Skill Viewer by Wisatek
#11

[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

{

 

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

{

 

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

{

 

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

#12
thanks for the post Smile and Im sure I will lol

#13
now all i need is a EP2 tool to Export Titles and Items to SQL and My server will be 100% SQL data based o.o

#14

now all i need is a EP2 tool to Export Titles and Items to SQL and My server will be 100% SQL data based o.o
 

Download: 2

 

You can not grab the table t_item and t_title the database ep1?

 

I think the structure of these tables is the same for ep2.

 

And in the game server add new tables? You know that your better than me...

 

Infinity

 

P.D.:Sorry for my english..

#15
whats the point on doing that? the gs doesnt have the functions of titles so it would just be useless

#16

whats the point on doing that? the gs doesnt have the functions of titles so it would just be useless
 

EP2 YES.

 

He is talking about ep2 files ..

#17

[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

 

whats that and how i can use it?

#18

edit for c# or VB

 

how to new form code ?

#19
is a class written in C #,it returns a Object List as DataSource to populate fields

#20

help up link skill viewer for ep2

 

 

thank >Big Grin



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