file for the modified weapon0 data. If you are using data changer, make sure you use "dat" instead like this:

Code:
id: 100  type: 1  file: data\weapon0.dat   #stick removed
id: 101  type: 1  file: data\weapon0.dat   #hoe removed
id: 120  type: 1  file: data\weapon0.dat   #knife removed
id: 121  type: 4  file: data\weapon0.dat   #baseball removed
id: 122  type: 6  file: data\weapon6.dat   #milk
id: 150  type: 2  file: data\weapon0.dat   #stone removed
id: 151  type: 2  file: data\weapon0.dat   #wooden_box removed
id: 123  type: 6  file: data\weapon8.dat   #beer
id: 124  type: 1  file: data\weapon0.dat  #< removed
id: 217  type: 2  file: data\weapon10.dat  #louis_armour
id: 218  type: 2  file: data\weapon11.dat  #louis_armour
id: 300  type: 5  file: data\criminal.dat  #criminal
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Thanks given by: xharozzé
#5
Ok so I created a "weapon0.txt" file which includes the code you gave me earlier. Where do I move the .txt file afterwards?

Nevermind, it worked! I can't thank you enough, honestly! Glad to see that there are still people using this game lol, I wish there were more people

STM1993 edited this post 02-23-2017 06:44 PM because:
You're welcome :)
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