Tokei

Server Database Editor

Recommended Posts

On 10/18/2018 at 9:02 AM, LotharAxe said:

Hi, I've been using this amazing software lately and I came up with an issue related to the maximum level of skills. I use a 2018-05-30b client.

Currently, when you edit the max level of a skill, the software alters the "max" camp at "skill_db.txt", but unfortunately that doesn't actually change the maximum level accepted by the game. The file "skill_tree.txt" also must be altered in the camp "MaxLv", otherwise even if you change the max in "skill_db.txt" and the lua files in the GRF, after investing points in the skill, the game rolls back the level to what is defined in "skill_tree.txt".

The other unfortunate thing is that this file has redundant data and assumes every class needs to have their "own version" of Basic Skill, which means that even if you alter it in a Novice, you also need to alter it in a Swordsman, Mage, etc, otherwise once you turn into these classes, suddenly your skill no longer has the new level, instead the old one.

So, is this file supported by the software, or am I missing something in using it? Thank you for reading.

No it is not. You have to edit skill_tree on your own. The field is added because it is part of the skill_db file.

  • Upvote 1

Share this post


Link to post
Share on other sites

I'm having some problem when saving using windows 10 but when i'm using my other pc its running on windows 7 im having no problem saving.

Share this post


Link to post
Share on other sites

hello @Tokei , hope you are fine 

i just wana request something regarding the new iteminfo v5 structure ,

as you can see they've added a new row which is costume bool  

	[22978] = {
		unidentifiedDisplayName = "½¦µµ¿ì Å¥ºê(À̾)",
		unidentifiedResourceName = "È­·ÁÇÑ»óÀÚ",
		unidentifiedDescriptionName = { "" },
		identifiedDisplayName = "½¦µµ¿ì Å¥ºê(À̾)",
		identifiedResourceName = "È­·ÁÇÑ»óÀÚ",
		identifiedDescriptionName = {
			"´Ù¾çÇÑ Á¾·ùÀÇ Shadow Earring ¾ÆÀÌÅÛ Áß Çϳª¸¦ ¾òÀ» ¼ö ÀÖ´Â »óÀÚ.",
			"Weight:^009900 1^000000"
		},
		slotCount = 0,
		ClassNum = 0,
		costume = false
	},

SDE 1.1.8 revert it back to the old structure when you save it.

Share this post


Link to post
Share on other sites
On 1/2/2019 at 8:10 PM, Fahhad said:

SDE 1.1.8 revert it back to the old structure when you save it.

Heya,

Use the latest vesion (from the mediafire links), it supports the costume key...!

Share this post


Link to post
Share on other sites
On 1/4/2019 at 5:56 AM, Tokei said:

Heya,

Use the latest vesion (from the mediafire links), it supports the costume key...!

Heya, 

sorry i didn't explain this right.

i meant the last few lines in the iteminfo file which is the main function :

function main()
	for ItemID, DESC in pairs(tbl) do
		result, msg = AddItem(ItemID, DESC.unidentifiedDisplayName, DESC.unidentifiedResourceName, DESC.identifiedDisplayName, DESC.identifiedResourceName, DESC.slotCount, DESC.ClassNum)
		if not result == true then
			return false, msg
		end
		for k, v in pairs(DESC.unidentifiedDescriptionName) do
			result, msg = AddItemUnidentifiedDesc(ItemID, v)
			if not result == true then
				return false, msg
			end
		end
		for k, v in pairs(DESC.identifiedDescriptionName) do
			result, msg = AddItemIdentifiedDesc(ItemID, v)
			if not result == true then
				return false, msg
			end
		end
		if nil ~= DESC.EffectID then
			result, msg = AddItemEffectInfo(ItemID, DESC.EffectID)
		end
		if not result == true then
			return false, msg
		end
		if nil ~= DESC.costume then
			result, msg = AddItemIsCostume(ItemID, DESC.costume)
		end
		if not result == true then
			return false, msg
		end
	end
	return true, "good"
end

function main_server()
	for ItemID, DESC in pairs(tbl) do
		result, msg = AddItem(ItemID, DESC.identifiedDisplayName, DESC.slotCount)
		if not result == true then
			return false, msg
		end
	end
	return true, "good"
end

 

when i save with the latest mediafire version , it takes it back to the old function , which is this :

 

main = function()
	for ItemID,DESC in pairs(tbl) do
		result, msg = AddItem(ItemID, DESC.unidentifiedDisplayName, DESC.unidentifiedResourceName, DESC.identifiedDisplayName, DESC.identifiedResourceName, DESC.slotCount, DESC.ClassNum)
		if not result then
			return false, msg
		end
		for k,v in pairs(DESC.unidentifiedDescriptionName) do
			result, msg = AddItemUnidentifiedDesc(ItemID, v)
			if not result then
				return false, msg
			end
		end
		for k,v in pairs(DESC.identifiedDescriptionName) do
			result, msg = AddItemIdentifiedDesc(ItemID, v)
			if not result then
				return false, msg
			end
		end
	end
	return true, "good"
end

 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...