|
You last visited: Today at 22:44
Advertisement
[Release] shStudio 0.7.5
Discussion on [Release] shStudio 0.7.5 within the Shaiya PServer Guides & Releases forum part of the Shaiya Private Server category.
11/01/2015, 20:00
|
#316
|
elite*gold: 0
Join Date: Jul 2009
Posts: 352
Received Thanks: 83
|
The Colums are Index Upper Pants Hand Boots Face Helmet the colum index is used to make a modle number that is then used by the costumes
Code:
RowID Armor Pants Gaunts Boots Face Helmet
1: 33 32 32 32 0 40
2: 34 33 33 33 0 41
3: 35 34 34 34 0 43
4: 36 35 35 35 0 44
5: 37 36 36 36 0 45
6: 38 37 37 37 0 47
7: 39 38 38 38 0 48
i also notice that when in all items if you try edit the modle number manuly like say for costumes it wont let you use anything over 33 like if it was 0 and you ry make it 37 it goes back to 0 but yet armor items can have modles of 100+ this is in both workspace and archive
also when converting to ep5 or ep6 in workspace it messes with it and it becomes clean no data you might wanna check this out Castor =) the issew was brought to my attention from (Icy)
|
|
|
11/02/2015, 18:19
|
#317
|
elite*gold: 0
Join Date: Aug 2012
Posts: 454
Received Thanks: 111
|
castor i have a problem, after that i have import DBSkillText_xxx.sdata i have all descript and name in skill's, but in game i not see descript, after that i have make a script and used, my descript are remained as before
|
|
|
11/04/2015, 23:28
|
#318
|
elite*gold: 0
Join Date: Dec 2010
Posts: 717
Received Thanks: 3,359
|
Quote:
Originally Posted by Big_
i also notice that when in all items if you try edit the modle number manuly like say for costumes it wont let you use anything over 33 like if it was 0 and you ry make it 37 it goes back to 0 but yet armor items can have modles of 100+ this is in both workspace and archive
|
I don't understand what you mean.
in "if you try edit the modle number manuly like say for costumes", which model field are u dealing with ? if it is the Model column of a costume item (type = 150; TypeID = whatever), you can set it (with in place edition) to any value 0, 1 or 37 or 153 and that value must match a RowID in the DualLayerClothes.sdata file (and not the rowID of a particular top armor in its MLT file).
I also wonder who is "it" in "it wont let you use".
Quote:
Originally Posted by Big_
also when converting to ep5 or ep6 in workspace it messes with it and it becomes clean no data you might wanna check this out Castor =) the issew was brought to my attention from (Icy)
|
when converting ... an item.sdata file ? from which version ?
from my experience when I open a 4.5 item.sdata, it indicates "Episo 5", if a choose "Tools / format / Episo 6", save it & reopen it, it contains alll its items and now indicates "episo 6". Of course the higher Type present in file is still 100 as it was in the format 5 file.
Only the format of each record is changed; no record are removed (it some were defined in clients 4.5 / 5 but not present in 6.2+, they are not removed) and none is added.
You must create the banks 101, 102, 120 and 150 to have fully valid episo 6.2+ file; and this only requires a select of alll items from 101-1 to 150-255 in a valid 6.2 AGE file, Copy, selection of your converted file, and Paste ... not that hard.
Quote:
Originally Posted by AxelMac
castor i have a problem, after that i have import DBSkillText_xxx.sdata i have all descript and name in skill's, but in game i not see descript, after that i have make a script and used, my descript are remained as before
|
I'm (also) not sure to understand your point.
What means "make a script", what files are you modifying, how and what is the result (as compared to the expected one) ? I don't know what is "as before" (I don't know the exact content of your file before nor after - assuming that we're dealing with "before and after DBSkillText import")
To fully restore your Skill.sdata file, move / rename the skills.desc.ini file (!) then open your skill.sdata file, import a DBSkillText file and save the skill.sdata file. You now have a restored file (still your own values for all numerical fields but names & descriptions from the official imported file).
Eventually restore / rename the skills.desc.ini file if you don't experience issues with it.
|
|
|
11/05/2015, 13:14
|
#319
|
elite*gold: 0
Join Date: Oct 2005
Posts: 184
Received Thanks: 84
|
Seems like the .PC files cant be saved right (in 7.5.5). If you just save it without editing it, it still wont work. the PC files are in \Data\cloak\Character\Human
|
|
|
11/05/2015, 21:01
|
#320
|
elite*gold: 0
Join Date: Dec 2010
Posts: 717
Received Thanks: 3,359
|
Quote:
Originally Posted by Psycnosis
Seems like the .PC files cant be saved right (in 7.5.5). If you just save it without editing it, it still wont work. the PC files are in \Data\cloak\Character\Human
|
The .PC files, present in the 4 subfolders of data/cloak/Character, contain the definition of mantles; these files can be viewed *and* edited by a dedicated editor. when data are loaded, some float values whose absolute value is less than 1e-6 is rounded to zero causing the content of a saved file to appear (a bit) different than the original. also the current viewer (version pre 0.7.6) has an error and negative value are displayed (w/o internal modification) "DeN" (for "denormal" value).
Now, if mantles don't work with your client, edited .PC files can indeed "still don't work" since editing the files can not be enough if your server and/or client has another issues.
Alternatively if some .PC files manage valid (in game) mantles and if these files have significantly differant content after edition that no longer manage valid mantles, thank to publish such valid/corrupted files (or thank to email me them).
|
|
|
11/06/2015, 04:03
|
#321
|
elite*gold: 0
Join Date: Sep 2014
Posts: 5
Received Thanks: 0
|
Link Download? v. 0.7.6.0
|
|
|
11/06/2015, 08:25
|
#322
|
elite*gold: 0
Join Date: Jul 2009
Posts: 352
Received Thanks: 83
|
Quote:
Originally Posted by acteia
Link Download? v. 0.7.6.0
|
its obviously not ready yet or he would of updated a download for it pleas be paitent
|
|
|
11/09/2015, 18:39
|
#323
|
elite*gold: 0
Join Date: Oct 2005
Posts: 184
Received Thanks: 84
|
Quote:
Originally Posted by castor4878
The .PC files, present in the 4 subfolders of data/cloak/Character, contain the definition of mantles; these files can be viewed *and* edited by a dedicated editor. when data are loaded, some float values whose absolute value is less than 1e-6 is rounded to zero causing the content of a saved file to appear (a bit) different than the original. also the current viewer (version pre 0.7.6) has an error and negative value are displayed (w/o internal modification) "DeN" (for "denormal" value).
Now, if mantles don't work with your client, edited .PC files can indeed "still don't work" since editing the files can not be enough if your server and/or client has another issues.
Alternatively if some .PC files manage valid (in game) mantles and if these files have significantly differant content after edition that no longer manage valid mantles, thank to publish such valid/corrupted files (or thank to email me them).
|
I already did everything else needed its only the .PC files left that needs to be edited I know the values match because im using the same as the old ones but as I said if you just open one and dont edit it and saves it again it wont work either so something is not saving right.
you talk about "a dedicated editor" you got one of those for the PC files?
|
|
|
11/11/2015, 01:26
|
#324
|
elite*gold: 0
Join Date: Dec 2010
Posts: 717
Received Thanks: 3,359
|
Quote:
Originally Posted by Psycnosis
you talk about "a dedicated editor" you got one of those for the PC files?
|
I meant the editor of shShudio dedicated to these .PC files.
For these files - and for all files edited by shStudio - the whole data (the full file's content) are parsed and interpreted upon loading, and reencoded, repacked upon saving, so if the loading or saving is bugged, the file is corrupted even if you don't perform any explicit change with the editor itself; of course all file parsers / savers have been tested again and again; and for these .PC files I don't see any differences on original and saved files. So I repeat my request, send me* a couple of original and "corrupted" files, so that I can check, and then fix, the issue.
* send me a private mail with link to thse files hosted on a public repository or attach these files to a new response on this thread.
|
|
|
11/11/2015, 04:29
|
#325
|
elite*gold: 0
Join Date: Aug 2012
Posts: 454
Received Thanks: 111
|
castor where i find last download 7.6 there is not on first page
|
|
|
11/11/2015, 06:36
|
#326
|
elite*gold: 0
Join Date: Oct 2015
Posts: 12
Received Thanks: 1
|
rfu error after editing skills? does anyone have a fix?
|
|
|
11/11/2015, 08:25
|
#327
|
elite*gold: 0
Join Date: May 2012
Posts: 394
Received Thanks: 391
|
Quote:
Originally Posted by Aviate.
rfu error after editing skills? does anyone have a fix?
|
Answer was on the page before this.
Quote:
Originally Posted by castor4878
Axel, All,
The rel 0.7.5.5 introduces an invalid process for undefined skills or levels of skills.
The names of such skills were changed to "rfu" (reserved for future use), sadly the detection was invalid and some skills files have been damaged.
The rel 0.7.5.6 fixes this issue and no longer uses the "rfu" name (it never renames skills by itself). A script process was also added to restore names and descriptions. Additional tests done this morning show that not all DBSkillText_xxx.sdata files were supported (they don't all use the same signature); this detection has been change with releasse 0.7.5.7; so please use that last release to repair your file.
how ? take a breath and let me explain the process:
An important point to be taken into account when working with the Character/Skill.sdata file is the processing of auto-parametrized descriptions.
What's that ? Most of skills descriptions contain some figures describing an intensity or delay or distance or whatever, these values change from one level to another, so the descriptions for all levels of a skill are similar for the global sentence but each contains specific (unique) values.
If the "Skill.Desc.ini" file exists (the actual case doesn't matter) in the shStudio folder, and if the parametrized description of the edited skill exists then the descriptions of an edited skill are automatically built by the tool using the templates provided by this file; otherwise, the descriptions of skills are not editable and are not changed by the tool.
So, now if the skill.desc.ini file was present and shStudio 0.7.5.5 corrupted your skills.sdata file; you can restore all skills names and description simply by importing a DBSkillText_???.sdata file; to do so, open your workspace and double-click Skill.sdata in the shortcuts to open it.
From the Tools / Scripts menu, select the "Load names & descriptions" item. A standard load file dialog is displayed, select one of the DBSkillText_???.sdata file from the BinarySData of a AGE distribution; you can choose any language you want, the EU version of the game contains the FRC, GER, ITA, POL and TUR files, the US version (now) contains the USA file.
Validate your choice and let the tool updates your skills, a progress bar is displayed and hidden at end of process. Save your file and reload (Ctrl + dbl-click) to be sure to show the right new information.
If the parametrized description was used, the description are not changed in the skill viewer when the new name & desc are loaded, it is normal, the generic description is an addition field not existing in skill.sdata. Also upon reload these generic description will be used if the skill.desc.ini file is still present; in such case, it will be used to regenerate descriptions each time you edit & save a skill.
Also note that the imported DBSkillText file can contain information for more skills than your own skill.sdata contain, this doesn't matter; but what does matter is the order of these skills; each skill is designed by its index starting to 1 and growing up; any new skill shall be added at end, or at a (actullay) "RFU" location; if this is true, your skills will be renamed as expected. But if for some reasons, you have reorder your skills, removes some, introduces new one in the middle of the others, in one word if the order of your skills is NOT the same order than the one of the used DBSkillText, the operation won't restore the right names for the skills - I repeat: If you had change the skills order, you must NOT use this feature.
|
|
|
|
11/12/2015, 07:33
|
#328
|
elite*gold: 0
Join Date: Jul 2009
Posts: 352
Received Thanks: 83
|
Quote:
Originally Posted by AxelMac
castor where i find last download 7.6 there is not on first page
|
Man give him time he carnt just snap his finger poof here is a new release with all the bugs sent back to him in an instant things take time
|
|
|
11/26/2015, 18:46
|
#329
|
elite*gold: 0
Join Date: Jul 2011
Posts: 148
Received Thanks: 494
|
How i can convert my NpcQuest.SData 5ep to 6ep?
Is it possible ?
|
|
|
11/26/2015, 19:13
|
#330
|
elite*gold: 0
Join Date: May 2012
Posts: 394
Received Thanks: 391
|
Quote:
Originally Posted by hronolight
How i can convert my NpcQuest.SData 5ep to 6ep?
Is it possible ?
|
Just a total guess here.. but maybe open the file in ShStudio 0.7.5
Click Tools
Click Format
Then take a look around the vast list to see if anything stands out.
Seriously.. at least try to answer these things yourself before asking.
|
|
|
Similar Threads
|
[Release] shStudio (multi-purposes editor)
02/05/2021 - Shaiya PServer Guides & Releases - 755 Replies
Introducing Shaiya Studio, a multi-purposes editor.
Its purpose is to enable fast editing of clients and servers configuration files.
Update of May 4th, 2013:
This post was modified by November 2011 to present some features of the incoming - and still not released - version 0.7.5
The modifications of the interface of the new version (mainly the "multiple documents interface" and the concepts of workspace but also the possibility to browse & edit files from an unexpanded archive fle...
|
[Release / Update] shStudio
03/18/2011 - Shaiya PServer Guides & Releases - 1 Replies
shStudio rel. 0.6.2 released
This post is only intended to inform you of the update of the tool (since "Edit" doesn't change its date), thank you for letting this thread die and ask your questions on the main thread.
|
All times are GMT +2. The time now is 22:44.
|
|