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Skill Viewer by Wisatek - Printable Version +- LCKB (https://lckb.dev/forum) +-- Forum: ** OLD LCKB DATABASE ** (https://lckb.dev/forum/forumdisplay.php?fid=109) +--- Forum: Release Zone (https://lckb.dev/forum/forumdisplay.php?fid=190) +---- Forum: Episode 1 Releases (https://lckb.dev/forum/forumdisplay.php?fid=191) +----- Forum: Tools (https://lckb.dev/forum/forumdisplay.php?fid=163) +----- Thread: Skill Viewer by Wisatek (/showthread.php?tid=192) |
- 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 ![]() 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 . 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! |