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[Tweak] Screenshots in one folder Hello friends! In this thread, I want to talk about a small client tweak that will allow you to save screenshots of the gameplay directly in the "screenshot" folder. Originally, the client creates screenshots in the "screenshot\1", "screenshot\2", "screenshot\3" ... "screenshot\N" subfolders, which may not be very convenient for searching and viewing screenshots. Actually, the participant of our forum @dragontechi faced this problem: To fix this inconvenience of storing screenshots, you need to make the following changes to the client: 1) Open the game engine DLL "MindPower3D_D8R.dll" (located in the "system" folder) in any HEX editor, for example, in HxD; 2) Search for the line: screenshot\%d\ and replace it with the following: screenshot\%d_ 3) Next, find the sequence of bytes: E8 83 2C F9 FF and replace them with: 90 90 90 90 90 4) Now find the bytes: C7 85 74 FF FF FF 00 00 00 00 B8 01 00 00 00 85 C0 74 53 8B 85 74 FF FF FF 50 and replace them with: 6A 00 E8 84 E9 16 00 83 C4 04 50 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 5) Save the changes made in the file "MindPower3D_D8R.dll". The result will be the following: All screenshots are now stored in the same "screenshot" folder. Additionally, the title of each screenshot contains the timestamp when it was created (in the context of the time of the operating system on which the client was running at the time the screenshot was created). Thank you for attention!
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The source code is available! Dear PkoDev.Net community members, Today we are releasing TOP/PKO source codes and it means that they will be available to everyone. I'd really want to thank our friendly and cohesive community for helping us in the fundraising event. Thank you for your help! I wish you best of luck in the studying process and I hope they will help us to make the game better! Congratulations! Special thanks to: RU: ZEST Online Team (@e1mer), World of Chaos Team (@NMS3RR), Mordo Online Team, @Chad, @insider, @V1tor, @Chudik, @BotPRO, @BETEP/macs509, @lyon, @Am*n9ma (Pastuh). EN: @KONG, @Wrexor, @Yudha, @Jones, @Andy, @Foxseiz, @Andrew, @Lucky, @Sea King, @DevMorgan, @LazyKid, @Sultan, @TheLegend, @Onioni, @7n6, @GustavoHMA, @Xeon, @Ishcurry. Soon you'll see different kind of tutorials regarding work with the source code (code modifications, explanation). You can get link to download the source code from attachment (Source Code.txt)
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Hello and Welcome Everyone! I am Fhandror and i bring to you my latest Plug&Play Kit, a "All You Need Kit" for PKO 2.4(2.7) offline server and client, the kit contains: All Server Files 2.4(2.7) you gonna need IGS 100% working + Xer0 Shop Manager Powerful Client 2.4(2.7) ready to go Everything is pre-configured and done, you just need to follow the video tutorials to "plug" it into your PC 2 Video Guides that shows everything you need to do, step by step, including how to add items and crystals to the IGS , in case you can't watch it from YouTube Maps and Apparels ready for implementation and some other projects too, like Admirals Cape All the Tools you gonna need, even Yammi Map Editor GM Commands Guide Both SQL Server 2012 and SQL Server Management Studio 2012 All pre-configured to a offline server, ready to go, and the link is from Media Fire, so no more you have to suffer people putting links from Megaupload, so you don't need to worry about download limits. This files are NOT mine, this Kit is meant to help everyone that passes by the troubles that i did in searching this pkodev website, almost no guides step-by-step, people just posting codes and saying "this is a guide" and leaving you to figure it all out by your own, never again my friend! BECAUSE NOW YOU HAVE THIS KIT! FOR YOU! FOR FREE! Here are the links: Download Plug'n Play Kit: https://www.mediafire.com/file/hzf2euxej0zc8s1/PKO_II_-_Full_Kit_-_Client_%26_Server_2.4_%282.7%29_-_Plug_%26_Play.rar/file YouTube Videos part 1: part 2
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[Mod] Contracts system This system is a "Monster Hunt" type quest, the purpose of which is to defeat a certain amount of specific monsters. A player is given a special item - “Contract”, which indicates which monster and how many the player have to defeat. As monsters are defeated, the player's current progress is updated in the "Contract". After defeating the required number of monsters, the "Contract" is considered completed, and the player can receive a reward by using the "Contract" item. The system consists of a pkodev.mod.loader modification for the game client (Game.exe) and a Lua script for the game server (GameServer.exe). Modification of the client is necessary to visualize the specified characteristics of the item in the hint field for the "Contract" when the player hover the mouse cursor over it's item. The target monster ID, the number of monsters already defeated, and the number of monsters needed to complete the "Contract" are stored in the following item stats: ITEMATTR_VAL_STR, ITEMATTR_VAL_DEX, and ITEMATTR_VAL_AGI, respectively. The purpose of the mod is to display these item characteristics in a form understandable to the player. For example, if ITEMATTR_VAL_STR = 103, ITEMATTR_VAL_DEX = 5, and ITEMATTR_VAL_AGI = 10, then the player will see the following information when hovering the mouse over "Contract": Hunt: 'Forest Spirit' x 10 Progress: 5 / 10 The Lua script for the game server is the core of the Contracts system, which contains the System settings and the logic of its operation. For example, when defeating next monster, the script will search the character's inventory for a suitable active "Contract", and if such the item is found, the System will update its state. An important setting of the script is the function that is necessary for issuing a reward after the player successfully completes the "Contract". Some features of the System: 1. "Contract" can be picked up, thrown away, transferred to another player, put in a bank or sold; 2. If a player has multiple "Contracts" in his inventory to hunt the same monster, then when defeating this monster, the "Contract" is selected randomly; 3. To receive a reward after completing a "Contract", the player should use an item of the "Contract", for example by double-clicking on it. The player will see a corresponding message in the system chat if the "Contract" has not yet been completed; 4. The content and amount of the reward are determined by the administrator in a special function of the System script; 5. ID and item type for "Contract" must be unique and set by the administrator in the System settings. The default item type is 99, the default item ID is undefined. Information about the modification Name: pkodev.mod.contract; Version: 1.1; Author: V3ct0r; Type: for the game client (Game.exe); Supported executable files (.exe): GAME_13X_0, GAME_13X_1, GAME_13X_2, GAME_13X_3, GAME_13X_4 and GAME_13X_5. Installing the Contracts system Game server 1. Add a "Contract" item to the GameServer\resource\ItemInfo.txt file. To do this, select any suitable ID (XXXX) and item type (99 by default): 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! 2. Place Lua script pkodev.contract.lua in GameServer\resource\script\calculate\mods directory (create mods folder if necessary). 3. Open the pkodev.contract.lua file and configure it as follows: 3.1 Write the "Contract" item ID from ItemInfo.txt (XXXX) to the item_id variable: item_id = XXXX, 3.2 In the CompletionCallback() function, write a code that will give players a reward after completing "Contracts". By default, the function gives a player 1,000 gold coins, a random item (Refining Gem x 1, or Gem of Rage x 2, or Cake x 60, or Fairy of Luck x 1) and launches fireworks: CompletionCallback = function(role, item) -- Give 1,000 gold AddMoney (role, 0, 1000) -- Set of items local arr = { {id = 885, count = 1 }, -- Refining Gem x 1 {id = 863, count = 2 }, -- Gem of Rage x 2 {id = 1849, count = 60}, -- Cake x 60 {id = 231, count = 1 } -- Fairy of Luck x 1 } -- Give a random item local idx = math.random(1, table.getn(arr)) GiveItem(role, 0, arr[idx].id , arr[idx].count, 4) -- Launch fireworks PlayEffect(role, 361) end 3.3 Open the file GameServer\resource\script\calculate\SkillEffect.lua and at the very beginning write the line: dofile(GetResPath("script\\calculate\\mods\\pkodev.contract.lua")) 4. The Contracts system has been successfully installed on your server. Congratulations! Also take a look at @Angelix's Contract System script implementation. It is more flexible and advanced than the one suggested above. Description of the script and installation instructions can be found in the corresponding topic: Game client 1. Add a "Contract" item to the Client\scripts\table\ItemInfo.txt file (see above "Installing the Contracts system" > "Game server" > point 1). Compile ItemInfo.txt. 2. Add to the file Client\scripts\table\StringSet.txt the following strings that a player will see when hovering the mouse over the "Contract": [1000] "(Completed)" [1001] "(Active)" [1002] "Hunt: '{0}' x {1}" [1003] "Progress: {0} / {1}" Note 1: If IDs of strings 1000 - 1003 are already taken, then write any free IDs instead. Note 2: After adding these strings to the StringSet.txt file, delete the StringSet.bin file if it exists, otherwise the changes will not be applied. Note 3: In string 1002, marker {0} is the name of the monster, and {1} is the number of monsters to defeat. In string 1003 marker {0} indicates the number of monsters already defeated, marker {1} is similar to string 1002. 3. Install mod loading system pkodev.mod.loader if it hasn't already been installed. 4. Place the mod DLL file pkodev.mod.contract.client.13x_{ID}.dll for your version of Game.exe and the mod settings file pkodev.mod.contract.json in the mods\pkodev.mod.contract folder of the game client. 5. Open the mod's settings file pkodev.mod.contract.json and write the following parameters into it according to your choice: 1. itemType - type of the item "Contract" specified in the ItemInfo.txt file. The default value is 99. 2. colorCompleted - the color of the "(Completed)" label in the hint for the "Contract" item in the format 0xAARRGGBB. The default value is 0xFF00FF00 (Green). 3. colorActive - the color of the "(Completed)" label in the hint for the "Contract" item in the format 0xAARRGGBB. The default value is 0xFFFFA500 (Orange). 4. STRING_001 - string ID for the "(Completed)" label from the StringSet.txt file. The default value is 1000. 5. STRING_002 - string ID for the "(Active)" label from the StringSet.txt file. The default value is 1001. 6. STRING_003 - string ID for the "Hunt: '{0}' x {1}" label from the StringSet.txt file. The default value is 1002. 7. STRING_004 - string ID for the "Progress: {0} / {1}" label from the StringSet.txt file. The default value is 1003. Note: This file can be left unchanged if you used the default values in the ItemInfo.txt and StringSet.txt files. 6. The contracts system setup for the game client is now complete! Creating "Contracts" and issuing them to the players "Contracts" are created using the contract.create() function, which takes as its arguments the handle of a character to which the contract is to be issued, the ID of a monster a player will need to defeat, and a number of monsters that the player have to defeat. As a result, the function returns a tuple of three elements: success flag, new item descriptor, and item slot number in the character's inventory. 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 the result, a "Contract" will be created to defeat the seven Forest Spirits, which will appear in the inventory of the role character. In case of an error, the function will return the value LUA_FALSE to the ret variable and write a log message to the pkodev.contract.txt file. Note: Creation of "Contracts" can be organized, for example, through a special NPC or other item. Useful links 1) Modification binary files for the client (.dll); 2) The file with the modification settings for the client (pkodev.mod.contract.json); 3) Repository on GitHub with the source code of the modification for Visual Studio 2022 Community (C++); 4) Lua script of the Contracts system for the game server; 5) ItemInfo.txt with an example of the "Contract" item; 6) Strings for the file StringSet.txt; 7) Mod loading system pkodev.mod.loader. If you encounter any problem, bug or have any questions, then feel free to write in this thread.
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Mod Flying effect for wings
V3ct0r posted a topic in Mods for client and server (PKOdev.NET mod loader)
[Mod] Flying effect for wings This modification for the game client allows you to add a flight effect to any Wings (items with type 44), similar to the effect of the Wings of Rebirth. Information about the modification Name: pkodev.mod.wings; Version: 1.1; 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. 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.wings.client.13x_{ID}.dll for your version of Game.exe and the mod settings file pkodev.mod.wings.cfg in the mods\pkodev.mod.wings folder of the game client. 3. Open the mod settings file pkodev.mod.wings.cfg and write in it the list of IDs of the wings to which you want to apply the flight effect. Each ID is written on a new line, for example: 935 936 937 This will apply the flying effect to Elven Wings, Butterfly Wings and Angelic Wings respectively. 4. Modification installation completed! Launch the game client and make sure the modification works. 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.- 9 replies
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[Mod] Displaying coordinates under NPC This modification for the game client displays coordinates under non-player characters (NPC) and highlights NPC names in yellow. Information about the modification Name: pkodev.mod.npcpos; Version: 1.1; 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.npcpos.client.13x_{ID}.dll for your version of Game.exe in the mods folder of the game client; 3. Modification installed! Customizing the modification If necessary, the coordinates display format can be changed in the "dllmain.cpp" file in the "void __fastcall hook::CHeadSay__Render(void* This, void*, structure::D3DXVECTOR3& Pos)" function: const std::string text = std::format("({0}, {1})", cha->GetX(), cha->GetY()); The color used to highlight the NPC names can be changed in the same function: utils::set<unsigned int, 0x38>(This, 0xFFFFFF00); // Set NPC color name (Yellow) Note: After the changes are made, you need to rebuild the modification. 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.
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[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.
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[News] Tales of Pirates development project on the Unity3D engine ("Top Mobile") Hello friends! In this news, I want to tell you about the project of porting Tales of Pirates to the Unity3D game engine - Top Mobile. According to the owner of this project, @UnityDev, the work is almost completed: all the main game systems have been implemented and tested, but now there is a difficult task of recreating game locations left. Actually, @UnityDev reached out to our community in order to find people who will help him with the task. Therefore, if you are interested in the project and have some experience with the Unity3D engine, then contact (in English language) @UnityDev on Discord: MiniMan#9579 The project has a YouTube channel with videos demonstrating how the client works on the new engine: In the first video you can see familiar locations - Argent and Arena Island. PvP is demonstrated between the Sharpshooter and the Crusader. You can notice the elements of the graphical user interface (character characteristics, inventory, controls for the touch screen). At the end of the video, the chat is shown. The second video shows the process of completing the quest in the Silver Mines location, the purpose of which is to hunt for local inhabitants - Moles, Bats and Mud Monsters. New GUI elements also appear here - an avatar with HP and MP of the player's character and a minimap. Judging by the characteristic glow, gems are inserted into the player's weapons. At the end of the video we see the Icicle Castle fountain. A short interview with @UnityDev: V3ct0r: Hello and welcome to our forum! If you don't mind, I would like to ask you a few questions. UnityDev: Hi, V3ct0r. V3ct0r: Are you working on the project alone or do you have a team? UnityDev: I mostly work alone, but I hired many professional developers to help me with the project. I'm also the only owner of the project. V3ct0r: How long did it take to work on the project? UnityDev: Actually, this is already my second Tales of Pirates project on the Unity3D engine. For the first one, I hired someone from the ToP community, but we had some problems and I decided to close the project. It was two years ago. I have since started this project. As they say, we learn from mistakes, so this new project should be better. V3ct0r: What programs did you use to extract the assets from the original game client? UnityDev: We used 3D max and Blender. V3ct0r: As far as I understand you have server side and client support multiplayer. Is your Unity3D client compatible with the original server files or is your server a separate development? UnityDev: Yes, at first I thought about making the client compatible with the original server files, but then I decided to abandon this idea, since the original server files have a bunch of exploits and unknown backdoors [vulnerabilities]. So I decided to make my own server side. V3ct0r: Are you a professional game developer or is it just your hobby? UnityDev: I can't say that I am a professional developer, but I have worked a lot with the Unity3D engine and I have very good knowledge on it. Sometimes I have to hire people to do some work that I get stuck with. V3ct0r: Will it be a private development or will you release your work to the public? Do you plan to launch your own server based on this development? UnityDev: I will release my work to the public. Of course, I will launch the server. V3ct0r: How long do you think it will take to release the project? UnityDev: About how long it will take, well, actually, I can already release the beta. Game systems are finished and tested. We have already done a lot of tests and everything works perfectly. All that's left to do is maps [game locations]. As you know, in Unity3D you need to create locations from scratch, and this takes some time. V3ct0r: BTW, my friend and I also once tried to port the game to the Unity3D engine UnityDev: Yes, I have seen your project for a long time ago. You did a great job, but I wonder why you didn't kept working on it. V3ct0r: Thanks a lot for your answers! I will create a news about your project so that the whole community can see it, if you don't mind. UnityDev: Ooh yea that would be cool thank you. Thank you for your attention, I hope you enjoyed it! In my turn, I am glad to support this project in this way and wish it development and good luck!
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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
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[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.
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[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.
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Original thread by @V3ct0r,translation by @Sk3let0n New TOP/PKO Gaming experience from china Hello! In this topic,I want to show you some new game features created by our colleagues from China,we have been told by @Heitor in our chat Discord (server TOP / of PKO / KOP , channel #-general of english ).The user @Sk3let0n has given us a link to their 1st Chinese server where the new features has been implemented as well as @Satan that has given us their second server link,which their features will be discussed: http://www.syhai.com/ http://www.dfgood.com/ Some new features that we know a little of.There's also a question about the Chinese server:The server is an Official or not? Wondered whether they are the original game developers or it is an unique development of this server?Does the server administration work with the developers of this game?Is there still a server with these features? So: 1. Pets, where you can ride a horse - "mounts" (ride-system): 2. New inventory. Now fairy wings driving pets dress in separate slots (inventory interface with new items equipeable [ pet, wings ....]): 3. Talent System (talent interface system): 4. New equipment forging system (special forge system interface): 5. The game client is integrated in bot (auto atk boot system interface in game ): That's all for now.Write in the replies your opinions about these new features!
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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.
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[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.
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*Good afternoon everyone in this group* I introduce myself, I am Tera, a character who started in the world of such of pirates approximately more than 10 years ago, for a long time I was a player on different servers, both official top2 and private, everything was better when there were few servers , but with the passage of time files were released and anyone believed that by editing an NPC or the Iteminfo you were already a developer, with the passage of time I became interested in creating a server and little by little I was looking for information and trying to learn and with the collaboration of serverdev and pkodev we improved and learned a lot, I launched some servers but my knowledge of protection was not very good so they hacked me a few times, so I started working from local in my spare time doing it for fun, everything It was going well when I was bored I went to edit, change, create, until one day I made the mistake of trusting someone who offered me to host my files approximately 3 months by then I did not have a 100% server but I decided to put my files, at first I was suspicious but I already had a lot of editing and wanted to try things from a host, well the truth was my mistake and this person copies my files and now many people they have that file although it is incomplete because I always tried to add more things that is why I am retiring after many years and leaving the public files for anyone who wants to use them since the people who copied it have 0 knowledge and will only seek to get money from it by opening 10 servers close them a month and scam, that's why I tell them not to trust anyone because seeing that a person scams with files that cost you hours of sleep and research is not pretty, the files are not yet 100% but they are more up-to-date and the client the same, the person who copied the files is a certain JaloCruz called Manuel Atencio, do not trust him since he has opened thousands of servers and all of them are bankrupt, the files in itself they are not perfect if you are interested you can use them as you wish. thanks for all PKODEV team Server Files : https://www.mediafire.com/file/ovx65dnncac8mi4/TERAPKO+2.0.rar/file Client Files: https://www.mediafire.com/file/hctgov46eculj51/The+New+World+Online+Client.rar/file Here some images: https://imgur.com/gallery/6wZ7wyt
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Hello everyone, sorry if my English is bad, today I am here to share some files that I took from the public link PKO 2.5 in which I was editing adding running errors that appeared, I had these files for about 1 year in which I was not full but entered to edit I never put these files online and no one else has them. The reason why I am releasing them is that about 2 months ago I changed equipment and the files that I saved in a memory were deleted and I could not recover them, the file that I share is a copy that I found saved in mega that is incomplete with the 50% advance, the rest was lost. These files have: Admiral cloak Quiz and Reward Rare Pets Achievement Many effects Some systems that I don't remember I entered small cities to be able to open all the maps in a single GS, within the files are the databases, I entered swing but replacing the effects of rebirth, when you put the rb, the swing will appear (in the client it is modified but they are not In the wings you will have to add them, just replace the rebirth with the swings and add them in effects) many things were lost, if it works for someone then use them and if you have doubts I will answer them I'm not that good of a scripter but I tried to make a different server but since the time I lost discouraged me, I could never get the game mall working, luck https://mega.nz/file/LR8yDRCZ#Gq7Tsas4gt0Y3MoSO7eaggssZpWV0odx1J0z0ZzQIec https://mega.nz/file/2V0lnBzD#ABVDC2zCNmJjGK4smycZLgbX9XH0uYC1YaVd49YV9h8
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Pirate Royalty - Unreal Engine 5 Project Goal: to bring over the functionality, gameplay mechanics, and story from Tales of Pirates old game client to Unreal Engine and new server infrastructure with improved game experience & modern technology. This topic will help you see the progress and invite you to share some of your feedback/ideas on how to make the project better. Для русско говоряших - пишите на русском, я вас пойму. Не хотел создавать две темы на двух разных языках. Join Discord channel to get most up to date information and images https://discord.gg/5MPvYeg3T6 What has been done so far: New Phyllis Character New Lance Character New Ami Character New Carsise Character Sharding (unlimited number of players) Basic Animations Top view + controls Click to move replication & controls Basic AI + Combat Auto chase mob/target after selection for primary attack Death + Respawn All attributes 100 levels with experience calculation (same experience needed per level as in TOP) Level up effect Attribute based damage calculation with new UI Character creation with stylish haircuts Account creation from game client Healing (sit down ability now holding shift instead of pressing 'insert') Primary attack (Swordman) + animation + effects Concentration skill (Swordman) + animation + effects Taunt skill (Swordman) + animation + effects Will of Steel skill (Swordman) + animation + new visual effects https://youtu.be/JibibQnGX0k Break Armor skill (Swordman) + animation + new visual effects https://youtu.be/ESX24xqWtvs Illusion Slash skill (Swordman) + animation + new visual effects https://youtu.be/vobkWmq0Gbg Tiger Roar (Swordman) + similar animation + new visual effects https://youtu.be/U5ue7Q90BHI Berserk Ability (Swordman) + similar animation + new visual effects https://youtu.be/9kJTiW8NZsE Hunter Primary Ability (Hunter) + new animation + new visual effects https://youtu.be/P9s-zKmt8fE Dual Shot (Hunter) + new visual effects https://youtu.be/M_wms5fNYBo Frozen Arrow (Hunter) + new visual effects https://youtu.be/NZuTGcS470E Meteor Shower (Hunter) + new visual effects + new radius https://youtu.be/et2G1xVydt4 Heal (Herbalist) + new visual effects https://youtu.be/wc7hRvzKVk4 Spiritual Bolt (Herbalist) + new visual effects https://youtu.be/CC1SbICmi3g Harden (Herbalist) - new visual effects https://youtu.be/mX3u6iGzdwI Spiritual Fire (Herbalist) - New Visual effects https://youtu.be/9r4N9mInJcQ Recover (Herbalist) - new visual effects https://youtu.be/1MIjqQXgv-Y Tempest Boost https://youtu.be/7C13d81dT64 Revival https://youtu.be/E6kzNAwIZ4Q Lightning Bolt https://youtu.be/nvH94_j9gog Tornado (Explorer) https://youtu.be/Os_FpM-3Of4 Alga Entanglement (Explorer) https://youtu.be/6B3Jo7mFNZE
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StringSet.bin Decrypter/Decompiler Credits to @kLabMouse With this program you can get source StringSet.txt from encrypted StringSet.bin like: eab5942ea5fbe22f189952372faa5ed6a00ef86f8713a94e ef3f6c3b3cd136a2bfe10a08ed3277010624222f4083cf6b8e0ebd773d75bc 2ea1f9db1a01425d2786d181110b894f45bdab3d7808720a 7280ea3aef6cea6fdd1632ec36d8dd06c4db79d5a82bd4cfb4c7861b12d222f2 c3f7bc1b0730d7eb85f18fc9644ee296a020e7de4703cef3d1775955196f3d47 61a79b9c6d3bdeba7f10a32a97b50936a9c10e53f253d59bc7b2fecc891dd56e 956122fc98e698c4e391ec33ff7be26308c5f1de3738821cf1223f1b208d69f1 a90622784bc514f2f3ebcde460308b94f7086b841e02b024 7d3ee1937edfe0496f8b08b2ff16194e ec474716e0b25fb3aac867316ff058290025a1e3e7be611b 809d96625b99eb169ad4b5c3802eb6f343e7e640ab6476ee 9a2280dd29e9a48cba93cc8178f71e5da6df7716dad12ee129971f8de33dc592 d4ae9e10504baf6b611165e5f72aadbba47ba7af51b78e086db97730bb636409 a838184c7698234a4dc5f305dd46fbe27cbc197663b58997d276d472cfbb77d2 825cfa79a9b6211772abf35482cd0e4ae4b1a8d0048b4d5390fba50c44d1b78c ...... How to use: 1) Put StringSet.bin in folder with the program; 2) Run the program; 3) StringSet.txt will appear in same folder. Download: StringSet_Decrypt.exe
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[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.
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- pkodev.mod.loader
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Program for fixing a bug with Swings The essence of the bug: After installing models of swings in the full-screen mode of the game, models of objects, characters, NPCs and monsters disappear. sceneeffectinfo.txt 4060 01020029.par ????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4061 01020029(2).par ????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4062 01020029(3).par ????(?) ?? 1 0 24,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4063 01020029(4).par ????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4064 01020031.par ????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4065 01020031(2).par ????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4066 01020031(3).par ????(?) ?? 1 0 24,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4067 01020031(4).par ????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4068 01020037.par HelloKitty??( ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4069 01020037(2).par HelloKitty??( ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4070 01020037(3).par HelloKitty??( ?? 1 0 24,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4071 01020037(4).par HelloKitty??( ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4072 01020039.par ?????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4073 01020039(2).par ?????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4074 01020039(3).par ?????(?) ?? 1 0 24,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4075 01020039(4).par ?????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4076 01020041.par ???????( ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4077 01020041(2).par ???????( ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4078 01020041(3).par ???????( ?? 1 0 24,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4079 01020041(4).par ???????( ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4080 01020042.par ?????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4081 01020042(2).par ?????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4082 01020042(3).par ?????(?) ?? 1 0 24,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4083 01020042(4).par ?????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4084 01020043.par ????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4085 01020043(2).par ????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4086 01020043(3).par ????(?) ?? 1 0 24,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 4087 01020043(4).par ????(?) ?? 1 0 3,-1,-1,-1,-1,-1,-1,-1 -1 0 0.0 0.0 -1.0 As a result, we have the following: Solution method: Delete unused models from the Client\model\effect folder. This program automatically looks for unused models and removes them from the game client, after which the client starts working as expected: How to use: Place the program in the root folder of the game client and start. Attention! The program does not guarantee 100% fix of this bug, it is also possible the appearance of new bugs. Make backup copies. Use at your own risk! Download (230 KB) Update 06/06/2018 The Rebirth Wings models disappear аfter using this program: To fix this you need restore the followings files in Client\model\effect folder: 1chi.lgo 1chig2.lgo 1chim1.lgo 1chim2.lgo 2chi.lgo 2chig2.lgo 2chim1.lgo 2chim2.lgo 3chi.lgo 3chig2.lgo 3chim1.lgo 3chim2.lgo You can download them here. Just copy files from .zip to your Client\model\effect folder. Thanks to @Farido!
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This archive might be useful for you if you're looking an old files. I'm also trying to update it whenever there's a new releases from members. Enjoy! https://mega.nz/#F!OUMUgTYb!jtCsqh7halK_O9uzWyaG0g
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[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.
- 22 replies
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- pkodev.mod.loader
- cooldown
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[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.
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- offlinestall
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Mod Player rating system
V3ct0r posted a topic in Mods for client and server (PKOdev.NET mod loader)
[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. -
Hello community of PKODEV, Like the title says, When I try to log (externally) in the game client I will get the message "connection failed" - Like the title says I'm using the vps service from Contabo, I don't have any experience with their services but I've read at a forum all ports should be opened, correct me if I'm wrong. - I already searched on this forum and came across this post in a similar thread, I've followed the instructions and opened port 1973 and 1971 in my inbound rules from Windows Firewall. - Like I said I'm hosting a VPS service, I used as IP-adresse in my config files( account, game, gate and groupserver.cfg) the same IP-adress as I log in with MSTSC(remote desktop), I dubble check it with cmd --> ipconfig. and here is my gateserver config file(if other needed as well just ask): I hope this will be enough information and hope that someone had got the same problem and know how to fix it. PS: keep up the good work in this forum, I think it's the number one place for PKO/TOP development & sorry for bad English.
- 16 replies
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- connection failed
- help
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