[Release] shStudio 0.7.5

12/14/2014 22:55 _Diavolino_#181
Hello, The bug that i cross me, is that the All nostrum disaspear to let place at "rfu"
there is level description then all disapear with presence of skill.desc.ini and tried without ini to see if it isolate the problem and effectively the nostrum REST nostrum. only with the skill.desc.ini all become rfu xD

Regards,
12/15/2014 16:05 Mark.Teal1982#182
yep just seen that one also and when you try to save a new name to the noss in skills.sdata they dont save as the new name they go back to rfu there was only a few not affected by the bug like this [Only registered and activated users can see links. Click Here To Register...]
12/16/2014 01:19 castor4878#183
Quote:
Originally Posted by _Diavolino_ View Post
The bug that i cross me, is that the All nostrum disaspear to let place at "rfu"
I'm sometime a bit stupid. (thank to let me think that "a bit" may describe the reality).

The ReqLevel of quite all nos is 0 and I used that test to change the skill name. (The client uses a level restriction defined on the item used to trigger the skill and not on the skill itself, expect for a very few of them).
So yet said but I repeat myself, that change wasn't a smart idea.

As indicated, this change (the lost of caption) occurs when the skill.desc.ini file is present, so do not use it until next release fixing this issue.

@Mark.Teal1982

I'm not sure to fully get your point (or I'm sure to very badly understand your msg).

The family of an already defined skill can not be edited / changed, indeed, that is intentional since a lot of parameters depends of it.
The family of new or undefined skill can be freely defined.
12/16/2014 02:34 _Diavolino_#184
you are far to be stupid >_> Let this for me xD

Will wait untill then :p
Edit: is it normal too. That when you make some modification in svmap in npc monster that open directly the sdata file correspondant. After save of svmap you should up back to the data and to save each manually ? Because in case of you dont do it you lost all the work that you done... I hope you understand the situation and eventually when you save the svmap to save the sdata in same time if modification of file.i think the old studio did it.but not sure xD
thank you
12/16/2014 17:18 Soont#185
I tried to enlarge the safe zone, I edited the svmap, and I edited and imported the TacticsZone but even so the safe zone (barrier) will not be enlarged. How could you do? Is it possible?
12/16/2014 20:19 castor4878#186
Quote:
when you make some modification in svmap [impacting] npc [or] monster
that's correct; Monster/Monster.sdata & Npc/NpcQuest.sdata are involved in some operations managed during edition of .svmap files (monster.mon & npc.mon are also loaded but never changed).

using Monster Areas, or Monsters panels and double-clicking a monster name will open the monster information and thus will modify (if changes are made and dialog validated) monster.sdata; similary using NPC panel & dbl-clicking a NPC record will allow to edit the NPC information in NpcQuest.sdata.

these files (if modified) use a "dirty file" indicator in the workspace, but indeed, they must be opened and saved by the user.

note that previous release allow these shared files to be closed re-opened w/o losing the changes (if closed w/o saving them); it is changed in 0.7.5.4 for some of them (another side effect), the file state is now resetted when dirty file are closed w/o chosing the save the changes (they are marked to force a reload at next access); this change still allow to opened a NpcSkill.sdata or Monster.sdata marked as dirty by the svmap editor, but changes must be saved before or during closing them.

also note that svmap editor loads the monster.sdata and not the monsterEx.sdata file; consequently if monsterEx exists it will not contain the changes (and since the monster definition is loaded (from monster.sdata)) edition of extended data won't be possible until next loading of workspace or reload-opening of the file (Ctrl pressed while double clicking "monster.sdata" file in workspace).

all these points must be fixed.
an option to save edited files when the svmap fileis saved (or even simply closed if it's the sole responsible of the changes) would make sense; I will study that (customizing standard file dialogs could be a way to manage "linked saves").

@Soont

as for some .sdata files edited by svmap editor, the edition of safe zones actually change the content of world/TacticsZone.zon and that file is not automatically saved when the svmap editor is closed.
so please be sure to open & saved the TacticsZone.zon after you edit its content.

if it was done, additional tests are required to validate that this file is actually used by client and actually perform what we suppose it does.
rigorous tests of (old) jungle zones should be performed, including deleting zones and verify that PvP can be performed (near OI access for instance; portals access are protected by a transparent shape that can be crossed in a single way) and also changing the size of these zones to verify impact. until now I was not able to manage these tests (issue with a server component).
12/17/2014 01:51 _Diavolino_#187
After some test it appear and some good modification in client, it appear that when you are making the drope via the svmap and monster then you save both files svmap + monster, the monster are modify and the drope !
i dont have the issue that you are notify its strange :O
i just again verify some modification that i did and effectivelly the extended way is modify, Monster level Drope Atk etc... xD
But yeah any file should be save independently.
12/17/2014 20:54 wallerus#188
Quote:
Originally Posted by Soont View Post
I tried to enlarge the safe zone, I edited the svmap, and I edited and imported the TacticsZone but even so the safe zone (barrier) will not be enlarged. How could you do? Is it possible?
The safezone barrier that is visually associated with a safe zones isn't actually part of it, in the TacticsZone file, it's actually a separate effect in the .wld file.

Open your 46.wld (dd1) as an example and go check some co-ordinates of effects there, you'll then see which effect you need to use to create the visual barrier of a safe zone and can begin to add/modify them to suit your custom safe zone.
12/17/2014 23:33 sominus#189
The effect is just for visuals, the actual barrier is a transparent shape (G1_CBox_XX.SMOD I think)
12/21/2014 02:33 Mark.Teal1982#190
i find something im not 100% sure if its to do with the sh studios or not but for example when i open sh studios on my home computer then goto the item.sdata and look at the pants they all look find but im getting reports that the people cant enchant there pants or reroll them in game all the info looks good to me but if i goto my vps and do the same thing the only info that is shown for all the pants are the icon and name everything else is whited out like there isnt any input fields other then the 2 i listed figure sense the same version shows all the info on my home computer and the other does not on the vps for the pants but both show the info for all other gears weapons ect. that it might have something to do the sh studios i have checked other versions and getting the same problem
12/28/2014 13:01 HalcyonL#191
How to fix it?
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Help me, please :(!

cannot search in NPCQuest.sdata :(
12/28/2014 14:14 _Diavolino_#192
you are in monster.sdata... what is the link with NPCQUEST.sdata ?
precise the problem.
12/29/2014 07:43 castor4878#193
Most of lists (a few number were forgotten) use user-specified codepage to render not-roman text with correct glyphs.

There you don't indicate your current codepage selection, nor the language of your windows (yes, it seems to have unexpected effect), nor the language of that monster.sdata.

The input box for search uses system font (not the user specified one), it should so allow to do search in file using the same language (codepage) than the system but prevent to do any search in files whose codepage is not matching the system one.
12/31/2014 00:01 mikeyh#194
I don't know if anyone experienced the same issue but seems the skill editor doesn't properly read the skills DDS's or smt. I noticed that it's impossible to set any icons above 1033 for some reason.
01/01/2015 09:26 castor4878#195
For unknown (and bad) reasons, the client uses the TGA files (not the DDS) to display skill's icons.
Accordingly, the skills lists and the skill editor also use the TGA files.
If your icon_skill2.tga file contains only 33 icons, it is indeed obsolete; you must update it.

Edit: version 0.7.5.6 (under progress) modified to parse both icon_skillN.tga & icon_skillN.dds files and to use the widest collection (N in 1..3).
Other collections (icon_rapis, icon_somoN, icon_pet) use .DDS files it they exist and .TGA files otherwise.