Tools for sale!!
#11

Yes the rettenum is only relevant to the client but you still got it in your tool as the probability and the probability as flag and the actucal flag is not there

#12


9 minutes ago, WhosUrDaddi said:




Yes the rettenum is only relevant to the client but you still got it in your tool as the probability and the probability as flag and the actucal flag is not there




Yes, because the order is wrong in my db, as I mentioned above, it's a matter of editing the flags by hand (when editing the flag of the first reward, the tool will ask you if you want to copy that flag to the other 9 rewards). As for the probs, you just have to change its value (and not exceed the 10k that the GameServer has predefined)

 

Edit: The tool imitates the Gameserver logic, the first value is ID, the second is the quantity, third flag and fourth prob

 

Edit 2: Or i'm wrong?

#13


14 minutes ago, nicolasg said:




Yes, because the order is wrong in my db, as I mentioned above, it's a matter of editing the flags by hand (when editing the flag of the first reward, the tool will ask you if you want to copy that flag to the other 9 rewards). As for the probs, you just have to change its value (and not exceed the 10k that the GameServer has predefined)



 



Edit: The tool imitates the Gameserver logic, the first value is ID, the second is the quantity, third flag and fourth prob



 



Edit 2: Or i'm wrong?




I can confirm that I am correct



#14

If anyone is interested, I am selling an Magic Editor Tool. If you are interested you can send me a DM.

Features:

- Fast load and usage (Less queries possible)

- Proper control of Tables

- Detection of inconsistencies between tables







 

#15

I am selling my Daily Rewards System if someone is interested, you can write to the DM.

- Notes:

- If the player enters the game and has an available reward, the dialogue will open automatically.

- The catalog icon (the one under the chat) is replaced, by one to open the interface easily. ()

- This system is compatible with June & Nov. But in June when a reward this locked, the player can pass the mouse over the icon and see the details of the item. While in Nov, I could not see the details (Item Name, desc,  etc).

 

- Pics/Vids





 

- Pack Include

+ Client Bin

    DailyReward.tex

    TopUI.tex

    DailyReward.xml

+ Client Source

+ Server Source

+ DB (Reward list / Reward claimed log / Strings)

+ Guide file (For implementation in your solution)

#16

I use it it work perfectly ?

#17

- Fixed a bug with the SubTypes selector.

- Added option: Copy Magic.

- Switch to a Dark theme.



#18

If anyone is interested, I am selling an Small Warehouse/Storekeeper UI Rework Or Code to move Items from inventory/bags to Warehouse when double clicking (Drag&Drop Action is maintained). If you are interested you can send me a DM.

image of UI Rework



#19

I am selling a Skill Tree Editor Tool if someone is interested, you can write to the DM.







 

#20

if you want one for free here you go 

 

//------------------------------------------------
//--- 010 Editor v11.0.1 Binary Template
//
// File: skilltree.bin
// Authors: reza
// Version: 1.0
// Purpose: spoon feeding fags
// Category: file structure
//------------------------------------------------

local int inc = 0;
local int inc2 = 0;

typedef struct {
int nSize;
char szName[nSize];
}STDString <optimize = false, read = readStdString>;

string readStdString(STDString& fn) {
local string out;
SPrintf(out, "%s", fn.szName);
return out;
};

typedef struct stSkillTreeRow
{
int index[8];

};

typedef struct
{

int Count;
if (Count > 0)
{
stSkillTreeRow Skills[Count] <optimize = false>;
}
local string job;

switch (inc2) {

case 0:
inc2++;
job = "Titan";
break;
case 1:
inc2++;
job = "warcunt";
break;
case 2:
inc2++;
job = "highbastard";
break;
case 3:
inc2++;
job = "Nut guy";
break;
case 4:
inc2++;
job = "Royal [CeNsOrEd]";
break;
case 5:
inc2++;
job = "Temple [CeNsOrEd] ";
break;
case 6:
inc2++;
job = "healer";
break;
case 7:
inc2++;
job = "healer2 ";
break;
case 8:
inc2++;
job = "healer with a wand";
break;
case 9:
inc2++;
job = "mage ";
break;
case 10:
inc2++;
job = "little wand ";
break;
case 11:
inc2++;
job = "big staff ";
break;
case 12:
inc2++;
job = "rogue";
break;
case 13:
inc2++;
job = "knife chick";
break;
case 14:
inc2++;
job = "gun problem";
break;
case 15:
inc2++;
job = "sorc";
break;
case 16:
inc2++;
job = "spec";
break;
case 17:
inc2++;
job = "he who runs with spirits ";
break;
case 18:
inc2++;
job = "black [CeNsOrEd]";
break;
case 19:
inc2++;
job = "black dickx2";
break;
case 20:
inc2++;
job = "blakc cawks";
break;
case 21:
inc2++;
job = "ex mage ";
break;
case 22:
inc2++;
job = "ex mage ";
break;
case 23:
inc2++;
job = "ex mage ";
break;
case 24:
inc2++;
job = "ex rogue";
break;
case 25:
inc2++;
job = "ex rogue ";
break;
case 26:
inc2++;
job = "ex rogue ";
break;

}

} stJob <optimize = false, read=readjob>;

string readjob(stJob& in) {
string out;
SPrintf(out, "%s", in.job);
return out;
}

typedef struct {

stJob job[3] <optimize = false>;
local int id = inc;
inc++;

local string name = "Unknown Gender bender";
if (id == 0)
{
name = "Titan";
}

else if (id == 1)
{

name = "Knight";

}

else if (id == 2)
{

name = "Healer";

}

else if (id == 3)
{

name = "Mage";

}

else if (id == 4)
{

name = "rogue";

}
else if (id == 5)
{

name = "sorc";

}
else if (id == 6)
{

name = "ns";

}
else if (id == 7)
{

name = "ex mage";

}
else if (id == 8)
{

name = "ex rogue";

}

}stClass <optimize = false, read = readClass>;

string readClass(stClass& in) {
string out;
SPrintf(out, "%s", in.name);
return out;
}

stClass fuk[9];



 



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