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  1. [Mod] Increasing the characteristics of a character by holding the left mouse button This modification for the game client adds the feature to automatically upgrade the characteristics of a player's character by holding the left mouse button on the "+" button next to corresponding characteristic on the "Character" form. The modification based on @Graf's topic: Information about the modification Name: pkodev.mod.statsclicker; Version: 1.0; Author: V3ct0r; Type: for the game 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. Installing the modification 1. Install mod loading system pkodev.mod.loader if it hasn't already been installed; 2. Place the mod DLL file pkodev.mod.statsclicker.client.13x_{ID}.dll for your version of Game.exe in the mods folder of the game client; 3. Modification installed! Download 1) Modification binary files for the client (.dll); 2) Repository on GitHub with the source code of the modification for Visual Studio 2022 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  2. [Mod] Panel of defeated characters The mod adds a panel of defeated characters to the game, similar to FPS games like Counter-Strike, Call of Duty, Battlefield and others. Some features of the mod: 1) The panel is a list of records of the form: [Name of the winning character] [Icon of the skill or weapon] [Name of the defeated character] (see screenshot above); 2) The names of the winning and defeated characters are highlighted in color depending on the degree of friendliness towards the player's character: green - ally, red - enemy; 3) The panel can be customized. The customization process will be shown below. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.defeated; Version: 1.0; Author: V3ct0r; Type: for client (Game.exe) and server (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. Server 1.1 Place the DLL file of the mod "pkodev.mod.defeated.server.<VERSION>.dll" for your version of GameServer.exe and the settings file "pkodev.mod.defeated.json" (v1.0.0-server) into the folder "GameServer\mods\pkodev.mod.defeated"; 1.2 Open the mod settings file "GameServer\mods\pkodev.mod.defeated\pkodev.mod.defeated.json" in any text editor and write the list of maps (dungeons) on which the mod will work in the following format: { "maps" : [ "garner", "magicsea", "darkblue" ] } 2. Client 2.1 Place the DLL file of the mod "pkodev.mod.defeated.client.13x_<ID>.dll" for your version of Game.exe and the configuration file "pkodev.mod.defeated.json" (v1.0.0-client) into the folder "Client\mods\pkodev.mod.defeated"; 2.2 Open the mod settings file "Client\mods\pkodev.mod.defeated\pkodev.mod.defeated.json" in any text editor and write the required parameters into it: { "debug":false, "hideTime":5000, "maxItems":5, "itemStep":24, "pos":{ "x":460, "y":8 }, "align": { "x":"right", "y":"top" } } debug - debug mode. true - enabled, false - disabled; hideTime - time in milliseconds after which the next record on the panel will be hidden; maxItem - maximum number of records on the panel; itemStep - vertical step between records in pixels; pos - coordinates (X, Y) of the panel; align - the parameter sets the relativity of the coordinates (X, Y) of the panel. For X: left - the coordinate will be measured relative to the left edge of the client window, right - relative to the right edge. For Y: top - the coordinate will be measured relative to the top edge of the client window, bottom - relative to the bottom edge. To adjust the position of the panel, it is convenient to turn on the debug mode ("debug":true). In this case, at the specified coordinates (X, Y), the panel will appear in a frame that displays the maximum dimensions of the panel: Download 1) Actual mod binaries (.dll) and the settings file (.json) for server side; 2) Actual mod binaries (.dll) and the settings file (.json) for client side; 3) The source code of the mod for Visual Studio 2022 Community (C++). If you encounter any problem, bug or have any questions, then feel free to write in this thread.
  3. [Mod] Change the size of the monsters This mod allows you to edit the scale of the characters (see screenshot above). Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.mobsize; Version: 1.0; Authors: @VItal13, 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.mobsize" folder; 2) Place into it the mod DLL file "pkodev.mod.mobsize.client.13x_<ID>.dll" for your version of Game.exe; 3) Place into it the mod settings file "pkodev.mod.mobsize.cfg" and write in the file a list of characters scales* in the following format: <Monster ID>{<Scale X>;<Scale Y>;<Scale Z>} Example, for "Forest Spirit" ID 103: 103{2.5;2.5;2.5} * Each new monster 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 additional parameters on the form with character characteristics (frmState) Each character has about 74 characteristics, but only some of them are displayed on the "Character" form. This mod allows you to add additional parameters to the form with the character's characteristics (frmState), for example, "luck", "movement speed", "critical hit chance" and others. Requirements Installed mod loading system for server and client (PKOdev.NET mod loader). Modification information Name: pkodev.mod.extendedstats; 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.extendedstats" folder; 2) Place into it the mod DLL file "pkodev.mod.extendedstats.client.13x_<ID>.dll" for your version of Game.exe; 3) Place into it the mod settings file "pkodev.mod.extendedstats.cfg"; 4) Edit the "pkodev.mod.extendedstats.cfg" file at your own discretion: add a list of new text labels with additional character stats in the following format: <label_name> = <characteristic_ID_from_file_AttrType.lua> Example: labLukShow = 30 labMfShow = 38 labCriticalShow = 39 Thus, the "labLukShow" label will display the amount of luck (ATTR_LUK), the "labMfShow" label will display the drop chance (ATTR_MF), and the "labCriticalShow" label will display the critical hit chance (ATTR_CRT). The "AttrType.lua" file is located in the "GameServer\resource\script\calculate" folder on the server side; 5) Add GUI scripts for new text labels to the "preperty.clu" file: -- Lucky labLukShow = UI_CreateCompent( frmState, LABELEX_TYPE, "labLukShow", 26, 8, 16, 370 ) UI_SetCaption( labLukShow, "L" ) UI_SetTextColor( labLukShow, COLOR_PURPLE ) UI_SetLabelExFont( labLukShow, DEFAULT_FONT, TRUE, COLOR_WHITE ) -- Critical chance labCriticalShow = UI_CreateCompent( frmState, LABELEX_TYPE, "labCriticalShow", 26, 8, 80, 370 ) UI_SetCaption( labCriticalShow, "C" ) UI_SetTextColor( labCriticalShow, COLOR_PURPLE ) UI_SetLabelExFont( labCriticalShow, DEFAULT_FONT, TRUE, COLOR_WHITE ) -- MF chance labMfShow = UI_CreateCompent( frmState, LABELEX_TYPE, "labMfShow", 26, 8, 144, 370 ) UI_SetCaption( labMfShow, "M" ) UI_SetTextColor( labMfShow, COLOR_PURPLE ) UI_SetLabelExFont( labMfShow, DEFAULT_FONT, TRUE, COLOR_WHITE ) 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. Anybody can help me with this, looks the characters have no animation for attack, he kill mobs, but with no movements looks he is in a short loop, any idea how to fix it ? and what archives made this actions... ps: sorry for bad english
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