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seemsq8

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Posts posted by seemsq8


  1. 3 minutes ago, Perseus said:

    I haven't touched this in a bit, but the calculated stats (max atk, hp) have different scaling per class. You can find the scalings and the final attribute calculation in AttrCalculate.lua, code like this -

    
    Mxhp_con_rad1[JOB_TYPE_XINSHOU], Mxhp_con_rad2[JOB_TYPE_XINSHOU], Mxhp_lv_rad[JOB_TYPE_XINSHOU]	=	3	,	2	,	15							--���hp������Ӱ��ϵ��������ϵ�����ȼ�ϵ����������
    		Mxsp_sta_rad1[JOB_TYPE_XINSHOU], Mxsp_sta_rad2[JOB_TYPE_XINSHOU], Mxsp_lv_rad[JOB_TYPE_XINSHOU]	=	1	,	0	,	3 						--���sp������Ӱ��ϵ��������ϵ��������ϵ�����ȼ�ϵ��
    		Mnatk_str_rad1[JOB_TYPE_XINSHOU], Mnatk_str_rad2[JOB_TYPE_XINSHOU], Mnatk_dex_rad1[JOB_TYPE_XINSHOU], Mnatk_dex_rad2[JOB_TYPE_XINSHOU]	=	1.5	,	0.4	,	0	,	0						--��С������������Ӱ��ϵ��������ϵ��
    		Mxatk_str_rad1[JOB_TYPE_XINSHOU], Mxatk_str_rad2[JOB_TYPE_XINSHOU], Mxatk_dex_rad1[JOB_TYPE_XINSHOU], Mxatk_dex_rad2[JOB_TYPE_XINSHOU]	=	1.5	,	0.4	,	0	,	0						--��󹥻�������Ӱ��ϵ��������ϵ��
    		Def_con_rad1[JOB_TYPE_XINSHOU], Def_con_rad2[JOB_TYPE_XINSHOU]		=	0.1		,	0.1 											--����������Ӱ��ϵ����רעϵ��
    		Hit_dex_rad1[JOB_TYPE_XINSHOU], Hit_dex_rad2[JOB_TYPE_XINSHOU]		=	0.6		,	0 										--���е�����Ӱ��ϵ����רעϵ�����ȼ�ϵ������С������
    		Flee_agi_rad1[JOB_TYPE_XINSHOU], Flee_agi_rad2[JOB_TYPE_XINSHOU]		=	0.6		,	0									--���ܵ�����Ӱ��ϵ��������ϵ�����ȼ�ϵ������С������
    		Mf_luk_rad[JOB_TYPE_XINSHOU]		= 0.39 															--�����ʵ�����Ӱ��ϵ��������ϵ��
    		Crt_luk_rad[JOB_TYPE_XINSHOU]		= 0.31														--����������Ӱ��ϵ��������ϵ������С�����ʡ���󱩻���
    		Hrec_bsmxhp_rad[JOB_TYPE_XINSHOU], Hrec_con_rad[JOB_TYPE_XINSHOU]	=	1/200	,	1/8									--hp�ظ�������Ӱ��ϵ�������hpϵ�����ȼ�ϵ����hp��С�ظ��ٶ�
    		Srec_bsmxsp_rad[JOB_TYPE_XINSHOU], Srec_sta_rad[JOB_TYPE_XINSHOU]	=	1/100	,	1/12									--sp�ظ�������Ӱ��ϵ�������spϵ�����ȼ�ϵ����sp��С�ظ��ٶ�
    		Aspd_agi_rad[JOB_TYPE_XINSHOU]	=	1.1    															--����Ƶ�ʵ�����Ӱ��ϵ������������������ϵ������С����Ƶ��				--
    		Str_updata[JOB_TYPE_XINSHOU]		=	0.2 
    		Dex_updata[JOB_TYPE_XINSHOU]	=	0.1 
    		Con_updata[JOB_TYPE_XINSHOU]	=	0.6 
    		Agi_updata[JOB_TYPE_XINSHOU]		=	0.1 
    		Sta_updata[JOB_TYPE_XINSHOU]		=	0.1 
    		Luk_updata[JOB_TYPE_XINSHOU]		=	0.1

    shows the scaling for that job and you can see the final calculations in the `ExAttrCheck` function -

     

    
    local mxhp	= math.floor(Con(role)*3 * Mxhp_con_rad1[job] + Mxhp_con_rad2[job] * math.pow( math.floor(Con(role)*3/20 ),  2) +Lv(role) * Mxhp_lv_rad[job] + 40)	--[[�������mxhp]]--
    	local mxsp	= math.floor(Sta(role)*3 * Mxsp_sta_rad1[job] + Mxsp_sta_rad2[job] * math.pow( math.floor(Sta(role)*3/20), 2) +Lv(role) * Mxsp_lv_rad[job] + 5)			--[[�������mxsp]]--
    	local mnatk	 = math.floor( 0+ Str(role) * Mnatk_str_rad1[job] + Dex(role) * Mnatk_dex_rad1[job] + Mnatk_str_rad2[job] * math.pow(math.floor( Str(role)*4/20), 2 ) + Mnatk_dex_rad2[job] * math.pow(math.floor( Dex(role)*4/20), 2 ) )											--[[�������mnatk]]--
    	local mxatk	= math.floor( 0+ Str(role) * Mxatk_str_rad1[job] + Dex(role) * Mxatk_dex_rad1[job] + Mxatk_str_rad2[job] * math.pow(math.floor( Str(role)*4/20), 2 ) + Mxatk_dex_rad2[job] * math.pow(math.floor( Dex(role)*4/20), 2 ) )											--[[�������mxatk]]--
    	local def = math.floor( Con(role)* 5 * Def_con_rad1[job]	+ Def_con_rad2[job] * math.floor( math.pow( Con(role) * 3 /20, 2) ) )											--[[�������def]]--
    	local hit = math.floor( Dex(role) * Hit_dex_rad1[job])	+ Lv(role) * 2 + 5		--[[�������hit]]--
    	local flee = math.floor( Agi(role) * Flee_agi_rad1[job] ) + Lv(role) * 2 + 5			--[[�������flee]]--
    	local mf = 100 +  math.floor( Luk(role)*3 * Mf_luk_rad[job] )														--[[�������mf]]--
    	local crt =11 +  math.floor( Luk(role)*3 * Crt_luk_rad[job] )														--[[�������crt]]--
    	local hrec = math.max(math.max ( 2 * mxhp * Hrec_bsmxhp_rad[job] + Con(role)*3 * Hrec_con_rad[job] , 1) ,0) 						--[[�������hrec]]--
    	local srec = math.max((mxsp * Srec_bsmxsp_rad[job] + Sta(role)*3 * Srec_sta_rad[job])/2 , 1 )						--[[�������srec]]--
    	local aspd = math.floor ( 100000/ (math.min ( math.floor( 65 +  Agi(role) * Aspd_agi_rad[job] ) , 300 ) ) )											--[[�������aspd]]--

     

     

    Thank you!! 


  2. Hello,

     

    I have been working in a project recently using UE4, and I was wondering if someone can help me with the stats calculations.

     

    There are five primary attributes in our lovely game, which are "Strength, Accuracy, Spirit, Agility, and Constitution". 

     

    in which,

    -Strength increases the attack of melee classes.

    -Agility increases Attack Speed and Dodge

    -Spirit increases SP, SP Recovery Rate and healing/damage dealt from Magic Skills.
    -Constitution increases HP, HP Recovery Rate and Defense.

    -Accuracy increases Hit Rate and the attack of ranged classes.

     

     

    The questions are,

    -how much max/min attack does a single strength point add? whats the formula behind it? 

    -how much attack speed & dodge do we get from adding a single point in agility? 

    -etc.. you get the idea! 

     

     

    Thank you! 

     

     


  3. On 12/4/2019 at 11:14 AM, V3ct0r said:

    Hello, @seemsq8!

     

    I think you need redraw textures for all UI elements (forms, buttons, input fields, etc) in higher resolution.

    is that something doable from the client side ?

     

    or server side is the one who controls it? 

     

    because the way that i think of it is that, if i were able to enlarge few things such as models.. i would be able to have an advantage (larger hitbox for example)? 

     

    etc.. ? 

     


  4. Hello everyone,

     

    I play the game using a 4k monitor, and I was wondering if there is a way to increase the UI elements scaling. 

     

    I found a way to adjust the font size, but that is not enough since the other elements are just too small. 

     

    other elements that i am refering to are (not limited to):

    Action bar

    friends list

    inventory

    quests log

    IF POSSIBLE: models in general (npcs/mobs/characters)

    etc.. 

     

    Thank you <33

     


  5. I was able to convert from .lgo to .obj but not from .obj to .lgo .. 

     

    error :/ 

     

    Server error!
    
    The server encountered an internal error and was unable to complete your request. Either the server is overloaded or there was an error in a CGI script.
    
    If you think this is a server error, please contact the webmaster.
    
    Error 500
    
    localhost
    Apache/2.4.29 (Win32) OpenSSL/1.0.2l PHP/7.1.11

     

    I would be thankful!

    • Like 1

  6. Hello everyone! 

     

    I was wondering if someone knows how to create an interact key bind that allows players to receive/interact/deliver quests from NPCS just like some MMORPG games?

     

    it would be very helpful in a scenario where you have 8 clients opened and you need to do Story quests.. and other reasons. 

     

    What I've actually tried is tweaking  C:\Gamepath\scripts\lua\forms\Dialog, but could not really make any changes because of my weak knowledge. 

     

    Thanks! 


  7. 5 hours ago, Guardian said:

    Each column in Characterinfo has to have correct format (ID, Name, Logic Type, Framework Number, etc...)

    TWNWTma.png

    Preferable editors are CSVed or Notepad++.

     

    I won't go into much detail as to what each column means, there are guides out there already.

    You want to change models, lets take a look at Lance and Black Dragon lines for example

     

    Lance:

    
    ID	Name	Short Name	Model Type	Logic Type	Framework Number	Suite Serial	Suite Quantity	Part 00	Part 01	Part 02	Part 03	Part 04	Part 05	Part 06	Part 07	FeffID	EeffID	Special Effect Action Serial	Shadow	Action ID	Transparency	Moving Sound Effect	Breathing Sound Effect	Death Sound Effect	Can it be controlled?	Area Limited?	Altitude Excursion	Item types that can equip	Length	Width	Height	Collision Range	Birth	Death	Birth Effect	Death Effect	Hibernate Action	Death Instant Action	Remaining HP Effect Display	Attack can swerve	Confirm to blow away	Script	Weapon Used	Skill ID	Skill Rate	Drop ID	Drop Rate	Quantity Limit	Fatality Rate	Prefix Lvl	Quest Drop ID	Quest Drop Rate	AI	Turn?	Vision	Noise	GetExp	Light	MobExp	Level	Max HP	Current HP	Max SP	Current SP	Minimum Attack	Maximum Attack	Physical Resistance	Defense	Hit Rate	Dodge Rate	Critical Chance	Drop Rate Chance	HP Recovery Per Cycle	SP Recovery Per Cycle	Attack Speed	Attack Distance	Chase Distance	Movement Speed	Col	Strength	Agility	Accuracy	Constitution	Spirit	Luck	Left_Rad	Guild ID	Title	Class	Experience	Next Level Experience	Reputation	AP	TP	GD	SPRI	Story	Max Sail	Sail	StaSA	SCSM	TStrength	TAgility	TAccuracy	TConstitution	TSpirit	TLuck	TMax HP	TMax SP	TAttack	TDefense	THit Rate	TDodge Rate	TDrop Rate Chance	TCritical Rate Chance	THP Recovery	TSP Recovery	TAttack Speed	TAttack Distance	TMovement Speed	TSPRI	TSCSM	chasf
    1	Long Haired Guy	Long Haired Guy	1	1	0	0	100	2000	255	464	640	816	0	0	0	0,0	0	0,0,0	1	1	100	182	-1	-1	0	0	0	1,2,3,4,7,8	1.051	1.369	2.599	40	1,5	0,0	399	398	0	0	0,0,0	1	1	0	0	25,28,29,30,31,34,35,38,-1,-1,-1	100,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1	0,-1,-1,-1,-1,-1,-1,-1,-1,-1	0,-1,-1,-1,-1,-1,-1,-1,-1,-1	0	0	0	0,-1,-1,-1,-1,-1,-1,-1,-1,-1	0,-1,-1,-1,-1,-1,-1,-1,-1,-1	1	1	1000	0	0	1	0	1	40	0	18	0	4	5	0	3	2	1	1	0	1	1	1442	0	1500	480	0	5	5	5	5	5	5	20	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	1.0,1.0,1.0

    d835QL7.png

     

     

    Black Dragon:

    
    ID	Name	Short Name	Model Type	Logic Type	Framework Number	Suite Serial	Suite Quantity	Part 00	Part 01	Part 02	Part 03	Part 04	Part 05	Part 06	Part 07	FeffID	EeffID	Special Effect Action Serial	Shadow	Action ID	Transparency	Moving Sound Effect	Breathing Sound Effect	Death Sound Effect	Can it be controlled?	Area Limited?	Altitude Excursion	Item types that can equip	Length	Width	Height	Collision Range	Birth	Death	Birth Effect	Death Effect	Hibernate Action	Death Instant Action	Remaining HP Effect Display	Attack can swerve	Confirm to blow away	Script	Weapon Used	Skill ID	Skill Rate	Drop ID	Drop Rate	Quantity Limit	Fatality Rate	Prefix Lvl	Quest Drop ID	Quest Drop Rate	AI	Turn?	Vision	Noise	GetExp	Light	MobExp	Level	Max HP	Current HP	Max SP	Current SP	Minimum Attack	Maximum Attack	Physical Resistance	Defense	Hit Rate	Dodge Rate	Critical Chance	Drop Rate Chance	HP Recovery Per Cycle	SP Recovery Per Cycle	Attack Speed	Attack Distance	Chase Distance	Movement Speed	Col	Strength	Agility	Accuracy	Constitution	Spirit	Luck	Left_Rad	Guild ID	Title	Class	Experience	Next Level Experience	Reputation	AP	TP	GD	SPRI	Story	Max Sail	Sail	StaSA	SCSM	TStrength	TAgility	TAccuracy	TConstitution	TSpirit	TLuck	TMax HP	TMax SP	TAttack	TDefense	THit Rate	TDodge Rate	TDrop Rate Chance	TCritical Rate Chance	THP Recovery	TSP Recovery	TAttack Speed	TAttack Distance	TMovement Speed	TSPRI	TSCSM	chasf
    789	Black Dragon	Icy Dragon	4	5	725	0	1	1	1	0	0	0	0	0	0	465,0	0	0,0,0	1	209	100	308	309	310	0	0	0	0,-1,-1,-1,-1,-1	18.3	16.0	8.5	1000	1,5	2,5	399	395	0	0	0,0,0	1	0	0	0	25,275,276,277,278,279,284,285,-1,-1,-1	15,25,10,10,6,9,20,5,-1,-1,-1	866,865,864,182,267,848,271,-1,-1,-1	100,333,333,100,100,333,100,-1,-1,-1	0	0	0	0,-1,-1,-1,-1,-1,-1,-1,-1,-1	0,-1,-1,-1,-1,-1,-1,-1,-1,-1	10	1	2500	0	0	1	0	90	8000000	0	10000	0	3200	4800	60	374	438	5	10	98	1000	1000	1500	700	2500	500	0	50	50	50	50	50	50	20	0	0	0	377000	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	1.0,1.0,1.0

     

    So now we know that Lance model type is 1, Logic Type 1, Framework Number 0...

    And Black Dragon, model type is 4, Logic Type 5, Framework Number 725..

     

     

    Let's change some of Lance Characterinfo line to Black Dragon ones and see what happens.

    
    ID	Name	Short Name	Model Type	Logic Type	Framework Number	Suite Serial	Suite Quantity	Part 00	Part 01	Part 02	Part 03	Part 04	Part 05	Part 06	Part 07	FeffID	EeffID	Special Effect Action Serial	Shadow	Action ID	Transparency	Moving Sound Effect	Breathing Sound Effect	Death Sound Effect	Can it be controlled?	Area Limited?	Altitude Excursion	Item types that can equip	Length	Width	Height	Collision Range	Birth	Death	Birth Effect	Death Effect	Hibernate Action	Death Instant Action	Remaining HP Effect Display	Attack can swerve	Confirm to blow away	Script	Weapon Used	Skill ID	Skill Rate	Drop ID	Drop Rate	Quantity Limit	Fatality Rate	Prefix Lvl	Quest Drop ID	Quest Drop Rate	AI	Turn?	Vision	Noise	GetExp	Light	MobExp	Level	Max HP	Current HP	Max SP	Current SP	Minimum Attack	Maximum Attack	Physical Resistance	Defense	Hit Rate	Dodge Rate	Critical Chance	Drop Rate Chance	HP Recovery Per Cycle	SP Recovery Per Cycle	Attack Speed	Attack Distance	Chase Distance	Movement Speed	Col	Strength	Agility	Accuracy	Constitution	Spirit	Luck	Left_Rad	Guild ID	Title	Class	Experience	Next Level Experience	Reputation	AP	TP	GD	SPRI	Story	Max Sail	Sail	StaSA	SCSM	TStrength	TAgility	TAccuracy	TConstitution	TSpirit	TLuck	TMax HP	TMax SP	TAttack	TDefense	THit Rate	TDodge Rate	TDrop Rate Chance	TCritical Rate Chance	THP Recovery	TSP Recovery	TAttack Speed	TAttack Distance	TMovement Speed	TSPRI	TSCSM	chasf
    1	Long Haired Guy	Long Haired Guy	4	5	725	0	1	1	1	0	0	0	0	0	0	465,0	0	0,0,0	1	209	100	182	-1	-1	0	0	0	1,2,3,4,7,8	1.051	1.369	2.599	40	1,5	0,0	399	398	0	0	0,0,0	1	1	0	0	25,28,29,30,31,34,35,38,-1,-1,-1	100,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1	0,-1,-1,-1,-1,-1,-1,-1,-1,-1	0,-1,-1,-1,-1,-1,-1,-1,-1,-1	0	0	0	0,-1,-1,-1,-1,-1,-1,-1,-1,-1	0,-1,-1,-1,-1,-1,-1,-1,-1,-1	1	1	1000	0	0	1	0	1	40	0	18	0	4	5	0	3	2	1	1	0	1	1	1442	0	1500	480	0	5	5	5	5	5	5	20	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	1.0,1.0,1.0

     

    xuxuMmI.png

     

    Great, I followed the exact same steps. 

     

    Saved the file as Characterinfo.bin, when i load the game an error occurs(Check attachment please)

     

    I am not sure why, maybe because the way i've saved the file? I should have saved it as .txt and then used a compiler to make it .bin? correct? 

     

    I've tried to use Shadow compiler, i received an error while trying to do so. 

     

    so just to make things clear my questions are:

    After doing the edits in Notepad++, Do you save it as Characterinfo.bin using notepad++? Or you save it as Characterinfo.txt and then convert it using compilers to .bin? 

    What compilers do you use?

     

    thanks again for the reply! 

     

     

    9 hours ago, BreakThis said:

    You got discord ? Contact me there BreakThis#3563

     

    Sure will! 

    capture10.JPG


  8. Thank you very much for the reply! 

     

    I've used the decompiler that you provided and I've successfully de-compiled the Characterinfo.bin

     

    However, after doing the edits(Switching lines in excel), I am not being able to compile it from Txt to Bin(I am using Shadow Compiler, Check attachment please) 

     

    @Guardian

     

    @Japwill you be able to help me please? (Trying to do what you've already done)

     

    Again, Thanks! 

     

     

     

    compiler.JPG


  9. Hello Everyone!

     

    i was wondering if you can help me with a tweak that i been trying to do... 

     

    I am a player from Pirate King Online, and I am trying to change mob's models. (For example: let us say that you want mobs in Isle of Chill look like baby black dragons instead of their regular models.) 


     

    I tried many things, none of them worked: 

    - Decompiling the Characterinfo.bin (Failed) for some reason the app (Gemini Decompiler v2.3) does not work with PKO characterinfo.bin file..

    - Tried to decompile characterinfo from an other server and compile it into PKO files (An error that occurs while loading the game stating that the characterinfo version is mismatched.) 

     

     

    My background about scripts is very weak, and I really wish that you can help me with it! 

     

    I know that its possible because of this video: 

    Check how mobs look in DW2 for Hollister.. (you don't have to watch the entire video! skip til she goes DW2) 

     

     

     

    Apologies for the extremely long request, but I really wish to learn how to do that since it can help me in many ways. 

     

    Just in case you want the characterinfo, i've uploaded it: 

    http://www.filedropper.com/characterinfo_1

     

     

    Let me know if you need anything i'll reply asap! 

     

    Thanks a lot!!!!!!!!!!


  10. Hey, thanks for the guide! 

     

    I am facing some issues attaching the Accountserver, gamedb files to SQL. 

    any idea how to solve this?:sad:

    log: 

     

    Spoiler

     

    TITLE: Microsoft SQL Server Management Studio
    ------------------------------

    Attach database failed for Server 'ALHATEM-PC'.  (Microsoft.SqlServer.Smo)

    For help, click: http://go.microsoft.com/fwlink?ProdName=Microsoft+SQL+Server&ProdVer=12.0.2569.0+((SQL14_RTM_QFE-CU).160527-1418)&EvtSrc=Microsoft.SqlServer.Management.Smo.ExceptionTemplates.FailedOperationExceptionText&EvtID=Attach+database+Server&LinkId=20476

    ------------------------------
    ADDITIONAL INFORMATION:

    An exception occurred while executing a Transact-SQL statement or batch. (Microsoft.SqlServer.ConnectionInfo)

    ------------------------------

    Database 'GameDB' cannot be upgraded because its non-release version (539) is not supported by this version of SQL Server. You cannot open a database that is incompatible with this version of sqlservr.exe. You must re-create the database.
    Could not open new database 'GameDB'. CREATE DATABASE is aborted. (Microsoft SQL Server, Error: 950)

    For help, click: http://go.microsoft.com/fwlink?ProdName=Microsoft SQL Server&EvtSrc=MSSQLServer&EvtID=950&LinkId=20476

    ------------------------------
    BUTTONS:

    OK
    ------------------------------

     

     

     

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