In Ragnarok Mobile players grind for materials which can then be used to craft and upgrade weapons and armor of their choice. First gather the materials you need. First gather the materials you need. Next, locate the appropriate Equipment Crafting NPC found across Rune Midgard.
Example equipment with 1 card slot:
Example equipment with 2 card slot:
Different Card Slot NPC provide different kind of equipment card slot.
**The 10 equipment material must be Level 0 refinement level.**
Geffen NPC provide Weapon, Shield and Armor Adding Card Slot Function.
Morroc NPC provide Footgear, Garment Adding Card Slot Function.
Payon NPC provide Accessory Adding Card Slot Function.
If you can’t add card slot to your equipment, check out the below error message.
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Weapon slots determine which weapons can be selected, what order they can be selected in and which numeric slot each weapon resides in. There are ten slots, numbered 0 through 9. By default, each slot corresponds to a number key on the keyboard and may contain any number of weapons.
There are several different ways to define which slot a weapon should occupy:
Weapon slots can also be defined in the DECORATE definition for the weapon actor. The Weapon.SlotNumber property sets the default slot for a weapon. This allows modders to add new weapons without completely redoing the player's arsenal. This method is to be favored when creating 'weapon resource' mods as they are the easiest to merge in a project.
You can define weapon slots in a custom player class (an actor extending PlayerPawn) by using the Player.WeaponSlot property. Weapon slots set in this way will always be overridden by any slots set in KEYCONF, regardless of the order in which the wads are loaded. If you want your mod's weapons to work with older mods with slots set up in KEYCONF, don't use this method.
Weapon slots can be defined in the gameinfo section of the MAPINFO lump. Here is an example of the syntax:
This is the original way to set weapon slots, but is now deprecated and should not be used in new projects. Slots defined in the KEYCONF lump will override any slots set in a custom player class and in GAMEINFO. For more information see adding weaponsections.
Weapon slots can be defined on a PlayerClass-basis in the zdoom-user.ini file under a [<Class>.Weapons] section. A slot declaration is of the form Slot[<number>]=<WeaponName> and unlisted slots are left at their default. The setslot console command without any parameter prints what can be copied and pasted into the ini so as to keep the current configuration. An example of this syntax follows:
This example gives a unique slot number to each standard Doom weapon, moving the SSG out of slot 3 and into slot 8, and the chainsaw out of slot 1 and into slot 9.