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  1. [Mod] Contract system This system is a "Monster Hunt" type quest, the purpose of which is to kill a certain number of specific monsters. The player is given a special item - "Contract", which says which monster to hunt. It also records the number of monsters and current progress. After killing the required number of monsters, the contract is considered completed, and the player receives a reward. Some specifics of the system: 1) The item type for the contract should be 99. A unique ID is also selected for the item; 2) The contract can be picked up, thrown away, transferred to another player, put in the bank or sold; 3) To receive a reward after the completion of the contract, a player should use the item of the contract by double-clicking. If the contract has not been completed, the player will see a corresponding message in the system chat; 4) The composition and amount of the reward is determined by the administrator in a special function in the script of the contract system; 5) If a player has several contracts for killing the same monster in his inventory, then when killing this monster, one or another contract is selected randomly. Installation All necessary files and scripts can be downloaded at the end of the topic. Server 1) Add an item for the contract to the ItemInfo.txt file: XXXX Contract n0184 10130005 0 0 0 0 0 00 99 0 0 0 0 0 1 1 1 1 1 1 0 -1 0 -1 0 0 -1 -1 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 10,10 0,0 0 0 0 0 0 0 0 0 0 ItemUse_PKOdevContract 0 0 0 0 0 0 After completion you will receive a reward! where XXXX is any unused ID. 2) Create a file with name "pkodev.contract.lua" in the directory "GameServer\resource\script\calculate\mods"; 3) Write the following code in this file: -------------------------------------------------------------- -- The contract system script -- -- Author: V3ct0r from PKOdev.NET -- Version: 1.0 (01/12/2022) -- -- How to install the system: -- 1) Put this file to '\GameServer\resource\script\calculate\mods' folder -- 2) Put the following line at the beginning of 'SkillEffect.lua' file: -- dofile(GetResPath("script\\calculate\\mods\\pkodev.contract.lua")) -- 3) Add the contract item in the ItemInfo.txt file -- XXXX Contract n0184 10130005 0 0 0 0 0 00 99 0 0 0 0 0 1 1 1 1 1 1 0 -1 0 -1 0 0 -1 -1 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 10,10 0,0 0 0 0 0 0 0 0 0 0 ItemUse_PKOdevContract 0 0 0 0 0 0 Upon completion, you are entitled to a reward -- 4) Specify the item ID in 'contract.conf.item_id' table below: -- item_id = XXXX -- 5) Write the code for issuing a reward for completing a contract in the 'contract.conf.reward_cb' function -- 6) To create a new contract use the function 'contract.create': -- local <result (0 or 1)>, <item_descriptor>, <slot (from 0 to bag_size - 1)> -- = contract.create(<character_descriptor>, <monster_id>, <monster_number>) -- For example: -- local ret, item, slot = contract.create(role, 103, 7) -- 7) Done! -------------------------------------------------------------- -- Print a log print("Loading pkodev.contract.lua") -- The contract system contract = contract or {} --------------------------------------- -- Settings --------------------------------------- contract.conf = { -- Contract item ID item_id = XXXX, -- User-defined function for reward reward_cb = function(role, item) -- Give 1,000 gold AddMoney (role, 0, 1000) -- Give an random item local arr = { -- Refining Gem x 1 {id = 885, count = 1}, -- or Gem of Rage x 2 {id = 863, count = 2}, -- or Cake x 60 {id = 1849, count = 60}, -- or Fairy of Luck x 1 {id = 231, count = 1} } local r = math.random(1, table.getn(arr)) GiveItem(role, 0, arr[r].id , arr[r].count, 4) -- Launch fireworks PlayEffect(role, 361) end } --------------------------------------- -- Constants --------------------------------------- contract.const = { item_type = 99, -- Contract item type target_id = ITEMATTR_VAL_STR, -- Item attribute ID with the ID of target monster target_max = ITEMATTR_VAL_AGI, -- Item attribute ID with the total amount of monsters to hunt target_cur = ITEMATTR_VAL_DEX -- Item attribute ID with the total amount of monsters already hunted } --------------------------------------- -- Hooks --------------------------------------- -- Adding an item to inventory event contract.Creat_Item__original = Creat_Item Creat_Item = function(item, item_type, item_lv, item_event) -- Check the item type if ( item_type == contract.const['item_type'] ) then -- Reset the previous attrbiutes Reset_item_add() -- Add new attributes to the item Add_Item_Attr(contract.const['target_id'], 0) Add_Item_Attr(contract.const['target_max'], 0) Add_Item_Attr(contract.const['target_cur'], 0) return item_add.cnt, item_add.attr[1][1], item_add.attr[1][2], item_add.attr[2][1], item_add.attr[2][2], item_add.attr[3][1], item_add.attr[3][2], item_add.attr[4][1], item_add.attr[4][2], item_add.attr[5][1], item_add.attr[5][2], item_add.attr[6][1], item_add.attr[6][2], item_add.attr[7][1], item_add.attr[7][2] end -- Call the original function Creat_Item(item, item_type, item_lv, item_event) return contract.Creat_Item__original(item, item_type, item_lv, item_event) end -- Player killed monster event contract.GetExp_PKM__original = GetExp_PKM GetExp_PKM = function(monster, role) -- Call the original function GetExp_PKM(dead, atk) contract.GetExp_PKM__original(monster, role) -- Get the main character's descriptor role = TurnToCha(role) -- Number of contracts in the player's bag local ret = CheckBagItem(role, contract.conf['item_id']) -- Check that player has contracts if ( ret > 0 ) then -- Monster ID local id = GetChaTypeID(monster) -- List of contracts in the bag local arr = {} local k = 0 -- Build the list of contracts for i = 0, ( GetKbCap(role) - 1 ), 1 do -- Get the item descriptor local item = GetChaItem(role, 2, i) -- Check the item ID if ( GetItemID(item) == contract.conf['item_id'] ) then -- Get the monster ID from contract local target_id = GetItemAttr(item, contract.const['target_id']) -- Check the monster ID if ( id == target_id ) then -- Get amount of monsters to hunt local target_cur = GetItemAttr(item, contract.const['target_cur']) local target_max = GetItemAttr(item, contract.const['target_max']) -- Check that the contract is not completed if ( target_cur < target_max ) then -- Add the item to the list k = k + 1 arr[k] = { item_ = item, cur_ = target_cur, max_ = target_max } end end end end -- Check that matching contracts have been found if ( k > 0 ) then -- Randomly select a contract local r = math.random(1, k) -- Increase the number of hunted monsters arr[r].cur_ = arr[r].cur_ + 1 -- Update amount of hunted monsters SetItemAttr(arr[r].item_, contract.const['target_cur'], arr[r].cur_) -- Synchronize the bag SynChaKitbag(role, 13) -- Check that the contract is not completed if ( arr[r].cur_ < arr[r].max_ ) then -- Write a message BickerNotice( role, string.format( "Contract: Remaining '%s' to hunt: %d / %d!", GetMonsterName(id), arr[r].cur_, arr[r].max_ ) ) else -- Write a message BickerNotice( role, string.format( "Contract: All '%s' are killed! The contract is completed.", GetMonsterName(id) ) ) end end end end --------------------------------------- -- Useful functions --------------------------------------- -- Create a contract contract.create = function(role, target_id, number) -- Get the main character's descriptor role = TurnToCha(role) -- Check that the bag is not locked if ( KitbagLock(role, 0) == LUA_FALSE ) then -- Error LG("pkodev.contract", "Can't create the contract item (id:", contract.conf['item_id'], ") because the bag is locked!") return LUA_FALSE, nil, 0 end -- Check that the bag has one free slot if ( GetChaFreeBagGridNum(role) == 0 ) then -- Error LG("pkodev.contract", "Can't create the contract item (id:", contract.conf['item_id'], ") because there are no free slots in the bag!") return LUA_FALSE, nil, 0 end -- Create an item local r1, r2 = MakeItem(role, contract.conf['item_id'], 1, 4) -- Check the result if ( r1 == 0 ) then -- Error LG("pkodev.contract", "Can't create the contract item (id:", contract.conf['item_id'], ")!") return LUA_FALSE, nil, 0 end -- Get the item descriptor local item = GetChaItem(role, 2, r2) -- Set contract data local a1 = SetItemAttr(item, contract.const['target_id'], target_id) local a2 = SetItemAttr(item, contract.const['target_max'], number) local a3 = SetItemAttr(item, contract.const['target_cur'], 0) -- Check that the data is set if ( (a1 == 0) or (a2 == 0) or (a3 == 0) ) then -- Error LG("pkodev.contract", "Can't set the contract data! a1 = ", a1, ", a2 = ", a2, ", a3 = ", a3) return LUA_FALSE, item, r2 end -- Synchronize the kitbag SynChaKitbag(role, 13) -- Write a message to the player SystemNotice(role, string.format("You received a monster hunt contract [%s] x %d!", GetMonsterName(target_id), number)) -- The contract is successfully created! return LUA_TRUE, item, r2 end -- Contract item use event ItemUse_PKOdevContract = function(role, item) -- Get the main character's descriptor role = TurnToCha(role) -- Get contract data local target_id = GetItemAttr(item, contract.const['target_id']) local target_max = GetItemAttr(item, contract.const['target_max']) local target_cur = GetItemAttr(item, contract.const['target_cur']) -- Check that the contract is not completed if ( target_cur < target_max ) then -- Print a message SystemNotice( role, string.format("You have to kill [%s] x %d more to complete this contract!", GetMonsterName(target_id), (target_max - target_cur) ) ) -- Cancel the item usage UseItemFailed(role) else -- Print a message SystemNotice(role, "You have successfully completed the contract, congratulations!") -- Call user-defined reward function if ( contract.conf['reward_cb'] ~= nil ) then contract.conf['reward_cb'](role, item) end end end 5) Write the contract item ID from ItemInfo.txt into the script of the system : contract.conf = { -- Contract item ID item_id = XXXX, . . . 6) Write your code for giving a reward for completing the contract in the function reward_cb(): -- User-defined function for reward reward_cb = function(role, item) -- Give 1,000 gold AddMoney (role, 0, 1000) -- Give an random item local arr = { -- Refining Gem x 1 {id = 885, count = 1}, -- or Gem of Rage x 2 {id = 863, count = 2}, -- or Cake x 60 {id = 1849, count = 60}, -- or Fairy of Luck x 1 {id = 231, count = 1} } local r = math.random(1, table.getn(arr)) GiveItem(role, 0, arr[r].id , arr[r].count, 4) -- Launch fireworks PlayEffect(role, 361) end 7) Open the file "GameServer\resource\script\calculate\SkillEffect.lua" and at the beginning of the file write the line: dofile(GetResPath("script\\calculate\\mods\\pkodev.contract.lua")) Client 1) Install the mod loading system PKOdev.NET mod loader; 2) Place the mod DLL file "pkodev.mod.contract.client.13x_<ID>.dll" for your version of Game.exe into the "mods" folder of the game client; 3) Add the item for the contract to the ItemInfo.txt file (see point 1 of the instructions for installing the system on the server). Creation and issuance of contracts Each contract must only be created using the contract.create() function. Using the GiveItem(), MakeItem() functions, or the &make GM command and other ways to create items is not allowed. The syntax: local <Result LUA_TRUE|LUA_FALSE>, <Item descriptor>, <Item slot> = contract.create(<Character descriptor>, <Monster ID>, <Number of monsters>) Example: local ret, item, pos = contract.create(role, 103, 7) As a result, a contract will be created for killing seven "Forest Spirits" as in the image from the topic header. You can give contracts to players, for example, through a special NPC or with the another item. Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  2. Offline stalls system One of the gaming aspects of the game is trading between characters through special stalls, which players can open by learning a special skill. The player sell his items for a certain price, and other players can buy them. However, for such trading, the player have to be in the game, that is, be connected to the server, which makes him to leave his computer constantly turned on and keep the game client minimized. This is very inconvenient, so the system of "offline" stalls was invented, which allows players to disconnect from the server and still remain trading in the stalls. There are several ways to implement such a system, but the most common system is "offline" stalls through a proxy server: 1) The game client (Game.exe) connects to the proxy server; 2) The proxy server, in turn, opens a connection to the GateServer.exe; 3) Further, the proxy server transfers all packets between Game.exe and GateServer.exe, while analyzing them; 4) When a player opens a trade stall, the proxy server captures this (GateServer.exe sent Game.exe a successful stall opening packet); 5) If a player disconnects from the server while in a trading stall, then the proxy server closes the connection to Game.exe, but at the same time keeps the connection to GateServer.exe and starts imitating Game.exe. Thus, GateServer.exe is unaware of the fact that Game.exe is disconnected and the player's character remains to trade in the stall on the server. Game.exe | Game.exe | <---------> pkodev.stallserver.exe <---------> GateServer.exe Game.exe | This topic discusses the development of such a proxy server - PKOdev.NET Stall Server. Warning! The application is currently under development. The application has not been fully tested and is not stable. This means that errors, bugs and critical vulnerabilities may be present. Use it for testing purposes only! Features 1) Offline stalls system; 2) Limiting the number of offline stalls from one IP address; 3) Limiting the trading time in an offline stall; 4) Automatic disconnection of the account from the server when a player tries to enter his account while trading in an offline stall; 5) Notification of players in the chat that a player trades in an offline stall (in PM); 6) Prevention of SQL-injections in login and PIN create (change) packets from game client; 7) Setting for the maximum number of connections from the same IP address and the interval between connections. to-do 1) Translate comments in files Server.h and Server.cpp to English language; 2) Fix application crash when processing packets; 3) Fix application crash on startup when local port is closed; 4) Fix bridge hanging when blocking packets on enabled encryption in GateServer.cfg (thanks to @small666 for finding the bug); 5) Make thread synchronization when processing packets; 6) Close the offline stall if it is empty; 7) Modification of GateServer.exe to determine the IP addresses of clients that are behind the server of offline stalls. At this point in the logs and database, the IP addresses of all clients will be written as 127.0.0.1 (if both GateServer.exe and pkodev.stallserver.exe are running on the same machine). 8 ) Compatibility with Corsairs Online (CO) source code. Building and running 1) Clone the repository with the project to your disk (the link will be below); 2) Open the solution file pkodev.stallserver.sln in Visual Studio 2022 Community (or higher version); 3) Build the solution. The server executables will appear in the bin folder; 4) Place the configuration file pkodev.stallserver.cfg from the cfg folder in the same directory as the server executable file pkodev.stallserver.exe; 5) Customize the configuration file pkodev.stallserver.cfg (the file is well commented); 6) To connect the game client (Game.exe) to the offline stall server, you need to install the pkodev.mod.stallserver mod; 7) To connect the offline stall server to GateServer.exe, the GateServer should be without any modifications, for example, from the PKO 1.38 server files. 8 ) Run offline stall server executable pkodev.stallserver.exe. Git repository https://github.com/V3ct0r1024/pkodev.stallserver
  3. [Mod] Fixing instant respawn of killed monsters after GameServer restart This mod for the "PKODev.NET mod loader" system fixes the problem of instant respawn of killed monsters after restarting the server. Imagine a situation: you have a boss monster on your server, for example "Black Dragon", the respawn time of which is 168 hours (a week). Your players kill it and, according to the rules of the game, next time they can kill it in a week. Then you decide to restart the server (update, maintenance, etc), but the game server is designed in such a way that all the monsters written in the scripts appear immediately after it starts. As a result, the respawn of the "Black Dragon" will occur much earlier than in 168 hours. This situation can hit the server economy or give an advantage to some players and guilds. This is the second version of this mod - 1.1. In version 1.0, there was a critical bug related to the fact that one binary file for several instances of GameServer.exe was used to store information about killed monsters. For example, GameServer "A" writes a list of killed monsters to a file, then GameServer "B" writes a different list of killed monsters to the same file. As a result, the list of killed GameServer "A" monsters is lost due to the overwriting of the data file. In the new version of the mod, all data about killed monsters are stored in separate files for each map of the game world. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.mobspawn; Version: 1.1; Author: V3ct0r; Type: for server (GameServer.exe); Supported executable .exe files: GAMESERVER_136 and GAMESERVER_138. Installation 1) In the "mods" directory of your GameServer, create a "pkodev.mod.mobspawn" folder; 2) Place into it the mod DLL file "pkodev.mod.mobspawn.server.13<x>.dll" for your version of GameServer.exe; 3) Place into it the "pkodev.mod.mobspawn.cfg" configuration file; 4) In the mod directory "pkodev.mod.mobspawn" create an empty "data" folder; 5) Write to the configuration file "pkodev.mod.mobspawn.cfg" the IDs of the monsters you want to control the respawn. Each ID is written on a new line. Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  4. [Mod] Displaying the cooldown of skills The mod shows the time on the skill icons, which remains until full recovery (see animation above). Based on @Snre3n's code posted in thread "Source Code Features/Concepts Releases": Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.cooldown; Version: 1.0; Author: V3ct0r; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5. Installation Place the mod DLL file "pkodev.mod.cooldown.client.13x_<ID> .dll" for your version of Game.exe into the "mods" folder of the game client. Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  5. [Mod] Connecting Game.exe to Stall Server ("offline" stalls server connector) To implement protocol encryption in the Stall Server, the server need to know the MD5 hash of password of the game account, but the client of versions 1.3x sends the hash to the server in encrypted form. This mod for the "PKODev.NET mod loader" system is intended to disable encryption of the MD5 hash of password on the client side and establish connection with the Stall Server. Without this modification, the user will receive the "Invalid password!" message when connecting to a server with installed "offline" stalls system. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.stallserver; Version: 1.0; Author: V3ct0r; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5. Installation Place the mod DLL file "pkodev.mod.stallserver.client.13x_<ID> .dll" for your version of Game.exe into the "mods" folder of the game client. Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  6. [Mod] Player rating system This mod implements a player rating system that allows players to compare their characters according to any criterion, depending on how the administrator configures the system. For example, you can define a rating as the sum of all the basic characteristics of a character (see the screenshot above) and see how much is the character stronger than another one. Or you can display the number of killed players or monsters in the rating. You can also display the amount of gold, reputation points, etc. The system is very flexible and depends on the administrator's imagination. The rating is displayed above the name of the characters and is highlighted by color. After the character leaves the game, the rating will be saved in the database, so you can display the rating of the players on your website. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.power; Version: 1.1; Author: V3ct0r; Type: for client and server (Game.exe and GameServer.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5, GAMESERVER_136 and GAMESERVER_138. Mod update 17/01/2022 + Fixed a bug where the amount of experience was not updated for the player's character when killing a monster (thanks to @Rewind and @Tera for the bug report); + The format for outputting the number of rating points has been moved to the pkodev.mod.power.cfg settings file on the client side: - [{:power:}] - Installation Server: 1) In the "GameServer\mods" directory of your server, create a "pkodev.mod.power" folder; 2) Place into it the mod DLL file "pkodev.mod.power.server.13<x>.dll" for your version of GameServer.exe; 3) In the functions.lua file ("GameServer\resource\script\calculate\") write the following script: -- Power system (pkodev.mod.power) -- Calculate player's character power amount function CalculatePower(role) -- Get some character attributes local str = GetChaAttr(role, ATTR_STR) local agi = GetChaAttr(role, ATTR_AGI) local con = GetChaAttr(role, ATTR_CON) local spr = GetChaAttr(role, ATTR_STA) local acc = GetChaAttr(role, ATTR_DEX) -- Power formula local formula = ( str + agi + con + spr + acc ) -- Return calculated power amount and color return formula, GetPowerColor(formula) end -- Power system (pkodev.mod.power) -- Get color of power value function GetPowerColor(power) -- Green color (0xFF00FF00) return 4278255360 end 4) In MSSQL Management Studio, execute the SQL query: USE GameDB ALTER TABLE character ADD power INT NOT NULL DEFAULT (0) Client: 1) In the "mods" directory of your client, create a "pkodev.mod.power" folder; 2) Place the mod DLL file "pkodev.mod.power.client.13x_<x>.dll" for your version of Game.exe into it. 3) Place the mod settings file "pkodev.mod.power.cfg" into it and write the desired format for displaying the number of character rating points (marker {:power:}), for example: - [{:power:}] - Mod customization 1) In the functions.lua file, in the CalculatePower(role) function, write the code that will calculate the player's character rating. The function input is the role variable - the descriptor of the current character. At the output, the function should return the rating as an integer value. In the example above, the script calculates the rating as the sum of the character's base stats; 2) In the functions.lua file, in the GetPowerColor(power) function, write the code that will determine the rating color depending on its value - power. For example, you can make a rating less than 50 highlighted in yellow, from 50 to 100 in green, above 100 in red. The color must be written in the format 0xFFRRGGBB, in decimal notation. Example: green = 0xFF00FF00, after translate into decimal number system you will get the number 4278255360, and you need to write it into the script; 3) The mod provides for storing the character's rating in the database after leaving the game. For example, for displaying on the site in various TOPs. You can disable it if you do not need this feature. To do this, skip step 4 of the "Installation - Server" section and comment out the following lines in the source code of the server side of the mod (pkodev.mod.power.server project, dllmain.cpp file, Start() and Stop() functions), then compile the project: DetourAttach(&(PVOID&)pkodev::pointer::CTableCha__SaveAllData, pkodev::hook::CTableCha__SaveAllData); and DetourDetach(&(PVOID&)pkodev::pointer::CTableCha__SaveAllData, pkodev::hook::CTableCha__SaveAllData); 4) To get the rating of a character from the database, run the SQL query: SELECT power FROM GameDB.dbo.character WHERE cha_name = '<character name>' 5) No client side configuration required. Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  7. [Mod] Highlight friends and enemies with color This modification highlights friendly and hostile players on the screen: the names of the characters change color, and colored circles are displayed under the characters (see screenshot above). If there are enemies near the player's character, a warning icon is displayed next to the character's avatar: Characters are considered friendly if they: 1) Are in the same party; 2) Are in the same guild; 3) Are in the same fraction. The mod only works on PvP maps that are specified in the settings. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.enemy; Version: 1.0; Author: V3ct0r; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5. Installation 1) In the "mods" directory of your client, create a "pkodev.mod.enemy" folder; 2) Place into it the mod DLL file "pkodev.mod.enemy.client.13x_<ID>.dll" for your version of Game.exe; 3) Place into it the mod settings file "pkodev.mod.enemy.cfg" and customize it as you wish: // pkodev.mod.enemy settings file // (c) V3ct0r from PKOdev.NET // 02/16/2022 [show] main_cha = true // Should the player character be displayed as a teammate? colored_name = true // Colorize character names? colored_circle = true // Show circles under characters? [color] enemy_color = FFFF0000 // Enemy character name color (in the hexadecimal form: FFRRGGBB) friend_color = FF00FF00 // Teammate character name color (in the hexadecimal form: FFRRGGBB) [icon] warning_show = true // Should the 'warning' icon be shown when enemies are near? warning_x = 208 // 'x' position of the icon on the screen warning_y = 16 // 'y' position of the icon on the screen [map] maps = garner,magicsea,darkblue // Maps on which the mod is enabled 4) In the "texture" directory of the game client, create a folder "mods", and in it a subfolder "pkodev.mod.enemy". Place the "warning.png" icon from the archive with the mod into this subfolder. You can replace this icon with any other with the same name, 32 x 32 pixels and in .png format. Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  8. Mod loading system for server and client (PKOdev.NET mod loader) The Problem Many developers and administrators of Tales of Pirates servers in our community know that the functionality of the client and server can be changed by mods (addons, plugins, patches). Some examples of mods: 1) The fix of SQL Injections in AccountServer.exe and GroupServer.exe; 2) Increasing the limits for .txt / .bin files (ItemInfo, CharacterInfo, SkillInfo, etc.); 3) Local chat message handling using the lua function HandleChat(); 4) Character transformation using the lua function TransformCha(); 5) Character effects panel; 6) Displaying the levels of HP and SP under characters and monsters. Thus, with the help of mods, you can fix critical bugs and vulnerabilities, change settings, add new functionality and features. Initially, the appearance of mods was caused by the lack of open access to the source codes of the client and the server: the developers had no choice but to edit executable .exe files, developing and applying reverse engineering skills. After the publication of the source codes, the popularity of mods still remains at a high level. This is due to a few reasons: 1) Low quality of the received source codes, lack of experience in their use. To use them, the administrator needs to have an extensive knowledge of the C++ programming language, understand the client-server architecture, and understand how the server and the client work. In addition, the source codes require a long study and research for bugs and vulnerabilities, including the testing process; 2) The existing official builds of the server and client fully satisfy the requirements of most administrators and players, in addition, their performance and reliability have been confirmed by years of use. Many programs, scripts and mods were written for them, which may be incompatible with the server and client executable files compiled from the source codes; 3) The source code researching allows you to better understand the structure of the server and client executables (GameServer.exe, Game.exe). The knowledge gained makes it possible to create mods of increased complexity. When implementing their projects, administrators and developers can go in two ways: use the old, official builds of the server and client, and change their functionality using mods, or go towards the development of source codes. As it should already be clear, this topic supports the first way. At the moment, mod development is associated with some problems: 1) Our community lacks a clear standard and culture for writing mods. Someone injects the code directly into the executable file ("patching"), others prefer to write DLL. Some mods can conflict with each other, which leads to errors and subtle bugs; 2) Installing mods involves certain difficulties: for example, how to transfer a mod from one GameServer.exe to another one? Each time you need to do editing (patching) .exe file, and for this you need to have special knowledge and skills. If the mods are made in the form of DLL libraries, then each mod must be manually added into the import table of the executable file. All this is inconvenient, time-consuming and creates the possibility of errors and bugs during the installation process; 3) There are many versions of GameServer.exe and Game.exe (the rest of the server .exe's are not taken into account), which have a different binary structure. In other words, the developed mod for GameServer.exe version 1.36 will not work with GameServer.exe version 1.38 - you need to develop the mod for a specific .exe file. As a result, there is confusion about the versions of the executable files. A shining example is the addresses of the limits for .txt/.bin tables, I think many have noticed that they are different for different .exe. Based on the above, it was decided to create a system that would solve the current state of affairs in regards to mods and simplify their usage. The Mod Loader The mod loader performs several tasks: 1) Determining the type and version of the executable file (.exe) to be modified; 2) Searching for mods, determining their version, attaching to the process of the executable file; 3) Unification of the process of creating, installing and uninstalling mods. It is a DLL library that attaches one-time to the executable file of the server or client. Mods are also DLL libraries that are placed in a specific directory and are automatically launched by the loader when the server or client executable file starts. Before running the executable file, control is transferred to the loader. The loader determines the type and version of the .exe file to which it is attached and starts the process of searching for DLL libraries in the "mods" directory from the server or client root folder. The DLLs found are dynamically attached to the server or client process after which the loader requests the library information regarding the mod name, type, version of the executable target file, name and the author of the mod. If the type and version of the .exe file with attached loader matches the type and version of the .exe file obtained from the mod's library, then the loader gives the mod a command to start. Furthermore, changes to the code of the process of the executable file, thereby carrying out the modification. Before terminating the server or client process, control is again gained to the loader, which in turn detaches all mods from the process. The current version of the mod loader can work with the official 1.3x versions of GameServer.exe (server) and Game.exe (client). The type of executable file (GameServer.exe or Game.exe) and its version is determined by the build timestamp (linker timestamp), which is written in the COFF header of each executable. Supported GameServer.exe and Game.exe ---------------------+----+----------------+-------------- Name | ID | Designation | Time stamp ---------------------+----+----------------+-------------- GameServer.exe 1.36 | 1 | GAMESERVER_136 | 1204708785 ---------------------+----+----------------+-------------- GameServer.exe 1.38 | 2 | GAMESERVER_138 | 1204708785 ---------------------+----+----------------+-------------- Game.exe | 3 | GAME_13X_0 | 1222073761 ---------------------+----+----------------+-------------- Game.exe | 4 | GAME_13X_1 | 1243412597 ---------------------+----+----------------+-------------- Game.exe | 5 | GAME_13X_2 | 1252912474 ---------------------+----+----------------+-------------- Game.exe | 6 | GAME_13X_3 | 1244511158 ---------------------+----+----------------+-------------- Game.exe | 7 | GAME_13X_4 | 1585009030 ---------------------+----+----------------+-------------- Game.exe | 8 | GAME_13X_5 | 1207214236 ---------------------+----+----------------+-------------- GateServer.exe 1.38 | 101| GATESERVER_138 | 1224838480 ---------------------+----+----------------+-------------- Installing the Mod Loader 1) In the root directory of the executable file, create a folder called "mods" *. This folder will store DLL libraries of mods; 2) Open the executable file in CFF Explorer. Go to the "Import adder" tab (1); 3) Click the "Add" button (2) and select the pkodev.mod.loader.dll file (see the attachments at the end of this post); 4) In the "Exported functions" list, select "ExportedFunction" (3); 5) Click the "Import By Name" button (4); 6) Uncheck the "Rebuild OFTs" checkbox (5); 7) Click the "Rebuild Import Table" button (6); 8 ) Save the file (7). 9) Run the executable file. You should see the following message in the console window: [pkodev.mod.loader] ----------------------------------------------- [pkodev.mod.loader] PKOdev.NET mod loader ver. 1.0 by V3ct0r [pkodev.mod.loader] ----------------------------------------------- If the executable file does not have a console window, for example, Game.exe, then run it as follows: system\Game.exe startgame > output.txt The console output will now be redirected to the text file output.txt. * Note: for Game.exe, the mods folder must be in the client's root directory, not in the "system" folder. Installing mods To install a mod, just place its DLL library in the "mods" folder. For convenience, each mod can be placed in a separate folder. An example of a folder structure for GameServer.exe: GameServer | -> Mods | -> .disabled | -> .priority | -> pkodev.mod.example1.server.138.dll | -> pkodev.mod.example2 | -> pkodev.mod.example2.server.138.dll | -> pkodev.mod.example3 | -> pkodev.mod.example3.server.138.dll After launching the executable file, you should see the new mod in the list of loaded mods: Uninstalling mods To uninstall a mod, you need to delete its DLL library from the "mods" folder. Temporary disabling of mods To disable the loading of certain mods, create a ".disabled" file in the root directory with mods ("mods" folder) and write the names of the mods that you want to temporarily disable into it from a new line. For example: // File: mods\.disabled // Write here the names of mods that do not need to be loaded pkodev.mod.fullmap pkodev.mod.tablelimit Thus, mods "pkodev.mod.fullmap" and "pkodev.mod.tablelimit" will be ignored by the loader. Mod loading priority The mod loader allows you to load certain mods in the specified order. To do this, create a ".priority" file in the root directory with mods ("mods" folder) and write down the names of mods in it in descending order of priority. Mods not listed in this file will be loaded after mods with priority, in random order. For example: // File mods\.priority // Write down mods loading priority in descending order here pkodev.mod.power pkodev.mod.tablelimit pkodev.mod.fullmap Mods will be loaded in the following order: 1. pkodev.mod.power; 2. pkodev.mod.tablelimit; 3. pkodev.mod.fullmap; 4. Next - all other mods found in the "mods" folder in random order. Creating a mod In order for a mod to be loaded by the mod loader, it must meet the following requirements: 1) The name of the DLL library of the mod should be like: pkodev.mod.<mod name>.<client or server>.<.exe designation >.dll Examples: pkodev.mod.tablelimit.client.13x_0.dll pkodev.mod.mobspawn.server.138.dll 2) DLL library of the mod should export 3 functions: __declspec(dllexport) void __cdecl GetModInformation(mod_info& info) Fill in the structure of type mod_info. This structure contains basic information about the mod: its name, version, author name, executable file ID for which the mod is intended. // Mod information structure struct mod_info { // Mod name char name[128]; // Mod version char version[64]; // Author’s name char author[64]; // Type and version of the target .exe file (see the table) unsigned int exe_version; }; __declspec(dllexport) void __cdecl Start(const char* path) Enable the mod and modify the process of the executable file. The path variable contains the path to the root directory of the mod. In this function, the mod must perform its initialization, load the necessary settings and modify the process of the executable file. __declspec(dllexport) void __cdecl Stop() Disable the mod. In this function, the mod must save its settings, roll back the process modification (optional) and free resources. 3) The type and version of the executable file specified in the DLL library of the mod (structure modinfo, field exe_version) must match the type and version of the executable file for which it is intended. If the loader has defined the type and version of the executable file as GameServer.exe 1.38 (GAMESERVER_138) with ID 2, then the mod's DLL library should write the value 2 in the exe_version field, otherwise the mod will be determined as unsuitable. Mod development example Any programming language can be used to develop the mod which supports creating DLLs. I will use the C++ as programming language and the Visual Studio 2019 Community as development environment. As an example, let's create a mod for GameServer.exe version 1.38 that will display the "Hello world!" message in its window. 1) Let's define the name of the mod, let it be: pkodev.mod.helloworld Then the name of the DLL library of the mod will be: pkodev.mod.helloworld.server.138.dll 2) Create a Dynamic-Link Library (DLL) project; 3) Add the loader.h file to the project (see the attachments at the end of this post); 4) Implement the function GetModInformation(): void GetModInformation(mod_info& info) { strcpy_s(info.name, "pkodev.mod.helloworld"); strcpy_s(info.version, "1.0"); strcpy_s(info.author, "V3ct0r"); info.exe_version = GAMESERVER_138; } 5) Implement the function Start() void Start(const char* path) { std::cout << "Hello world!" << std::endl; std::cout << "path = " << path << std::endl << std::endl; } 6) Implement the function Stop() void Stop() { } 7) Compile the project. As a result, we’ll get the file pkodev.mod.helloworld.server.138.dll; 8 ) Install and test the mod. In the GameServer.exe window, we should see the message "Hello world!" and the path to the root directory of the mod. The sample mod project can be found in the attachments. Download 1) The mod loader; 2) Source code of the mod loader (C++); 3) Interface for creating mods (file loader.h); 4) The project of the sample mod "Hello world!" for Visual Studio 2019 Community (C++); 5) Samples of client and server executables from the table (7.3 MB); 6) PKOdev .NET mod loader project template for Visual Studio 2019 Community (C++). Available mods 1) Connecting Game.exe to Stall Server ("offline" stalls server connector); 2) Fixing instant respawn of killed monsters after GameServer restart; 3) Editing the limits of .txt tables; 4) Player rating system; 5) System of daily rewards for entering the game; 6) Automatically connect to the server / enter the game (Client modification that allows you to automatically connect to the server); 7) Displaying coordinates under the NPC; 8 ) Displaying additional parameters on the form with character characteristics (frmState); 9) Displaying the cooldown of skills; 10) Displaying the player's character level next to its name; 11) Antibot; 12) Displaying the name of the item in the apparel; 13) Displaying the level of items on their icons ("smart icons"); 14) Change the size of the monsters; 15) Server time; 16) Social buttons (Discord, Youtube, Twitch and etc); 17) Medals (necklaces) with titles; 18) Displaying servers response time ("ping") on the server selection form; 19) Contract system; 20) Disabling error messages when compiling .txt tables (table_bin); 21) Colored GM messages (GM notice); 22) Fixing the resetting character professions when reconnecting to the server; 23) Cleaning up chats; 24) Disabling password verification when entering into the in-game shop (IGS); 25) 60 frames per second (60 FPS); 26) Flying effect for wings; 27) Full area map for the region; 28) Highlight friends and enemies with color. (updated on 02/18/2022) If you have any questions or have problems, then feel free to write in this thread.
  9. [Mod] System of daily rewards for entering the game This mod implements a system of daily rewards for entering the game. Players need to enter the game every day in order to receive the next reward - with each new day the reward becomes more valuable. The chain resets and starts over from the first day if a player misses a day. The chain is also reset every week. The chain of rewards is configured by the administrator in a special lua function and is generated for a week forward, after which it is saved in the server database. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.reward; Version: 1.0; Author: V3ct0r; Type: for client and server (Game.exe and GameServer.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5, GAMESERVER_136 and GAMESERVER_138. Installation Server: 1) In the "GameServer\mods" directory of your server, create a "pkodev.mod.reward" folder; 2) Place into the folder the mod DLL file "pkodev.mod.reward.server.13<x>.dll" for your version of GameServer.exe; 3) In the functions.lua file ("GameServer\resource\script\calculate\") write the following script: -- Daily reward system (pkodev.mod.reward) -- Transfer the list of items to the system function GetRewardArrayAdapter(role) -- Get a list of items for daily reward local arr = GetRewardArray(role) -- Transfer the list to the system return arr[1].id, arr[1].number, arr[2].id, arr[2].number, arr[3].id, arr[3].number, arr[4].id, arr[4].number, arr[5].id, arr[5].number, arr[6].id, arr[6].number, arr[7].id, arr[7].number end -- Daily reward system (pkodev.mod.reward) -- Get a list of items for daily reward function GetRewardArray(role) -- Select an item depending on character race local hairstyle_book = function(role) -- List of items -- ID: 931 Lance Trendy Hairstyle Book -- ID: 932 Carsise Trendy Hairstyle Book -- ID: 933 Phyllis Trendy Hairstyle Book -- ID: 934 Ami Trendy Hairstyle Book local items = {931, 932, 933, 934} -- Get character type ID local id = GetChaTypeID(role) -- Return item id depending on the type ID return items[id] or 0 end -- Make a list of items for daily reward local items = { -- Day 1 (Short Sword x 1 or Long Sword x 1 or Fencing Sword x 1) {id = math.random(1, 3), number = 1}, -- Day 2 (Apple x 99 or Bread x 99 or Cake x 99) {id = math.random(1847, 1849), number = 99}, -- Day 3 (Fairy Coin x 50) {id = 855, number = 50}, -- Day 4 (Random fairy ID 183 ... 193 x 1) {id = math.random(183, 193), number = 1}, -- Day 5 (Hairstyle Book x 1) {id = hairstyle_book(role), number = 1}, -- Day 6 (Fairy Ration x 10) {id = 227, number = 10}, -- Day 7 (Refining Gem x 1) {id = 885, number = 1} } -- We have to return an array of items to caller function return items end 4) In MSSQL Management Studio, execute the SQL query: USE GameDB ALTER TABLE character ADD reward VARCHAR(128) NOT NULL DEFAULT '0' WITH VALUES Client: 1) In the "mods" directory of your client create a "pkodev.mod.reward" folder; 2) Place into the folder the mod DLL file "pkodev.mod.reward.client.13x_<x>.dll" for your version of Game.exe; 3) Place the daily reward form texture files "main.png" and "buttons.tga" into the "texture\mods\pkodev.mod.reward\" directory of your client; 4) Add the code for the daily reward form into the "main.clu" script file ("scripts\lua\forms\"): ---------------------------------------------------------------------------------------------------- -- Daily login reward form ---------------------------------------------------------------------------------------------------- -- The form frmReward = UI_CreateForm( "frmReward", FALSE, 366, 158, 150, 200, TRUE, FALSE ) UI_SetFormStyle( frmReward , 0 ) UI_AddFormToTemplete( frmReward, FORM_MAIN ) UI_FormSetIsEscClose( frmReward, FALSE ) UI_SetIsDrag( frmReward, TRUE ) -- Form background frmRewardImg = UI_CreateCompent( frmReward, IMAGE_TYPE, "frmRewardImg", 366, 158, 0, 0 ) UI_LoadImage( frmRewardImg, "texture/mods/pkodev.mod.reward/main.png", NORMAL, 366, 158, 0, 0 ) -- Form title labTitle = UI_CreateCompent( frmReward, LABELEX_TYPE, "labTitle", 400, 150, 10, 7 ) UI_SetCaption( labTitle, "Daily reward!") UI_SetTextColor( labTitle, COLOR_WHITE ) -- Reward button btnGetReward = UI_CreateCompent( frmReward, BUTTON_TYPE, "btnGetReward", 67, 24, 150, 120 ) UI_LoadButtonImage( btnGetReward, "texture/mods/pkodev.mod.reward/main.png", 67, 24, 0, 158, TRUE ) -- Close button btnClose = UI_CreateCompent( frmReward, BUTTON_TYPE, "btnClose", 21, 21, 343, 2 ) UI_LoadButtonImage( btnClose, "texture/mods/pkodev.mod.reward/buttons.tga", 21, 21, 270, 0, TRUE ) UI_SetButtonModalResult( btnClose, BUTTON_CLOSE ) -- Item slots cmdItemSlot0 = UI_CreateCompent( frmReward, COMMAND_ONE_TYPE, "cmdItemSlot0", 32, 32, 20, 73 ) UI_SetIsDrag( cmdItemSlot0, FALSE ) cmdItemSlot1 = UI_CreateCompent( frmReward, COMMAND_ONE_TYPE, "cmdItemSlot1", 32, 32, 69, 73 ) UI_SetIsDrag( cmdItemSlot1, FALSE ) cmdItemSlot2 = UI_CreateCompent( frmReward, COMMAND_ONE_TYPE, "cmdItemSlot2", 32, 32, 118, 73 ) UI_SetIsDrag( cmdItemSlot2, FALSE ) cmdItemSlot3 = UI_CreateCompent( frmReward, COMMAND_ONE_TYPE, "cmdItemSlot3", 32, 32, 167, 73 ) UI_SetIsDrag( cmdItemSlot3, FALSE ) cmdItemSlot4 = UI_CreateCompent( frmReward, COMMAND_ONE_TYPE, "cmdItemSlot4", 32, 32, 216, 73 ) UI_SetIsDrag( cmdItemSlot4, FALSE ) cmdItemSlot5 = UI_CreateCompent( frmReward, COMMAND_ONE_TYPE, "cmdItemSlot5", 32, 32, 265, 73 ) UI_SetIsDrag( cmdItemSlot5, FALSE ) cmdItemSlot6 = UI_CreateCompent( frmReward, COMMAND_ONE_TYPE, "cmdItemSlot6", 32, 32, 314, 73 ) UI_SetIsDrag( cmdItemSlot6, FALSE ) ---------------------------------------------------------------------------------------------------- Mod customization 1) In the GetRewardArray(role) function, write the code that will generate the chain of rewards for the character role for the next seven days. The function must return a table of 7 elements with fields id and number, where id is the ID of the item that is issued as a reward, and number is the number of items in the reward. Each element corresponds to its own day (1st element is the first day, 2nd element is the second day, and so on). Example: function GetRewardArray(role) local items = { -- Day 1: Apple x 20 {id = 1847, number = 20}, -- Day 2: Bread x 40 {id = 1848, number = 40}, -- Day 3: Cake x 60 {id = 1849, number = 60}, -- Day 4: Fairy coin x 55 {id = 855, number = 55}, -- Day 5: Fairy ration x 15 {id = 227, number = 15}, -- Day 6: Bread x 99 {id = 1848, number = 99}, -- Day 7: Cake x 99 {id = 1849, number = 99} } return items end Item IDs and their number can be generated randomly or depending on the character's race, profession, etc 2) By default, the reward period is 24 hours. You can change this value in the mod server-side source code (pkodev.mod.reward.server project, structure.h file), then compile the project: // Reward interval in seconds static const unsigned int interval{ 24 * 60 * 60 }; // 24 hours 3) No client side configuration required. Old style GUI (Thanks to @Masuka00!) main.clu: -- Close button btnClose = UI_CreateCompent( frmReward, BUTTON_TYPE, "btnClose", 14, 14, 342, 4 ) UI_LoadButtonImage( btnClose, "texture/mods/pkodev.mod.reward/main.png", 14, 14, 271, 174, TRUE ) UI_SetButtonModalResult( btnClose, BUTTON_CLOSE ) Download Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  10. Ideas for mods This topic discusses ideas for creating new mods, as well as for improving existing ones.
  11. [Mod] Server time The mod adds a text label with a clock to the game - the current server time. The server time is taken from the packet ID: 940 that the server sends to the client upon connection, for example: [01-17 10:44:47:879] The clock label is bound to the minimap form "frmMinimap" from the GUI script file "\scripts\lua\forms\minimap.clu". Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.clock; Version: 1.0; Author: V3ct0r; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4 and GAME_13X_5. Installation 1) In the "mods" directory of your client, create a "pkodev.mod.clock" folder; 2) Place into it the mod DLL file "pkodev.mod.clock.client.13x_<ID>.dll" for your version of Game.exe; 3) Place into it the mod settings file "pkodev.mod.clock.cfg" and write to the file the desired server time output format in accordance with the documentation for the strftime() function. For example, the format: Server time: %H:%M:%S %d.%m.%y May give the following output: Server time: 10:51:20 17.01.2022 4) In the GUI script file "\scripts\lua\forms\minimap.clu" add the code for the "labClock" text label, which will be responsible for displaying the server time: ------------------------------------------------------------------------------------------ -- Clock label ------------------------------------------------------------------------------------------ labClock = UI_CreateCompent(frmMinimap, LABELEX_TYPE, "labClock", 20, 15, 20, 220) UI_SetCaption(labClock, "Clock") UI_SetTextColor(labClock, COLOR_WHITE) UI_SetLabelExFont(labClock, DEFAULT_FONT, TRUE, COLOR_BLACK) ------------------------------------------------------------------------------------------ Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  12. Bugs This topic publishes and discusses bugs that were found in certain mods based on the results of their testing and usage. 1. Change the size of the monsters - After an indefinite time, the enlarged character model returns to normal size (@Fomin). 2. Displaying the cooldown of skills - When teleporting or re-entering the game, the display of the cooldown time of skills disappears (@Fomin). 3. Displaying coordinates under the NPC - Sometimes instead of the name of the player's character, the name of a random NPC is displayed (@dragontechi). 4. 60 frames per second (60 FPS) - After installing the mod, the frame rate does not change (@dragontechi, @squaller). 5. Disabling password verification when entering into the in-game shop (IGS) - The store does not display the number of crystals on the account (@Tera). 6. Editing the limits of .txt tables - GameServer.exe has undefined behavior when changing the skillinfo.txt limit. For example, only Sleepy snails spawn at the entrance to Argent (@Greaux). 7. Displaying the level of items on their icons ("smart icons") - Client closes with mod version for Game.exe GAME_13X_1 (@small666). Updated 03/03/2022 I thank everyone for the feedback and ask you to tell about all the bugs found in this thread, or directly in topics with mods. When publishing a bug report, please write the following information: 1) The name of the mod; 2) Description of the bug; 3) Version ID of your .exe file (GAME_13X_0 ... GAME_13X_5, GAMESERVER_136, GAMESERVER_138); 4) Are there any other modifications and patches in the .exe file? 5) What other mods for PKOdev.NET mod loader are installed?
  13. [Mod] Colored GM messages (GM notice) This mod allows you to send colored GM messages to players (see screenshot above) using the input field in the game client (ALT + P), or using the GMNotice() function. To make the text of the message colored, you should write the following code at the beginning of the message: {color:color}Message The message color is specified in RGB format as a hexadecimal number (FFRRGGBB). The following example will send the GM message "Hello PKOdev.NET" to the players in orange: {color:FFFF8000}Hello PKOdev.NET! You can also use the GMNotice() function: GMNotice("{color:FFFF8000}Hello PKOdev.NET!") Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.colorgmnotice; Version: 1.0; Author: V3ct0r; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5. Installation Place the mod DLL file "pkodev.mod.colorgmnotice.client.13x_<ID>.dll" for your version of Game.exe into the "mods" folder of the game client. Download 1) Binary release; 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  14. [Mod] Editing the limits of .txt tables With the help of this mod for the "PKODev.NET mod loader" system, you can easily edit the limits for .txt/.bin files of the client and server without the need to edit Game.exe and GameServer.exe in the HEX editor. The limits are edited in the text file pkodev.mod.tablelimit.cfg: areaset = 300 character_lvup = 120 characterinfo = 2500 forgeitem = 12 hairs = 500 int_cha_item = 32 iteminfo = 6000 lifelvup = 1000 saillvup = 1000 shipinfo = 120 shipiteminfo = 500 skilleff = 240 skillinfo = 500 characterposeinfo = 100 chaticons = 100 elfskillinfo = 100 eventsound = 30 itempre = 100 itemrefineeffectinfo = 5000 itemrefineinfo = 20000 itemtype = 100 magicgroupinfo = 10 magicsingleinfo = 100 mapinfo = 100 musicinfo = 500 notifyset = 100 objevent = 10 resourceinfo = 3000 sceneffectinfo = 14000 sceneobjinfo = 800 selectcha = 60 serverset = 100 shadeinfo = 14000 stoneinfo = 100 terraininfo = 100 It is not necessary to write to the file all limits If you need to edit only some of them: iteminfo = 12000 characterinfo = 6000 mapinfo = 500 GameServer.exe tables (13) Game.exe tables (31) Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.tablelimit; Version: 1.0; Author: V3ct0r; Type: for client and server (Game.exe and GameServer.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5, GAMESERVER_136 and GAMESERVER_138. Installation 1) In the "mods" directory of your server or client, create a "pkodev.mod.tablelimit" folder; 2) Place into it the mod DLL file "pkodev.mod.tablelimit.<client/server>.<x>.dll" for your version of Game.exe or GameServer.exe; 3) Place into it the mod settings file "pkodev.mod.tablelimit.cfg"; 4) Edit the "pkodev.mod.tablelimit.cfg" file at your own discretion - specify the required limit values for each .txt/.bin table file: <table_name> = <value> Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  15. [Mod] GateServer extension for "offline" stall server (StallServer) This modification of GateServer is designed to determine the IP addresses of clients that are behind the "offline" stall server (StallServer). Since StallServer is essentially a proxy server through which the client (Game) connects to the game server (GateServer), the GateServer will not "see" the real IP address of the client, and in logs and database all players will have the same StallServer IP address (for example, 127.0.0.1 if both GateServer and StallServer are running on the same machine). To solve this problem, StallServer writes the client's IP address to the login packet, which requires GateServer to be modified to read the IP address from the packet and bind it to the client. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.stallip; Version: 1.0; Author: V3ct0r; Type: for client (Game.exe); Supported executable .exe files: GATESERVER_138. Installation Place the mod DLL "pkodev.mod.stallip.gate.138.dll" into the "mods" folder in root GateServer directory. Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  16. [Mod] Medals (necklaces) with titles The modification allows you to create medals (necklaces) with different titles that appear in brackets before the name of the character (see screenshot). Also, these necklaces allow you to change the color of the names of the characters. The text, color of the title and color of the character's name are specified in the file ItemInfo.txt for items with type 25 (necklace). 1) The text of the title is specified in the description of the item The maximum title length is 15 symbols; 2) The color of the title is specified in the 5th field instead of model for Lance. Color has format FFRRGGBB; 3) The color of the name is specified in the 6th field instead of model for Carsise. Color has format FFRRGGBB; Some examples of medals with titles: XXXX Medal 1 (Red Admin) l0005 10130005 FFFF0000 0 0 0 0 0 25 0 0 0 0 0 1 1 1 1 1 1 32 -1 1 -1 0 0 5 -1 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 0,1000 10000,10000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Admin XXXX Medal 2 (Green maindev) l0005 10130005 FF00FF00 0 0 0 0 0 25 0 0 0 0 0 1 1 1 1 1 1 32 -1 1 -1 0 0 5 -1 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 0,1000 10000,10000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 maindev XXXX Medal 3 (Blue PkoDEV) l0005 10130005 FF0000FF 0 0 0 0 0 25 0 0 0 0 0 1 1 1 1 1 1 32 -1 1 -1 0 0 5 -1 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 0,1000 10000,10000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 PkoDEV Example of medal with title and colored character name: XXXX Medal 2 l0005 10130005 FF00FF00 FFFF8000 0 0 0 0 25 0 0 0 0 0 1 1 1 1 1 1 32 -1 1 -1 0 0 5 -1 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 0,1000 10000,10000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 PKOdev.NET Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.title; Version: 1.0; Author: V3ct0r; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5. Installation 1) In the "mods" directory of your client, create a "pkodev.mod.title" folder; 2) Place into it the mod DLL file "pkodev.mod.title.client.13x_<ID>.dll" for your version of Game.exe; 3) Add new medals (necklaces) with titles to the file ItemInfo.txt of the server and client according to the example from the topic header. Compile ItemInfo.txt for the client. Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  17. [Mod] Flying effect for wings The mod allows you to add a flight effect to any wings (items with type 44). Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.wings; Version: 1.0; Author: V3ct0r; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5. Installation 1) In the "mods" directory of your client, create a "pkodev.mod.wings" folder; 2) Place into it the mod DLL file "pkodev.mod.wings.client.13x_<ID>.dll" for your version of Game.exe; 3) Place into it the mod settings file "pkodev.mod.wings.cfg" and write in the file a list of wings IDs (from ItemInfo.txt) with a flying effect. Each new ID is written on a new line: 935 936 937 Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  18. [Mod] 60 frames per second (60 FPS) This mod increases the graphics rendering speed of the game client from 30 to 60 frames per second. The mod has several problems: 1) When movement speed is too quick, the player's character can be thrown back; 2) When rmovement speed is too quick, the map, NPCs, monsters and players may not have time to load; 3) Animations of characters and objects are played too fast. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.60fps; Version: 1.0; Author: V3ct0r, BotPRO; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5. Installation 1) In the "mods" directory of the game client, create a folder named "pkodev.mod.60fps"; 2) Place the DLL file of the mod "pkodev.mod.60fps.client.13x_<ID>.dll" for your version of Game.exe into the folder "mods\pkodev.mod.60fps" of the game client; 3) Place the mod DLL file "pkodev.mod.60fps.impl_<ID>.dll" for your of version Game.exe into the folder "mods\pkodev.mod.60fps\impl" of the game client. Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  19. [Mod] Social buttons (Discord, Youtube, Twitch and etc) The mod allows you to add social buttons to the game, by clicking on which the player will be redirected to the corresponding resource on the Internet using the URL specified in the mod settings, for example, to the Discord server, to the Youtube channel, to the Facebook group. Buttons are bound to the minimap form ("frmMinimap"). Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.social; Version: 1.0; Author: V3ct0r; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5. Installation 1) In the "mods" directory of your client, create a "pkodev.mod.social" folder; 2) Place into it the mod DLL file "pkodev.mod.social.client.13x_<ID>.dll" for your version of Game.exe; 3) Place into it the mod settings file "pkodev.mod.social.cfg"; 4) In the GUI scripts of the game client, add the required social buttons to the minimap form (form "frmMinimap" from the file "minimap.clu"), for example: btnFacebook = UI_CreateCompent(frmMinimap, BUTTON_TYPE, "btnFacebook", 24, 24, 0, 180) UI_LoadButtonImage(btnFacebook, "texture/mods/pkodev.mod.social/social.png", 24, 24, 0, 0, FALSE ) btnDiscord = UI_CreateCompent(frmMinimap, BUTTON_TYPE, "btnDiscord", 24, 24, 28, 180) UI_LoadButtonImage(btnDiscord, "texture/mods/pkodev.mod.social/social.png", 24, 24, 24, 0, FALSE ) btnYoutube = UI_CreateCompent(frmMinimap, BUTTON_TYPE, "btnYoutube", 24, 24, 56, 180) UI_LoadButtonImage(btnYoutube, "texture/mods/pkodev.mod.social/social.png", 24, 24, 48, 0, FALSE ) btnTwitch = UI_CreateCompent(frmMinimap, BUTTON_TYPE, "btnTwitch", 24, 24, 84, 180) UI_LoadButtonImage(btnTwitch, "texture/mods/pkodev.mod.social/social.png", 24, 24, 72, 0, FALSE ) btnTwitter = UI_CreateCompent(frmMinimap, BUTTON_TYPE, "btnTwitter", 24, 24, 112, 180) UI_LoadButtonImage(btnTwitter, "texture/mods/pkodev.mod.social/social.png", 24, 24, 96, 0, FALSE ) 5) Add social buttons to the mod settings file "pkodev.mod.social.cfg" in the following format: <button_name> = <URL> For the buttons from the example above: btnFacebook = https://facebook.com/ btnDiscord = https://discord.com/ btnYoutube = https://www.youtube.com/ btnTwitch = https://www.twitch.tv/ btnTwitter = https://twitter.com/ Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  20. [Mod] Displaying servers response time ("ping") on the server selection form Next to each server on the server selection form, their response time ("ping") is displayed. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.ping Version: 1.0; Author: V3ct0r; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4 and GAME_13X_5. Installation Place the mod DLL file "pkodev.mod.ping.client.13x_<ID>.dll" for your version of Game.exe into the "mods" folder of the game client. If necessary, configure the GUI scripts of the server selection form "frmServer" (file "\scripts\lua\forms\login.clu"). Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  21. [Mod] Displaying the player's character level next to its name This mod allows you to display the level of the player's character next to its name (see screenshot above). Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.namelevel; Version: 1.0; Author: V3ct0r; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5. Installation 1) In the "mods" directory of your client, create a "pkodev.mod.namelevel" folder; 2) Place into it the mod DLL file "pkodev.mod.namelevel.client.13x_<ID>.dll" for your version of Game.exe; 3) Place into it the mod settings file "pkodev.mod.namelevel.cfg"; 4) In the file "pkodev.mod.namelevel.cfg" write the desired displaying format for the level and character name, for example, format: Lv{:level:} {:name:} where {:level:} will be replaced by the mod for the character's level, and {:name:} - for the character's name. in the game will give the result: Lv80 V3ct0r Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  22. [Mod] Disabling password verification when entering into the in-game shop (IGS) When entering the in-game shop, the player is required to enter a secret code from their account. Entrance to the store is possible only with the correct secret code. Some administrators find this not very convenient, so I decided to develop a modification for the client and server that will allow you to disable the verification of the secret code. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.noigspwd; Version: 1.0; Author: V3ct0r; Type: for server (GameServer.exe) and client (Game.exe); Supported executable .exe files: GAMESERVER_136, GAMESERVER_138, GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5. Installation 1) Place the mod DLL file "pkodev.mod.noigspwd.client.13x_<ID> .dll" for your version of Game.exe into the "mods" folder of the game client; 2) Place the mod DLL file "pkodev.mod.noigspwd.server.<ID>.dll" for your version of GameServer.exe into the "mods" folder of the GameServer; Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  23. [News] Mod source codes have been moved to GitHub The source codes of all mods I authored from the section "Mods for client and server (PKOdev.NET mod loader)" can now be found in their corresponding repositories on GitHub. There you can also download the latest binary releases of mods in the form of .dll libraries, as well as all the necessary resources for their work: .cfg settings files, scripts, textures and other ones. Previously, mods were stored in Google Drive cloud storage, which is not very convenient for this kind of projects.
  24. [Mod] Full area map for the region As you know, only the three main regions (Ascaron, Magic Ocean and Deep Blue) have a full area map. When the player presses the "Map" button under the minimap to open the full map of the area, the client sends a packet to the server with the appropriate request. The server reads this packet, decides if the region the player is currently in has a full map, and sends a response to the client. If the answer is "yes", then the client show a large map to the player. If "no", then the player receives the message "This area does not have a full map" in the system: "This area does not have a full map" This mod allows you to add full maps for any region: Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.fullmap; Version: 1.0; Author: V3ct0r; Type: for server (GameServer.exe); Supported executable .exe files: GAMESERVER_136, GAMESERVER_138. Installation 1) In the "mods" directory of your GameServer, create a "pkodev.mod.fullmap" folder; 2) Place into it the mod DLL file "pkodev.mod.fullmap.server.<ID>.dll" for your version of GameServer.exe; 3) Place into it the mod settings file "pkodev.mod.fullmap.cfg" and write in it a list of map names for which you want to add a full map. The name of each map is written on a new line: darkswamp garner2 puzzleworld puzzleworld2 Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  25. [Mod] Cleaning up chats The mod allows GM and HD to delete all messages in players chats (local, world, trade, party, guild, PM, camp). To do this, on the server side for GameServer, the ClearChat(role) lua function is implemented, into which the descriptor of the character controlled by the administrator is passed. Thus, it is possible, for example, to implement a GM command that will clear chats (if there are HandleChat() and GetGmLv() functions present in GameServer.exe). function HandleChat(role, msg) if (msg == "&clearchat") then if (GetGmLv(role) == 99) then ClearChat(role) else SystemNotice(role, "Not enough access!") end return 0 end return 1 end The disadvantage of the mod is that it deletes all chats at once without the ability to specify specific channels. That is, along with the general channels (world, trade, local), the channels with messages to the guild, party, camp and PM will also be cleared. It should also be remembered that the player can remove the .dll mod library from the client and chats will no longer be cleared on command from the server. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.clearchat; Version: 1.0; Author: V3ct0r; Type: for client (Game.exe); Supported executable .exe files: GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4, GAME_13X_5. Installation Client: Place the mod DLL file "pkodev.mod.clearchat.client.13x_<ID>.dll" for your version of Game.exe into the "mods" folder of the game client. Server: 1) Create a file named "pkodev.mod.clearchat.lua" in the following server directory: \GameServer\resource\script\calculate\mods 2) Write the following code into it: -- Print a log print("Loading pkodev.mod.clearchat.lua") -- Clear all chats function ClearChat(role) -- Get moderator's name local name = GetChaDefaultName(TurnToCha(role)) -- Send system command Notice("{system:clearchat}") -- Send message to all players Notice(string.format("Chats have been cleared by moderator [%s]!", name)) end 3) Include the "pkodev.mod.clearchat.lua" file at the beginning of the SkillEffect.lua file (\GameServer\resource\script\calculate) : dofile(GetResPath("script\\calculate\\mods\\pkodev.mod.clearchat.lua")) 4) Use the ClearChat() function to clear chats as you wish. Download 1) Binary release (.dll); 2) The source code of the mod for Visual Studio 2019 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
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