References
Syntax Legends
Syntax format used in declarations of configuration options and commands.
Symbol | Description |
---|---|
Bold | Elements that the user must type exactly as shown. |
< > | Information that the user must specify. |
( ) | Required parameters. |
[ ] | Optional parameters. |
| | Means OR. This separates choices from which the user must choose only one. |
Basic Value and Parameter Types
Parameters types that may appear in a configuration option's value or a command parameter.
Type | Description |
---|---|
flag | A number with special meaning on its current context. The list of meaningful values are always given. |
boolean flag | A type of flag with only two values: 1 to enable and 0 to disable.
(Actually, boolean flag (which isn't checked for anything but boolean) can have any value.) |
number | Any number. This can be a fractional value (separated by dot .) or an integer number. |
percent | A number from 1 to 100 that corresponds to a percent. Don't append a percent sign (%) unless otherwise specified. |
seconds | The time specified in seconds. Can be a fractional value (ex. 0.5). |
string | Any text string. |
Equipment Slots
Equipment slot names used by Openkore.
Name | Description |
---|---|
topHead | Upper head slot. |
midHead | Middle head slot. |
lowHead | Lower heads slot. |
rightHand | Right hand slot. |
leftHand | Left hand slot. |
rightAcessory | Right Acessory slot. |
leftAcessory | Left Acessory slot. |
armor | Armor slot. |
robe | Gaments slot. |
shoes | Footwear slot. |
costumeTopHead | Upper head costume slot. |
costumeMidHead | Middle head costume slot. |
costumeLowHead | Lower heads costume slot. |
arrow | Arrow or Bullet slot. |
Message Domains
Message domains are names used to classify messages printed in the console.
For information about a certain messages that you see in your console, set the option showDomain in config.txt to 1, making Openkore display domains along with messages in the console.
Names
Sometimes equipment/item/monster names are different in each server, so Openkore have it's own database in tables folder for defaulting names. Changing the name from the files will affect your configuration.
Equipment Names
Openkore equipment name syntax:
# for normal equipments: [BROKEN] [+<upgrade level>] (<item name>) [[<card name>[*<number>]] [<number of slots>]] # for elemental weapons [BROKEN][+<upgrade level>][VS|VVS|VVVS][Fire|Earth|Wind|Water](<item name>)
Notes:
- If the equipment is not broken, omit the BROKEN part.
- If the equipment is not upgraded, omit the +<upgrade level> part.
- Use only the monster name for the card name, e.g. use Hydra for the Hydra Card.
- If there is only one card of a certain type slotted on the equipment, omit the *<number> part.
- If there are more than one type of cards compounded on the equipment, the <card name>*<number> pair should be colon-separated list. The list should be sorted alphabetically.
- If the equipment is not slotted, omit the [<number of slots>] part.
- So far configuration options using item names are not strict with case-sensitivity.
- If you have the equipment, you can use console commands
Example
- For a +7 Cranial Mirror Shield, a Hard Padded Armor, a 3-slotted +5 Double Flammable Boned Saber, and a +6 Very Very Strong Wind Tsurugi, use:
+7 Mirror Shield [Thara Frog] [1] Padded Armor [Pupa] [1] +5 Saber [Skel Worker:Vadon*2] [3] +6 VVS Wind Tsurugi
Item Names
Item names can be found at tables\items.txt, following this syntax:
<Item ID>#<item_name>#
In items.txt item names are separated with underscores (_), to use them in your configuration replace them with spaces.
Example
- Item's name is Mirror Shield.
2107#Mirror_Shield#
Note.
- So far configuration options using item names are not strict with case-sensitivity.
- You can also get item's name by using console commands, like i, cart, storage.
Ground Spell Names
Ground spell names can be found at tables\spells.txt, following this syntax:
<Spell ID> <spell name>
Example
- Ground spell name: Safety Wall
126 Safety Wall
Note:
- Ground spell names can also be found using console command spells while certain spells are active on the ground.
Map Names
Map names can be found at tables\maps.txt, following this syntax:
<map file name>#<map name>#
Openkore use just the first name of the map in it's configuration files.
Example
- Map name is Prontera
prontera.rsw#Prontera City#
Notes:
- Map names can also be find using console command where.
Monster Names
Monster names can be found at tables\monsters.txt, following this syntax:
<monster ID> <monster name>
Example
- Monster name is Scorpion
1001 Scorpion
Notes:
- You can also find monster name using console command ml while certain monters are on screen.
Player Names
Player names can be found by using the console command pl while certain players are on screen.
Note. These are case-sensitive.
Skill Names
Skill handles (locale independent) can be found at tables/SKILL_id_handle.txt
.
Skill names (depend on your configuration) can be found at skillnametable.txt
used by your configuration.
Currently used skill names can also be found by inspecting skills, homun skills, merc skills commands output.
Status Names
Status handles (locale independent) can be found at tables/{AILMENT,LOOK,STATE,STATUS}_id_handle.txt
.
Corresponding status names (depend on your configuration) can be found at statusnametable.txt
used by your configuration.
Currently used status names can also be found by inspecting Kore output when certain status is received or by using the s command while certain status are active on you character.
NPC conversation codes
Range Operators
Self Conditions
Conditions about the character status/information.
These condition options are shared between the attackComboSlot, attackSkillSlot, buyAuto, doCommand, equipAuto, monsterSkill, partySkill, useSelf_item, and useSelf_skill configuration blocks.
Target Conditions
Monster Conditions
Conditions about the monster status/information.
These condition attributes are shared between the attackComboSlot, attackSkillSlot, equipAuto, and monsterSkill configuration blocks.
Player Conditions
Condition about player's status/information.
Currently, only the partySkill configuration block uses these conditions.
Skill Use Conditions
Conditions about skills.
These options are shared between the attackComboSlot, attackSkillSlot, monsterSkill, partySkill, and useSelf_skill configuration blocks.
Interfaces
OpenKore Interface Implementations.
Interface to load on start can be specified with Command Line Arguments (--interface=InterfaceName).