Teleport editing & info
OK, your teleport.txt does not have teleport indices for GB's room, T2 and T3. You can create on your own by --->
1. Add new teleport index to Teleport.txt (in server)
2. Add new indices to warp list (wl.ull) (in client)
1. Add new teleport index to Teleport.txt
GB's room = map 26
T2 = map 36
T3 = map 37
(you can find map index in mc.ull)
then add new index to teleport.text in this pattern
MapCode XX YY
For example; first index in teleport.txt is
0 33 235
it means this index will lead you to x,y (33,235) in Wolfreck
Hey, you can create warp indices for everywhere you want to go like Rangdel 5 or T4!
2. Add new indies to Warp List (wl.ull)
- decode wl.ull to wl.ini using a3ullconv.exe
you will see code like this
00000000:44 00 00 00 01 04 00 00 19 00 00 00 17 00 00 00 D............... 00000010:01 04 00 00 00 00 00 00 00 00 00 00 01 04 00 00 ................ 00000020:01 00 00 00 04 00 00 00 01 04 00 00 02 00 00 00 ................ 00000030:02 00 00 00 01 04 00 00 03 00 00 00 03 00 00 ...............
first 4 bytes = number of warp list item, 44 = 68 items , If you want to add new item you should modify this part too.
each warp list item contains 12 bytes and in this pattern
NPC (4 bytes) - Warp index (in Teleport.txt; 4 bytes) - Name of warp point (which will display in the list; 4 bytes)
first warp list item = 01 04 00 00 19 00 00 00 17 00 00 00
it means NPC 1025 (01 04 - Kinston) will lead you to x,y(36,24) in map 23 (17 - Pluchir).
after you modify wl.ini, then encode it into wl.ull
Additional info from Ins@ne
Well, this topic is arising again and again. I hope this helps.
There are two steps to be followed.
1. Editing the teleport.txt on the server side.
2. Editing the WL.ull (Warp List) on the client side.
1. Open the teleport.txt
2. You can see three colums of numbers.
3. The first column stands for the map number and the next two for the x and the y co-ordinates.
4. For those maps such as T2 (Map 36) enter the values.
For eg: if you enter a new Teleport Index like 36 100 100 , it means, that you are going to get telported to the co-ordinates (****100) of the Map number 36. Now do this for all the maps you want to create.
5. Save the file and exit it.
Client Side: (the difficult part)
1. Download a3ullconv.exe
2. Open CMD and go to the folder in which the a3ullconv.exe, wl.ull are placed. Yes, make a copy of the WL.ull in the same folder and decode the WL.ull to WL.ini
Decoding: a3ullconv.exe /d WL.ull WL.ini
Encoding: a3ullconv.exe /e WL.ini WL.ull
3. When you decode it you get a WL.ini file in the folder. Now open the WL.ini in any hex editor.
The first 4 bytes [XX 00 00 00] (XX - stand for the number of entries in the WL.ull)
After that starts the Map Information.
Each map information is defined in 12 bytes.
AA BB 00 00 CC 00 00 00 DD 00 00 00
Now consider the above twelve byes represent the map information. Out of this the first four represent the NPC from where you have to be teleported.
For eg: 01 04 00 00 (Kinstone) , (06 04 00 00) Kaduru, (19 04 00 00) Ardour and so on.
To create a new teleport index add a new 4 byte string.
For eg: if you want to add T2 (Map 36 to the List)
Imagine you want to add it from Ardour.
So the string you need to insert is 19 04 00 00.
Now the next 4 bytes represent the position of the Map in the Teleport.txt file.
Open the teleport.txt and count on which line is the Map 36 inserted with the co-ordinates. Lets suppose its inserted in the slot 43.
Now find the hex code for 43 using any converter.
Insert that as a 4 byte again.
So now the thing looks like
19 04 00 00 XX 00 00 00 (where XX denotes the hex value of 43)
Now the final four bytes. They represent the map information and the name and etc.
In this particular case we are adding T2 map which is 36. Find out the hex value of 36. Let it be YY. Add it to the string.
So in the end it looks like
19 04 00 00 XX 00 00 00 YY 00 00 00
Where XX - Stands for the Hex Value for the Line number in Teleport.txt
and YY - Stand for the Hex Value for the Map Number of that particular map.
Now follow the same procedure and add in all the indices you wish.
In the end dont for get to count the number of entries. Let the number of entries come out to be some K.
Now convert the value of K in to hex. Let it be KK.
Now insert the KK value into the first your bytes and save the file.
The last step is to decode it.
Process Ended. This is as clear as it gets.