Client Editing: Gathering of Info

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Client Editing: Gathering of Info

Postby Shane on Wed Dec 05, 2007 12:31 am

Hey guys I'm sharing some informations what I've found out so far with client editing, this will allow people to understand the client better + server.

Those who already know this, sorry :D Try and add or correct info so I'll update this topic.

Info:

I've translated the client from Korean to English and then found out, the server files match the client files you have, that's also the reason why both Client and Server should be the same.

STL is mainly just info and title/names. There's a sort of code in front of the Title, within the STB the shortcut(code) to the STL will be made and c++. Also STL is only client sided, so names only basically (i think sofar).

This all can be found in: 3DDATA/STB.

LIST_Sell ---------------------------------------------------------------------

List_Sell_S.STL = Title Transaction tab
List_Sell.STB = The items withing the Transaction tab. Starting by (Type nr then ID nr: Example 10101, That is Type nr: 10 and ID nr: 101 = an apple)
There a total of 40 slots, When you leave one Colum open the Tab will also have an open slot.

In the client edit you don't have to add a "0" (zero) to an open slot, that will go automatically with Arnold's STB editor, but in the csv from the server you MUST have an 0.

List_Sell.STB(client) = sell_data.csv(server)

When opening 'sell_data.csv' you will also see 40 slots, make sure you have exactly the same in 'List_Sell.STB' as in 'sell_data.csv'. Each "|" will be the line between the Colums


LIST_NPC ---------------------------------------------------------------------

List_NPC_S.STL = NPC names + Mob names
List_NPC.STB = All the info for the Mobs and NPC's

List_NPC.STB(client) = npc_data.csv(server)
Make you sure what you edit within the client files are the same on the server side.

I did not experiment much with this yet, but will do in the future... I've tried to give an selling NPC a new tab, i didn't manage to make this work yet. (question in a diffrent topic)

Translation Korean -> English
Colum 0 = Info
Colum 1 = Name
Colum 2 = The file life designation which drives
Colum 3 = The speed which it walks
Colum 4 = The speed which runs
Colum 5 = Mob size
Colum 6 = The weapon number which rises
Colum 7 = Left weapon number
Colum 8 = Level
Colum 9 = HP
Colum 10 = Attack power
Colum 11 = Hit power
Colum 12 = Defensive strength
Colum 13 = Clause horse power
Colum 14 = Evasion power
Colum 15 = Attack speed
Colum 16 = Generality/magic
Colum 17 = AI shedding of blood
Colum 18 = Experience it gives
Colum 19 = tu Rab shedding of blood
Colum 20 = tu Rab (MONEY)
Colum 21 = tu Rab (ITEM)
Colum 22 = Transactions tap 1
Colum 23 = Transactions tap 2
Colum 24 = Transactions tap 3
Colum 25 = Transactions tap uniqueness
Colum 26 = Other keys shedding of blood
Colum 27 = Empty hand attack distance (cm)
Colum 28 = Character shedding of blood
Colum 29 = Quality of material type
Colum 30 = Face icon
Colum 31 = General sound effects
Colum 32 = Attack sound effects
Colum 33 = When hitting, sound effects
Colum 34 = Empty hand shock effect
Colum 35 = When dying, effect
Colum 36 = When dying, sound effects
Colum 37 = The D it sprouts, data
Colum 38 = 10: The D it sprouts and it appears. 11: li Jen list
Colum 39 = Green onion mote quest
Colum 40 = With writing U effect
Colum 41 = Explanation -> STL
Colum 42 = When dying, event tree well!
Colum 43 = HP gauge
Colum 44 = Attribute

LIST_jewel ---------------------------------------------------------------------

List_Jewel_s.STL = Names of the jewels
List_Jewel.STB

Again gives all the properties to the jewels.

Translation Korean -> English
Colum 0 = Sort jewel (diamant ,socket etc)
Colum 1 = Name
Colum 2 = Option contents (Defensive strength, Charm etc)
colum 5 = Item Type
Colum 6 = standard price
Colum 7 = Price changes rate
Colum 8 = Weight
Colum 9 = Quality
Colum 10 = Icon number
Colum 11 = Field item
Colum 12 = Configured sound effects
Colum 13 = Manufacture number
Colum 14 = Material number
Colum 16 = Manufacture degree of difficulty
Colum 20 = Conditional ability
Colum 21 = Conditional shame
Colum 25 = Rise ability
Colum 26 = Rise shame 1
Colum 28 = Rise ability 2
Colum 29 = Rise shame 2
Colum 35 = Item explanation (List_jewel_s.stl)

LIST_string ---------------------------------------------------------------------

List_String.STL = All the text lines within the game, ATK, DEX, You've been logged out etc)
Alle teksten binnen de game (ATK,DEX, You've been logged out etc)

List_String.STB = Well this goes even deeper that the STL, What i think is inhere are the string and names used within the programmed code as well as all the info the user sees in the HUD and etc.

Translation Korean -> English
Colum 0 = Catagorie (Item type, Attack speed, Ability attribute)
Colum 1 = Explanation (Consuming item, Other item, Eye-glasses)
Colum 2 = Explanation
Colum 3 = Remark
Colum 4 = Type
Colum 5 = SQL Data ?

LIST_status ---------------------------------------------------------------------

List_Status_s.STL = Buffs / Status text (When you go over the buffs with your mouse)
List_Status.STB

Again this will set and give info what to change when buffs being given. (I've got a feeling shame = HP maybe somebody can give an answer too)

Translation Korean -> English
Colum 0 = Condition dividing
Colum 1 = Condition life
Colum 2 = Shedding of blood
colum 3 = Duplication yes or no
Colum 4 = Separation, disadvantage (0: Separation,1: Disadvantage 2: No buffs?)
Colum 5 = Phased application factor (1: Repetition.2: Once,3: Special condition)
Colum 6 = Application condition the line number 1(Ability number)
Colum 7 = Increase shame 1 (Per 1 second)
Colum 8 = Application condition the line number 2(Ability number)
Colum 9 = Increase shame 2
Colum 10 = Condition core ball (Effective number)
Colum 11 = Phased effect(Effective number)
Colum 12 = Phased sound(Sound number)
Colum 16 = End effect(Effective number)
Colum 18 = When seeing a line with condition number, it separates, disadvantageous condition
Colum 19 = Set string
Colum 20 = Set string
Colum 21 = Child D -> STL

LIST_quest ------------------------------------------------------------------------

List_quest_s.STL = Title/Name quest.
List_quest.STB

Info everything about the QUEST.

Kinda funny I've found out what the first quest filled in randomly was, it is in the 1st Colum:
"The Korean alphabet? The within to sleep" (I've got a feeling this guy was working late :P)

Translation Korean -> English
Colum 0 = Dividing
Colum 1 = Quest name
Colum 2 = Time limit (0: Infinity /min)
Colum 3 = Application (0: Personal /1: Green onion mote /2: Union)
Colum 4 = Icon number (78~82)
Colum 5 = Quest explanation (ID) -> Stl

Product ------------------------------------------------------------------------

I think you will get the idea about STL now.
Product.STB

Beschrijft alle items waaruit het gemaakt is
Describes everything items are made off, prices etc.

PART_npc ------------------------------------------------------------------------

Part_npc.STB

I've had a quick look, it puts down the models from NPC, because they are divided into parts, HEAD, BODY, LEGS etc. STB put's it together.

LIST_CNST_XX ------------------------------------------------------------------------

LIST_CNST_XX.STB + STL

This STB puts down the houses on the right coordinates, and planets also will give them names.

LIST_EVENT ------------------------------------------------------------------------

LIST_EVENT.STL + STB

Is responsible for the begin helping balloons, think about newbie island in Irose. How to click your mouse etc, add your stats.

ULNGTB >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Ok, so another one is the quest/events dialogs:

In the file ULNGTB_QST.LTB (can be found in 3DDATA/QUESTDATA)
describes the dialogs from the random events given in your chat window (like can somebody please help me bla die bla, Faction war will start within.... etc)

In the file ULNGTB_CON.LTB (can be found in 3DDATA/EVENT)
Describes every dialog being said by NPC's and QUESTS within the game.

You have 6 columns in each of these files, first column is just the codename again to point to that dialog.

There 5 different languages(column 2 - 6):
Column 1 = Korean
Column 2 = English (doh)
Column 3 = Japanese
Column 4 = Chinese (traditional)
Column 5 = Chinese

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The VFS editor by Sniper won't let you add files back into your client, aldo VFSnextgen will.

>> Download: VFSNextGen <<

What I've also find out is that different guys worked on the same client, which can be a little disturbing because they all have different styles.

Hope this helps guys, again i repeat this is what I've found out myself and not based on facts. Also thanks to "Geobot" he made me understand more about the whole client. (by following his nice guide about how to edit a shop)

Kind Regards,

Shane
Team Holodeck
Last edited by Shane on Wed Dec 05, 2007 3:47 am, edited 2 times in total.
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Re: Client Editing: Gathering of Info

Postby lmame on Wed Dec 05, 2007 2:02 am

You can put the tools here (in client editing forum) :)
The world is full of love and peace ^_^
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Re: Client Editing: Gathering of Info

Postby kiu on Fri Dec 07, 2007 5:12 pm

Good job D=
did u translated the LIST_BODY.STB too ? :) Body , foot , back , arms , cap ? i think they have all same colu
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