LCKB
Skill Viewer by Wisatek - Printable Version

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+----- Thread: Skill Viewer by Wisatek (/showthread.php?tid=192)

Pages: 1 2 3


- deathii - 03-17-2012


is a class written in C #,it returns a Object List as DataSource to populate fields
 

edit or add code or change ?




- deathii - 03-19-2012


[highlight=csharp]public static List LoadFromFile(string FileName, int Version)

{

 

List skills = new List();

 

System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();

 

 

using (BinaryReader b = new BinaryReader(File.Open(FileName, FileMode.Open)))

{

 

int lastid = b.ReadInt32();

 

 

while (b.BaseStream.Position < b.BaseStream.Length)

{

 

cSkill temp = new cSkill();

 

if (Version == 2012)

{

 

temp.SkillID = SkillID;

temp.Class = b.ReadInt32();

temp.Job = b.ReadInt32();

temp.Pet = b.ReadInt32();

temp.Name = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.Type = b.ReadByte();

temp.Flag = b.ReadInt32();

temp.SorcFlag = b.ReadInt32();

temp.Levels = b.ReadByte();

temp.AppRange = b.ReadSingle();

temp.FireRange = b.ReadSingle();

temp.FireRange2 = b.ReadSingle();

temp.TargetType = b.ReadByte();

temp.TargetNum = b.ReadByte();

temp.UseState = b.ReadInt32();

temp.WeaponType = b.ReadInt32();

temp.WeaponType2 = b.ReadInt32();

temp.MagicIndex1 = b.ReadInt32();

temp.MagicLevel1 = b.ReadByte();

temp.MagicIndex2 = b.ReadInt32();

temp.MagicLevel2 = b.ReadByte();

temp.MagicIndex3 = b.ReadInt32();

temp.MagicLevel3 = b.ReadByte();

temp.Unknown1 = b.ReadInt32();

temp.UseKind = b.ReadInt32();

temp.ReadyTime = b.ReadInt32();

temp.StillTime = b.ReadInt32();

temp.FireTime = b.ReadInt32();

temp.CoolTime = b.ReadInt32();

temp.a_ready_animation = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_ready_effect = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_still_animation = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_fire_animation = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_fire_effect1 = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_fire_effect2 = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_fire_effect3 = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_fire_object_type = b.ReadByte();

temp.a_fire_object_speed = b.ReadSingle();

temp.a_fire_object_x = b.ReadSingle();

temp.a_fire_object_z = b.ReadSingle();

temp.a_fire_object_h = b.ReadSingle();

temp.a_fire_object_coord = b.ReadByte();

temp.a_fire_object_delay_count = b.ReadByte();

temp.a_fire_object_delay0 = b.ReadSingle();

temp.a_fire_object_delay1 = b.ReadSingle();

temp.a_fire_object_delay2 = b.ReadSingle();

temp.a_fire_object_delay3 = b.ReadSingle();

temp.a_fire_dest_animation = b.ReadSingle();

temp.b_ready_animation = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_ready_effect = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_still_animation = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_fire_animation = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_fire_effect1 = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_fire_effect2 = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_fire_effect3 = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_fire_object_type = b.ReadByte();

temp.b_fire_object_speed = b.ReadSingle();

temp.b_fire_object_x = b.ReadSingle();

temp.b_fire_object_z = b.ReadSingle();

temp.b_fire_object_h = b.ReadSingle();

temp.b_fire_object_coord = b.ReadByte();

temp.b_fire_object_delay_count = b.ReadByte();

temp.b_fire_object_delay0 = b.ReadSingle();

temp.b_fire_object_delay1 = b.ReadSingle();

temp.b_fire_object_delay2 = b.ReadSingle();

temp.b_fire_object_delay3 = b.ReadSingle();

temp.b_fire_dest_animation = b.ReadSingle();

temp.ExtraEffect = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.descr = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.tooltip = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.tex_id = b.ReadInt32();

temp.tex_row = b.ReadInt32();

temp.tex_col = b.ReadInt32();

 

 

temp.LevelData = new cSkillLevel[temp.Levels];

 

for (byte lvl = 1; lvl <= Levels; lvl++)

{

 

cSkillLevel temp2 = temp.LevelData[lvl];

 

temp2.SkillID = SkillID;

temp2.Level = lvl;

 

temp2.Need_HP = b.ReadInt32();

temp2.Need_MP = b.ReadInt32();

temp2.Need_GP = b.ReadInt32();

temp2.DureTime = b.ReadInt32();

temp2.Power = b.ReadInt32();

temp2.Use_Item1_Id = b.ReadInt32();

temp2.Use_Item1_Amount = b.ReadInt32();

temp2.Use_Item2_Id = b.ReadInt32();

temp2.Use_Item2_Amount = b.ReadInt32();

temp2.Need_Level = b.ReadInt32();

temp2.Need_SP = b.ReadInt32();

temp2.Need_Skill1_Id = b.ReadInt32();

temp2.Need_Skill1_Level = b.ReadByte();

temp2.Need_Skill2_Id = b.ReadInt32();

temp2.Need_Skill2_Level = b.ReadByte();

temp2.Need_Skill3_Id = b.ReadInt32();

temp2.Need_Skill3_Level = b.ReadByte();

temp2.Need_Item1_Id = b.ReadInt32();

temp2.Need_Item1_Amount = b.ReadInt32();

temp2.Need_Item2_Id = b.ReadInt32();

temp2.Need_Item2_Amount = b.ReadInt32();

temp2.Need_Item3_Id = b.ReadInt32();

temp2.Need_Item3_Amount = b.ReadInt32();

temp2.Need_Strength = b.ReadInt32();

temp2.Need_Dexterity = b.ReadInt32();

temp2.Need_Intelligence = b.ReadInt32();

temp2.Need_Constitution = b.ReadInt32();

temp2.App_Magic1_Id = b.ReadInt32();

temp2.App_Magic1_Level = b.ReadByte();

temp2.App_Magic2_Id = b.ReadInt32();

temp2.App_Magic2_Level = b.ReadByte();

temp2.App_Magic3_Id = b.ReadInt32();

temp2.App_Magic3_Level = b.ReadByte();

temp2.Magic1_Id = b.ReadInt32();

temp2.Magic1_Level = b.ReadByte();

temp2.Magic2_Id = b.ReadInt32();

temp2.Magic2_Level = b.ReadByte();

temp2.Magic3_Id = b.ReadInt32();

temp2.Magic3_Level = b.ReadByte();

temp2.Learn_GP = b.ReadInt32();

 

 

}

}

 

 

 

 

if (Version == 2008)

{

int SkillID = b.ReadInt32();

temp.SkillID = SkillID;

temp.Class = b.ReadInt32();

temp.Job = b.ReadInt32();

temp.Pet = b.ReadInt32();

temp.Name = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.Type = b.ReadByte();

temp.Flag = b.ReadInt32();

temp.SorcFlag = b.ReadInt32();

temp.Levels = b.ReadByte();

temp.AppRange = b.ReadSingle();

temp.FireRange = b.ReadSingle();

temp.FireRange2 = b.ReadSingle();

temp.TargetType = b.ReadByte();

temp.TargetNum = b.ReadByte();

temp.UseState = b.ReadInt32();

temp.WeaponType = b.ReadInt32();

temp.WeaponType2 = b.ReadInt32();

temp.MagicIndex1 = b.ReadInt32();

temp.MagicLevel1 = b.ReadByte();

temp.MagicIndex2 = b.ReadInt32();

temp.MagicLevel2 = b.ReadByte();

temp.MagicIndex3 = b.ReadInt32();

temp.MagicLevel3 = b.ReadByte();

temp.Unknown1 = 0;

temp.UseKind = b.ReadInt32();

temp.ReadyTime = b.ReadInt32();

temp.StillTime = b.ReadInt32();

temp.FireTime = b.ReadInt32();

temp.CoolTime = b.ReadInt32();

temp.a_ready_animation = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_ready_effect = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_still_animation = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_fire_animation = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_fire_effect1 = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_fire_effect2 = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_fire_effect3 = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.a_fire_object_type = b.ReadByte();

temp.a_fire_object_speed = b.ReadSingle();

temp.a_fire_object_x = b.ReadSingle();

temp.a_fire_object_z = b.ReadSingle();

temp.a_fire_object_h = b.ReadSingle();

temp.a_fire_object_coord = b.ReadByte();

temp.a_fire_object_delay_count = b.ReadByte();

temp.a_fire_object_delay0 = b.ReadSingle();

temp.a_fire_object_delay1 = b.ReadSingle();

temp.a_fire_object_delay2 = b.ReadSingle();

temp.a_fire_object_delay3 = b.ReadSingle();

temp.a_fire_dest_animation = b.ReadSingle();

temp.b_ready_animation = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_ready_effect = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_still_animation = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_fire_animation = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_fire_effect1 = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_fire_effect2 = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_fire_effect3 = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.b_fire_object_type = b.ReadByte();

temp.b_fire_object_speed = b.ReadSingle();

temp.b_fire_object_x = b.ReadSingle();

temp.b_fire_object_z = b.ReadSingle();

temp.b_fire_object_h = b.ReadSingle();

temp.b_fire_object_coord = b.ReadByte();

temp.b_fire_object_delay_count = b.ReadByte();

temp.b_fire_object_delay0 = b.ReadSingle();

temp.b_fire_object_delay1 = b.ReadSingle();

temp.b_fire_object_delay2 = b.ReadSingle();

temp.b_fire_object_delay3 = b.ReadSingle();

temp.b_fire_dest_animation = b.ReadSingle();

temp.ExtraEffect = "";

temp.descr = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.tooltip = enc.GetString(b.ReadBytes(b.ReadInt32()));

temp.tex_id = b.ReadInt32();

temp.tex_row = b.ReadInt32();

temp.tex_col = b.ReadInt32();

 

 

temp.LevelData = new cSkillLevel[temp.Levels];

for (byte lvl = 1; lvl <= Levels; lvl++)

{

 

cSkillLevel temp2 = temp.LevelData[lvl];

 

temp2.SkillID = SkillID;

temp2.Level = lvl;

temp2.Need_HP = b.ReadInt32();

temp2.Need_MP = b.ReadInt32();

temp2.Need_GP = 0;

temp2.DureTime = b.ReadInt32();

temp2.Power = b.ReadInt32();

temp2.Use_Item1_Id = b.ReadInt32();

temp2.Use_Item1_Amount = b.ReadInt32();

temp2.Use_Item2_Id = b.ReadInt32();

temp2.Use_Item2_Amount = b.ReadInt32();

temp2.Need_Level = b.ReadInt32();

temp2.Need_SP = b.ReadInt32();

temp2.Need_Skill1_Id = b.ReadInt32();

temp2.Need_Skill1_Level = b.ReadByte();

temp2.Need_Skill2_Id = b.ReadInt32();

temp2.Need_Skill2_Level = b.ReadByte();

temp2.Need_Skill3_Id = b.ReadInt32();

temp2.Need_Skill3_Level = b.ReadByte();

temp2.Need_Item1_Id = b.ReadInt32();

temp2.Need_Item1_Amount = b.ReadInt32();

temp2.Need_Item2_Id = b.ReadInt32();

temp2.Need_Item2_Amount = b.ReadInt32();

temp2.Need_Item3_Id = b.ReadInt32();

temp2.Need_Item3_Amount = b.ReadInt32();

temp2.Need_Strength = b.ReadInt32();

temp2.Need_Dexterity = b.ReadInt32();

temp2.Need_Intelligence = b.ReadInt32();

temp2.Need_Constitution = b.ReadInt32();

temp2.App_Magic1_Id = b.ReadInt32();

temp2.App_Magic1_Level = b.ReadByte();

temp2.App_Magic2_Id = b.ReadInt32();

temp2.App_Magic2_Level = b.ReadByte();

temp2.App_Magic3_Id = b.ReadInt32();

temp2.App_Magic3_Level = b.ReadByte();

temp2.Magic1_Id = b.ReadInt32();

temp2.Magic1_Level = b.ReadByte();

temp2.Magic2_Id = b.ReadInt32();

temp2.Magic2_Level = b.ReadByte();

temp2.Magic3_Id = b.ReadInt32();

temp2.Magic3_Level = b.ReadByte();

temp2.Learn_GP = b.ReadInt32();

 

}

}

 

 

 

skills.Add(temp);

 

 

 

}

 

b.Close();

 

 

}

 

return skills;

 

}

[/highlight]

 

Enjoy Tongue

 

req example for newbie lol




- iFlash - 03-19-2012


Can someone plz compile this and release it? i would do it idk how im only made for assembly haha Big Grin. It will help me out alot thanks abunch!.

 

Can someone AT LEAST tell me how to compile it?, if you dont want to help say so, ignoring is most hard to take...




- slayer1 - 06-07-2012

Wizatek why dont you want to release the savable skill editor?




- someone - 06-07-2012


Wizatek why dont you want to release the savable skill editor?
The code is released, so you can make your own tool.




- slayer1 - 06-07-2012

Oh thats what that was...I remember seeing it but didnt know what it did, I didnt look at it X( Hope I can find the thread again :/




- slayer1 - 06-07-2012

I cant :/ Dont have programming knowledge to do so, I have made programs in Visual Basic but this is another language I do not know, give me a break I just turned 18 Im no master.




- yurofx - 06-21-2012


http://device-club.de/down/bash/Skills%20Editor.rar SkillEditor TRUE!!!! CAN EDIT AND MORE!