[Release] shStudio 0.7.5

09/26/2014 22:51 _Diavolino_#46
Great ^^ :)

EDIT

Quote:
dbl-click on BinarySData/DBMonster.SData
After dbl-click on Monster.Sdata Views Script Generate DBmonster.Sdata ?
Quote:
Tools/Scripts/Import Caption
Where do you find this o_o ?

in fact all the manipulation is from the menu studio ?
Quote:
dbl-click on BinarySData/DBMonster.SData, then Tools/Scripts/Import Caption; then Tools/Scripts/Generate monster.sdata, then generate dbo.Mobs then generate dbo.MobItems
Thank You
09/27/2014 11:28 castor4878#47
Quote:
Quote:
dbl-click on BinarySData/DBMonster.SData
After dbl-click on Monster.Sdata Views Script Generate DBmonster.Sdata ?
No after double-click on BinarySData/DBMonster.SData (!!)

The BinarySData folder is present in european and korean games since patch +/- 160; current version is 214 for europa, 227 for korea.
Since these patchs, all .sdata files are read from this folder - the current clients no longer use monster/monster.sdata, item/item.sdata and so on.
09/27/2014 13:42 Shànks♠#48
Castor as always you've done great work & helping the community alot!
09/27/2014 18:24 sominus#49
My settings.ini was already like this:

[Client Data]
location=d:\shaiya\data\
[Server Data]
location=D:\ShaiyaServer\PSM_Client\
Connect=1

My question was about 'is it possible to make it generate' a Items.sql/Monster.sql like the old version?

Of course this is not 'urgent', we can still take the insert/update scripts from (in my case) Navicat.
09/27/2014 18:43 andr3y_you96#50
check this folder S:\ShaiyaServer\PSM_Client
09/27/2014 20:10 Truth1010#51
@Sominus

If you select the server repository when starting ShStudio (ex. C:/ShaiyaServer/PSM_Client) Then any saves (from the file menu) made to the .Sdata files in 0.7.5 will write a sql script into your PSM_Client folder.
I don't think it "sorts" itself into a "script" folder of any sort (at least for me it doesn't, but it's probably not designed to, nor is it needed in any way)

Just a note, not that i think it will affect anything. I usually set the server rep BEFORE i set the client workspace. :)
09/27/2014 22:52 castor4878#52
If a subfolder named "Scripts" exists in the selected /Server/ folder, then it is used.

The selected /Server/ folder must be the PSM_Client folder of the server folders tree. The name of that folder is not enforced but it must contain the "bin/data/" folders.

As long as the server repository is settled the SQL files are generated when a .sdata file is saved (btw, only when the sdata file is saved, not upon individual item dialog validation); the order of operations is not relevant.

I can not reproduce the no-creation of these SQL scripts; I do obtain these files when cash.sdata, item/item.sdata, monster/monster.sdata and npc/npcquest.sdata are saved (either as standalone files or in an archive).
if the server node is conencted (its caption is "Server - x:\foo\bar\PSM_Client\") the files shall be generated.

edit: the saving of monster/monster.sdata does not generate a SQL script; instead individual mobs are updated when monster dialog is validated if a live connection exists with the SQL server.
the generation of a script to update / define all mobs could be possible only after the reading of all table records (the current logic is to read the edited record, one by one) or with a monsterEx like file (restored or enhanced).
09/29/2014 14:54 castor4878#53
The .EFT files can be opened / dumped but not edited.
The "Save" menu-item can only be used to save the dump of the effect records (not the effects themselves).
Edit: an additional bug may prevent you to add text into the file, the content was limited to 32k (old compliance limit of rich controls), thank to warn on it.

The saving of the data could be possible (since the file are fully read) but the edition is simply not possible so far (expect to "change the value XXXX at offset YYYY to ZZZZ", but nobody needs shStudio to do this).

I read the .EFT files with the following rules / structures:

in short, expect the initial lists of .3DE and .DDS, 100% of the meaning of the data is unknown; it is so not possible - so far - to manage a way to edit them.
any feedback on these formats or purpose of any of these fields will of course be welcome and may help to define an "Effect editor".
09/29/2014 21:52 sominus#54
I've made a 'scripts' folder, and now it saves all sql scripts, except for monsters.

Here's my SS setup:

Is there any 'rule' for monster.sdata? (As in: may be SS take my monsters file as a 'non stantard' one, or faulty one.)

Note: Mobs are working fine in game, no errors, and also the previous SS version did save me the sql scripts.

PS: Is there a way to see 'non active' ??????? mobs, like before?
09/29/2014 22:58 _Diavolino_#55
Hello,

@Sominus,

It doesn't properlysave 'directly' means that after that you made all that, report yourself to what Castor is telling me [Only registered and activated users can see links. Click Here To Register...]

In fact, you should using European Client or Korean Means Not US.
In these client there BinaryData just Open the linguage, and yes there is not english ... but anyway you import the 'caption' linguage and export.

One solution could be to use one Generic Monster.sdata from European Korean client via that process to put it in Management studio, then to export it back as Csv and to apply the name in english from the US client there is one difference <10 monsters... but you will got the principal. After there is way More easy i think... Let me Know ^^ if there is better because the monster en english is usefull :D

And i dont know if there is problem, but after using the item.sql i got one error "Arytmetic" on column of enchant Id ... i compare with one item.sql from previous studio and the number there was in negative... but working well. should test an other time

@Castor,
I took some time to 'play' with the feature to modify, to created new item in wld... its Awesome ! but one things is When you just simply want to change one Smod ( that comport many Point Coordonate ) by an other one that interest you, you cant Editing the name so instead to created new item and write back ALL coordonate, i open write the smod i go to take it in client copy, rename it and replacethe one with full coordonate ... need to close and reopen studio... do you know if not one solution more Easy to edite via studio the name of smod without replacing the files as i was explaining...

(And i verify back in item sdata the 72 to 77 Id and 87 to 92 id are editable and readable and still not for 66 same there are item :) but this was remark of last topic)

Thank You

Regards !

EDIT : I think there is bug... (if not report yet)

On Capture_1 : there is the Armor Dark Tenacious under model Number 32 ... then i want to change the model and i scroll down to choose and all the model become light...Capture_2

Its happened only in dark not in light giving Dark but Dark giving light ...
09/29/2014 23:29 sominus#56
I'm using a (very) old 5.1 monster.sdata (years old), heavily customized.
Most of the content past Kanos map, are 'custom' mobs, custom names.
So no localization problems here since I don't use those files.

Anyway, I was just curious about having the sql scripts generated. But I think is not prioritary to focus on that. Since we can still manually make the scripts.
09/30/2014 02:08 castor4878#57
Quote:
In fact, you should using European Client or Korean Means Not US.
In these client there BinaryData just Open the linguage, and yes there is not english ...
The User guide also explains how to build an US monster.sdata:
- open (your / a recent) monster.sdata, export captions
- open a DBMonster.SData, import saved captions.
- (re)export monster.sdata (and sql files)

Quote:
you just simply want to change one Smod
yep, this (setting a new .smod filename) should be available, as well as the copy / paste of a full block (.smod + all its location), and same for sounds, ..., yet another never ending mess.

Quote:
Is there a way to see 'non active' ??????? mobs, like before?
sure, select "Show all monsters" in the contextual popup menu ... that doesn't appear :((

Quote:
and still not for 66
bank 66 does NOT exist.
*you* are assuming that it must contain light (or dark btw?) gears, any other users may choose another assignment, I don't like creating disagreements, so it will contain nothing.

Quote:
i want to change the model and i scroll down to choose and all the model become light
indeed, replicated.

thank for ur beta-tests - it's really helpful.
09/30/2014 13:41 dieguinhojeito#58
hello thanks for your launch more I wonder how I will generate the sql monster.sdata and other
10/02/2014 11:42 kolin79#59
castor in NpcSkill.Sdata Keep Time no saves.
10/02/2014 14:30 _Diavolino_#60
Hello ^^

i have a remark on using the shstudio with item.sdata :

When studio is generating the sql, and you want to use it in your Mssql and you got error in the enchant column,
just passed the dbo.item in Creation mod > search colum ReqLuc > if its Setting on "Smallint" change it in "Int" and save then restarted the sql to apply the item.
EDIT : SEE EXPLANATION FROM CASTOR BELOW
Server Restart, game return to pause Because of Values Item are Out of limit because of that column... any idea ?

From old ShStudio
INSERT INTO [PS_GameDefs].[dbo].[Items] values (1001,'Long Sword',1,1,15,2,1,0,0,1,0,0,3,0,3,0,0,25,-27528,0,0,0,1,9,0,0,3,1700,1105,6,0,0,0,0,0,20,20,0,0,0 ,0,0,0,0,0,100,0,3,1)
From new ShStudio
INSERT INTO [PS_GameDefs].[dbo].[Items] values (1001,'Long Sword',1,1,15,2,1,0,0,1,0,0,3,0,3,0,0,25,38008,0,0,0,1,9,0,0,3,1700,1105,6,0,0,0,0,0,20,20,0,0,0 ,0,0,0,0,0,100,0,3,1);

Then to passed the column in Int look correct but i think in ps_game too no ?
out of the fact to use on enchant in 25... :D


Regards

EDIT :

@kolin79

as Castor told on first page :
Quote:
Upon validation, and if a SQL connection is alive, the NPC (Mob) skill is updated in the PS_GameDefs.dbo.Skills table.
At the same title of Monster.sdata to modify drope and atk monster etc you should getting the Link between studio and management studio so your database !

Without that connexion you cant generated the sql files !

@dieguinhojeito

The same story, to generate the sdata file from monster.sdata you need as explain before to Read the monster.sdata from European client or korean one and to read the binaryData, to import the caption, and to export it ! you want in english ? so monster.sdata from us Export the caption, open european or korean Binarydata monster and then import the caption from us :p
for the attack and rest just make the link between Shstudio and Mssql !

If you got allready one Monster exdata done with drope and atk just use the previous version of shstudio to generate the sql use it on your database then passed to that version :p

hope it help ^^ its from my "experience" and regroup information from thread.