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Monster.SData

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Question Monster.SData

does anybody know how to make a MonsterEx.SData so i could get the .sql file for my Monster.SData ? or is there any other way i could get the Monster.Sql
thanks ^.^



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if you already have the server files you can import the mobs and mobsitem .csv to the monsters.sdata and as son as you save it a monsterEX will appeared and the .sql quiery too, there is info scattered everywhere in this forum about that, all you have to do is read.


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Episode 6 Monster SDATA and SQL Files
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Quote:
Originally Posted by killer870 View Post
if you already have the server files you can import the mobs and mobsitem .csv to the monsters.sdata and as son as you save it a monsterEX will appeared and the .sql quiery too, there is info scattered everywhere in this forum about that, all you have to do is read.
how do i get the csv files like if i want to edit my monster.sdata how do i get the sql file for it

how do i get the csv files like if i want to edit my monster.sdata how do i get the sql file for it

o.o


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Inside SQL Management Studio, open a New Query window
Run
Quote:
USE PS_GameDefs
SELECT *
FROM Mobs
Save the results as ANSI for importing into the Monster.SData.

Do the same for the MobItems table, save Monster.SData and it'll create a MonsterEx.SData.

ADDITION: All the MonsterEx.SData adds, is the current mob drops and amounts.
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Question

when I try to import it..
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Quote:
Originally Posted by [Admin]Slice View Post
when I try to import it..
Check if your table RowID exists, if there ... verifies that you are saving the file to Ansi and also that your file have expressed tables at startup.

Example;

Code:
RowID;MobID;MobName;Level;Exp;AI;Money1;Money2;QuestItemID;HP;SP;MP;Dex;Wis;Luc;Day;Size;Attrib;Defense;Magic;ResistState1;ResistState2;ResistState3;ResistState4;ResistState5;ResistState6;ResistState7;ResistState8;ResistState9;ResistState10;ResistState11;ResistState12;ResistState13;ResistState14;ResistState15;ResistSkill1;ResistSkill2;ResistSkill3;ResistSkill4;ResistSkill5;ResistSkill6;NormalTime;NormalStep;ChaseTime;ChaseStep;ChaseRange;AttackType1;AttackTime1;Attackrange1;Attack1;Attackplus1;Attackattrib1;Attackspecial1;Attackok1;Attacktype2;Attacktime2;Attackrange2;Attack2;Attackplus2;Attackattrib2;Attackspecial2;Attackok2;Attacktype3;Attacktime3;Attackrange3;Attack3;Attackplus3;Attackattrib3;Attackspecial3;Attackok3
1;0;Error Monster;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0
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Quote:
Originally Posted by geor123 View Post
Check if your table RowID exists, if there ... verifies that you are saving the file to Ansi and also that your file have expressed tables at startup.

Example;

Code:
RowID;MobID;MobName;Level;Exp;AI;Money1;Money2;QuestItemID;HP;SP;MP;Dex;Wis;Luc;Day;Size;Attrib;Defense;Magic;ResistState1;ResistState2;ResistState3;ResistState4;ResistState5;ResistState6;ResistState7;ResistState8;ResistState9;ResistState10;ResistState11;ResistState12;ResistState13;ResistState14;ResistState15;ResistSkill1;ResistSkill2;ResistSkill3;ResistSkill4;ResistSkill5;ResistSkill6;NormalTime;NormalStep;ChaseTime;ChaseStep;ChaseRange;AttackType1;AttackTime1;Attackrange1;Attack1;Attackplus1;Attackattrib1;Attackspecial1;Attackok1;Attacktype2;Attacktime2;Attackrange2;Attack2;Attackplus2;Attackattrib2;Attackspecial2;Attackok2;Attacktype3;Attacktime3;Attackrange3;Attack3;Attackplus3;Attackattrib3;Attackspecial3;Attackok3
1;0;Error Monster;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0
ROWID is there, and I am saving as ANSI


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