[Release] Reading skill_table.bsk

02/07/2017 12:15 Adek#1
I won't let Plastic gain all the glory here :rolleyes:

Code:
struct Date
{
    short year;
    short month;
    short dayOfWeek;
    short day;
    short hour;
    short minute;
    short second;
    short ms;
};

struct TrapData
{
    char unknown[17]; //to find out
};

struct Effect
{
    short id;
    short prob;
    short value;
};

struct AddEffect
{
    short id;
    short prob;
    short value;
    short count;
};

struct XString
{
    unsigned char length;
    char name[length] <optimize=false>;
};

struct SkillDetail
{
    short minAttackDamage;
    short maxAttackDamage;
    short attackRating;
    short avoidRating; 
    short costForce; //VE?
    short costHeart; //HP?
    short requiredItemCategory;
    short costMind; //?
    float finishSpeed;
    TrapData trapAttributes;
    int skillExp;
    int casting;
    int delay;
    int cooldown;
    char requiredMission;
    short objectID;
    short addBonus;
    short number;
    short requiredItemID;
    short itemConsumed;
    short effectCount;
    if (effectCount > 0) 
    {
        unsigned short effectTime;
        Effect effects[effectCount]<optimize=false>;
    }
    short addCount;
    if (addCount > 0)
    {
        AddEffect additiveEffects[addCount]<optimize=false>;
    }
};

struct Skill
{
    short id;
    if (id == -1) break;
    XString name;
    char grade;
    char skillCType;
    char skillSType;
    char actionType;
    char usefulType;
    char targetType;
    char clanType;
    char weaponCType;
    char weaponSType;
    char classGrade; //0, 1st or 2nd role
    short requiredSkill1; 
    short requiredSkill2; //skill IDs
    short requiredCondition; 
    short insideType;
    short level;
    int contribution; //also - gold for vagabonds
    short effectApplyType;
    short angle;
    char requiredExcer; //?
    char martialNumber;
    char attackPointFor1;
    char attackPointFor2;
    char attackPointFor3;
    int speed;
    char combination;
    float distance;
    float radius;
    float finishAttackRange;
    float finishAttackSpeed;
    char FERA;
    char FERP;
    char specialType;
    short visualEffect;
    short visualEffect2;
    short stanceMale;
    short stanceFemale;
    short motionMale;
    short intermotionMale1;
    short intermotionMale2;
    short motionFemale;
    short intermotionFemale1;
    short intermotionFemale2;
    XString concept;
    SkillDetail details[12] <optimize=false>; //info for each cheng
};
char toolname[48];
short ver1;
short ver2;
Date date;
char userName[16];
char companyName[20];
do
{
    Skill skill;
}while(skill.id != -1);
010 template also in attachment. The structure is missing trap attributes - I didn't care much about those, but you can easily find them out. They probably will be few floats - like trap range and distance, probably duration as well.

If someone is really bored, then he can make enums (i.e. C/S types and clans) so I'll add 'em into this code as well.
02/08/2017 13:41 Cmm000#2
can you share temple monster_ref and item_table
02/08/2017 13:56 Adek#3
Quote:
Originally Posted by Cmm000 View Post
can you share temple monster_ref and item_table
@[Only registered and activated users can see links. Click Here To Register...] actually shared it:
02/08/2017 15:21 quangha#4
Quote:
Originally Posted by adek1994 View Post
@[Only registered and activated users can see links. Click Here To Register...] actually shared it:
Can you share map tool ? I very very need that tool ?
02/08/2017 16:05 Adek#5
Quote:
Originally Posted by quangha View Post

Can you share map tool ? I very very need that tool ?
I don't have "map tool". Map tool is quite the big term - it may be XZI management, mob spawns, or models. I hav eneither of them, unfortunately, but some of the structures were posted by Plastic as well. Just check his releases.

If we ever get model editor, you will be able to do almost anything related to graphics, since effects' structures also are public (thanks again, @[Only registered and activated users can see links. Click Here To Register...], for your hard work).
02/08/2017 16:46 quangha#6
yep, hope so!!!!

Quote:
Originally Posted by adek1994 View Post
@[Only registered and activated users can see links. Click Here To Register...] actually shared it:
Quote:
Originally Posted by adek1994 View Post
I don't have "map tool". Map tool is quite the big term - it may be XZI management, mob spawns, or models. I hav eneither of them, unfortunately, but some of the structures were posted by Plastic as well. Just check his releases.

If we ever get model editor, you will be able to do almost anything related to graphics, since effects' structures also are public (thanks again, @[Only registered and activated users can see links. Click Here To Register...], for your hard work).
Do you have script to Reading skill_table.xbsk ?
02/08/2017 18:01 Adek#7
Quote:
Originally Posted by quangha View Post
yep, hope so!!!!




Do you have script to Reading skill_table.xbsk ?
If it's that file I think, it's useless and there is nothing interesting in that. It's like old version of bsk.
02/09/2017 05:09 baoloctt55#8
you have a tool editing and completing Monter item and skill.
02/09/2017 06:38 heineken0801#9
Quote:
Originally Posted by baoloctt55 View Post
you have a tool editing and completing Monter item and skill.
Stop spamming ! Fucking noop!
02/09/2017 09:48 Adek#10
Quote:
Originally Posted by baoloctt55 View Post
you have a tool editing and completing Monter item and skill.
I have. And what about that?
02/14/2017 22:39 sheik_gray#11
Quote:
Originally Posted by adek1994 View Post
I won't let Plastic gain all the glory here :rolleyes:
010 template also in attachment. The structure is missing trap attributes - I didn't care much about those, but you can easily find them out. They probably will be few floats - like trap range and distance, probably duration as well.

If someone is really bored, then he can make enums (i.e. C/S types and clans) so I'll add 'em into this code as well.
Wow thanks adek.
I was testing the template with 010 editor and sometimes gives lots of warnings and errors, i was wondering if that template works on any version of item table or have to be a special item table.

Can you share the item table you is using in case is needed ?

Regards.
02/14/2017 23:06 Adek#12
Quote:
Originally Posted by sheik_gray View Post
Wow thanks adek.
I was testing the template with 010 editor and sometimes gives lots of warnings and errors, i was wondering if that template works on any version of item table or have to be a special item table.

Can you share the item table you is using in case is needed ?

Regards.
Any table since traps update (EU 2012) will work. Warnings are for its (I mean, 010 editor) optimization and 0 size arrays. It's just about adding additional if clauses. It doesn't break the structure itself, though.
10/24/2017 23:09 uno.minhtuan#13
how to run .bt file?
10/25/2017 22:11 Adek#14
Quote:
Originally Posted by uno.minhtuan View Post
how to run .bt file?
Use 010 editor template or convert it by hand to any OOP language structure.
11/02/2017 17:46 kingdeath1311#15
thanks bro, i have used it to edit my skill_table.bsk (increase damage or change casting tim) then i hit mobs 0 damage. Can u help me? Sorry for my bad english.