Introducing Shaiya Studio, a multi-purposes editor.
Its purpose is to enable fast editing of clients and servers configuration files.
Contents
1- General o 1.1 Working with versions up to 0.7.1
o 1.2 Setting Options of version 0.7.1 1.2.1 Location of Client Data 1.2.2 Location of Server Data 1.2.3 Shell Integration
o 1.3 Working with version 0.7.5 1.3.1 Workspace definition 1.3.2 Create Workspace 1.3.3 Open Workspace 1.3.4 Save Workspace 1.3.5 Generate Patch 1.3.6 Connect a Shaiya Server 1.3.7 Connect a SQL Server
o 1.4 Additional Options 1.4.1 3D-View Options 1.4.2 Language & Font 1.4.3 SData clean-up
o 1.5 Searching Item o 1.6 3D Viewer
2. Cash.sdata 3. Skills 4. Item.sdata
o 4.1 General o 4.2 Gears o 4.3 Weapons o 4.4 Lapis o 4.5 Mounts o 4.6 Capes (mantles) o 4.7 Accessories o 4.8 Consumables / Goods
o 4.9 All Items o 4.10 Grades
5. NpcQuest.sdata o 5.1 General o 5.2 Standard-NPCs o 5.3 Merchants o 5.4 Gate-Keepers o 5.5 Quests
6. Monster.sdata 7. Models Files (MLX, MLT, ITM & MON)
o 7.1 Meta-models - MLX Files o 7.2 Gear models - MLT Files o 7.3 Weapon models - ITM Files o 7.4 Monsters, Mounts & NPC models - MON Files o 7.5 Strip models
8. 3D Views o 8.1 3DO, 3DC Files o 8.2 DDS Files o 8.3 SMOD Files
9. SVMAP Files o 9.1 Ladders o 9.2 Monsters Area o 9.3 Monsters List o 9.4 Named Areas o 9.5 NPC o 9.6 Portals o 9.7 Spawn
10. World Definition - WLD Files o 10.1 Dunjeons o 10.2 Field Maps
Bugs & Requests Credits Release Notes
1- General
This tool allows the edition of most of client-side files, server files and databases.
Each of the topics below starts with a client-side file (such as the cash.sdata one or the
item.sdata), in order to be as comprehensible as possible the chapters also contain information on
server-side file(s) and database used to manage the data defined at client side.
Of course this organization assumes that you know in which file the data / feature / things you
want to edit are defined.
If it is not the case, you will have to check all files, fortunately their numbers is not that huge and
each file comes with a description of what it contains and what that content is.
The user interface of the tool, and thus some functionalities have been changed with the release
0.7.5.
The following sub-chapters explain the minimal setup and the operating mode of the two
versions.
1.1 Working with versions up to 0.7.1
The versions up to 0.7.1 use a single-document-interface, meaning that a single document / file
can be opened at the same time. The interface is thus limited to a single window which is empty
when you start the application.
All supported files can be dragged from the explorer to the application's window or can be
opened with the standard dialog for file selection. But because the application manages only one
file at once, you must let it aware of a repository where additional resources are looked for when
required.
For instance to edit a weapon you will open the Item/item.sdata but the tool needs to load the
appearance definition of the weapon (an Item/*.itm file plus some .3DO & DDS files), the folder
from which such files are loaded is called the "Client Data Repository" hereafter, and you define
it - together with other options - with the Settings dialog.
Also note that you must use the LPH's tool to unzip the content of your data.saf to a data
repository (any directory you want) and then be able to open files from the hierarchy.
The "Shaiya Data file Tool" may also be required after changing your files to rebuild a data.saf
archive.
1.2 Setting Options of version 0.7.1
You perform initial setup of the tool version 0.7.1 with the "Settings" option of the "Tools"
menu.
The first panel of this dialog lets you define the repository for the client-sided and server-sided
files.
1.2.1 Location of Client Data
You must define the "Client Data" repository with the directory where you had expanded your
data.saf.
All the icons and textures, but also data files when cross-edition is performed, will then be read
from this repository.
Simply click on the text field to open the "Choose Folder" dialog and then choose the directory.
The choice of this directory shall be performed before first use, it can then be made as often as
necessary.
1.2.2 Location of Server Data
The "Location to save server data" shall be used to specify a directory where server-side files
will be saved. If you do not define that field, no server-side files will be saved.
You can specify your "ShaiyaServer" directory, if it is a test (not release) server, or any directory
suitable for your uses.
If you specify your "ShaiyaServer" root directory and if that direcory contains a
"PSM_Client/Bin/Data/" sub-directory, the server-files will be saved in that "Data" sub-directory
(and in the specified folder if no such sub-dir. exists).
Some .sdata files require, in order to properly work, an update of the data.saf file (full repack or
online update) and an update of the database; for these files the editors save a .SQL script to be
executed from SQL Server Management Studio, such SQL scripts are saved in the "scripts" sub-
directory of the specified server directory if it exists and in the specified directory if no such sub-
dir. exists. An encrypted .sdata file is also saved in the folder from which it was opened (it only
needs to be packed as a .patch or to be merged in a .saf file).
Other files require to be present encrypted in the client data.saf file and in plain on the server
under the PSM_Client/Bin/Data directory; for these files the editors save the encrypted file from
where it was opened and they save a plain copy of the same file in the configurated server
directory.
1.2.3 Shell Integration
The files can be opened - one at a time - by drag'n'drop from the Eplorer or with the Standard
Open File dialog.
The supported files can also be associated to shStudio with the above panel. As indicated in the
panel, such association will result in direct opening of double-clicked files by shStudio.
When files are associated, their icons (the icon associated to their extension) are changed with
the ones provided by the shStudio.icl icon-library. Be sure to download that file and put it in the
same folder than the shStudio application if you want to use that feature.
You will also use the panel to define if multiple instances of the tool are allowed.
Since shStudio manages only one file at a time (some operations performs cross edition of
several files but still only one is visible) you will certainly prefer the multi-instances mode;
however you can disable it.
Also note that the application manages several .sdata kind of file (cash, items, skills) and these
files have no specific signatures expect the name of the file. So if you change the name of a
.sdata file (to have a working, temporary version for instance), the appl. won't be able to known
which data if actually contains.
To manage these cases, you must use the standard open file dialog together with the list of
formats. Eg to open a "myItems.sdata" file, you must select it and choose "Items File" from the
drop-down list of formats.
Other change of release 0.7.1, the links (or alias, shortuts) are now supported, you can so double-
click or drop them on the tool to open a file.
1.3 Working with version 0.7.5
Starting with version 0.7.5, the shStudio tool uses a multi-documents interface. It is able to
manage and to give immediate access to all files of a client set as well as server's files and
database tables.
1.3.1 Workspace definition
The set of all files and directories that constitute the data of a client game is called a workspace.
Or, in orther words, a workspace consists in a folder that contains all the files & subfolders that
were present in a data.saf archive.
Only one workspace can be open at a time. Two different workspaces can be open from 2
different instances of the application, but one should not open the same workspace from these 2
instances, unexpected results may happen if you do so.
The workspace content is displayed under the 'Client' node of the main window.
The 'Client' node contains 2 sub-nodes. The first one 'Shortcuts' contains a list of frequently
edited files.
The second 'All Files' contains all the files and folders of the selected client directory. The tree
content matches the hierarchy of physical files.
The "Size" and "Date" columns of the tree-list are self-explanatory (byte-size of file and date of
last modification).
The "Status" column shows the files currently open or modified. Note that the loading can be
either explicit (when you click on a file to edit it) or done by the tool itself when the content of
the file is required for a specific task. For instance the Item/*.itm files are loaded when you edit
the gears or weapons defined by the Item/Item.sdata file.
The tool is able to build a workspace from a data.saf archive (meaning to unzip files from such
archive), it is able to regenerate an archive from the set of files (meaning to zip files to build a
Shaiya archive) and is also able to generate patch files. The use of the LPH's tool is so no longer
mandatory - of course it can still be used and the formats of the data.saf & .sah generated by the
2 tools are obviously strictly the same.
The "File" menu of the main window contains all required commands to manage workspaces,
server data & connection a to SQL server. Each node also provide a local popup menu (opened
upon right-click on it) with relevant actions.
1.3.2 Create Workspace
You will create a new workspace when you want to start to work with a new set of client files (a
new data.saf file).
You must designate an existing data.saf file (using the Standard Open File dialog) and then you
create a new folder or designate an existing one (using the Standard Select Folder dialog).
The data.saf archive is opened for reading, the indexes are read from the data.sah are all files &
subfolders of the archive are expanded into the designated folder or workspace.
Once the workspace is open, you can open and edit as many files as desired by selecting them
from the list.
1.3.3 Open Workspace
To open a workspace, you use the Standard Browse Folder dialog to select a folder that contains
a full Shaiya client set.
As depicted below, you must select the root directory of the set of files.
Upon selection of a folder, it is scanned to get the list of all files it contains.
Finally, the client data are displayed in the main window.
1.3.4 Save As Archive
The Save as archive item lets you to create a .saf archive and a .sah index from the currently
opened workspace. Such operation is required when you want to deploy, or simply test, a new
client.
In order to generate these 2 files, you must provide a valid pathname; the Standard Save File
dialog suggests you to create a "data.saf" in the parent directory of the workspace, you can
however provide any other valid pathname.
All files and folders present in the workspace are then packed into a .saf file and an index file is
created.
1.3.5 Generate Patch
The Generate Patch item also create an archive with its index but instead of packaging all files
of the workspace, it checks the modification date of all these files and pack only those updated
since the creation of the workspace or the date of last patch generation if any.
The tool stores (in its ini config file) the date of creation or last generation of patch for each
opened workspace, the creation of patchs is so easy & immediate regardless of the number of
projects.
The generated update.saf & .sah are zipped together in a ps0nnn.patch file where nnn is the index
of your last revision - of course you can rename the file according other needs if required.
1.3.6 Connect a Shaiya Server
Unlike with the "Location of Server Data" of the previous releases, the release 0.7.5 lets you
explicitly and visually connect to the server directory.
The local popup menu (or the File menu) lets you browse and select the server data directory.
Upon selection the designated folder is scanned and the editable files are added under the 'Server'
node of the tree.
1.3.7 Connect a SQL Server
The tool is able to manage direct connection to a MS SQL Server. The connection is performed
using "NT authentication" or the "SQL authentication".
The server is identified by its IP address or name if it can be resolved by DNS, Wins or
NetBIOS.
The User's Name is a full qualified name valid on the local workgroup or the domain.
The password is optional for "NT login" if the user is already identified on the workgroup /
domain and is mandatory otherwise, including for "SQL Authentication".
Upon successful login, the tool retreives the list of tables of the 'PS_GameDefs' base.
The connection to a SQL server is optional - and of course it should be used to connect to test
servers only.
If a connection is available the tool updates the DB record of any edited item (gear, weapon,
quest, monster, ...) upon validation of changes made on the item.
The connection is also used, if available, to build the monster information if the client folder only
contains the basic data.
The tool does not list, nor it gives access to the tables of the PS_GameData base. This is intented
- since at least for this version - the tool is dedicated to the management of the game data, and
not the management of the players.
1.4 Additional Options
The options detailled below are common to the release 0.7.1 and 0.7.5+
1.4.1 3D-View Options
Some editors (including gear, weapon and monster editors) include a panel to display a 3D view
of the edited item.
You can choose to display or not display this 3D view when the dialog editor is opened.
Models-Lists editors (including editors for the .ITM, .MLT and .MON files) use the popup 3D
Viewer (see below) to display the selected item.
You can also choose to automatically open the 3D viewer window when such file is opened.
1.4.2 Language & Font
This panel lets you choose the font (name & size) as well as the code page to be used to display
usually localised texts.
This includes, for instance, item's name & description.
Note that Shaiya - as a very-old fashion program - requires a code page selector to display
unreliable data streams (instead of using unicode). Such selection is so important and must match
your local setting.
The selected font must contain the required glyphs, it can be the Cyberbit or the Code2000 font
that contains most of glyphs or a lighter one (including a default system one).
The right selection of the code page and font allows the correct display of any text.
1.4.3 SData clean-up
Some client files contain garbage. The quests messages for instance end with dozens of line-feed,
carriage-return.
By default, the application removes these trailing space and line-feeds. Consequently if you open
and save w/o any change a file, the new one may appear to be different - it is, but only because
of this clean-up. If you want to keep the exact same content, use the SData options panel to
disable (or re-enable) this feature.
1.5 Searching Item
Release 0.7.1 + allows searching of items by a word (or part of the word) in their name.
(It would be possible to search the monsters that drop a particular item at a given rate but this
hasn't been requested.)
You start a research with the classical "Find" menu-item and search for the next occurences with
"Find Next" item. Standard shortcuts Ctrl+F and Ctrl+G or F3 are usable of course.
The pattern to be searched is typed-in in the search area at the bottom of the frame.
This panel does not need to remain opened (visible) to accomplish following researches, you can
hide it by clicking on the close button and it will be re-opened for new research (next Ctrl+F).
1.6 3D Viewer
Models-Lists editors (.ITM, .MLT and .MON editors) use the popup 3D Viewer to display the
selected item.
You can open the 3D Viewer with the "Tools" / "3D View" menu-item or with the 'F6' shortcut.
The viewer is automatically displayed when a file that uses it is opened and if you choose that
mode in the "3D View Options" (see above).
This viewer lets you manage the orientation among the 3 axes.
The 3 edit-texts contain an angle in degree (so a value ranging 0 up to 359).
Clicking on the icon at left of the edit-text resets the angle to 0°.
You can control these angles with the following keyboard inputs:
Shit+Up: rotate X axe counter-clockwise, points in front go upward
Shit+Down: rotate X axe clockwise, points in front go downward
Shit+Left: rotate Y axe clockwise, points in front go leftward
Shit+Right: rotate Y axe counter-clockwise, points in front go rightward
Shit+PgUp: rotate Z axe counter-clockwise, points in front go upward
Shit+PgDown: rotate Z axe clockwise, points in front go downward
The four next icons manages the relative position:
+: move object at center of the window, change its X, Y & Z coords.
<->: move X coordinate of object to center of the window
|: move Y coordinate of object to center of the window
/: move Z coordinate of object to center of the window
You control the position of the object with the following keyboard inputs:
Up: move object upward, Ctrl+Up move upward with bigger increment
Down: move object downward, Ctrl+Down move downward with bigger increment
Left: move object leftward, Ctrl+Left move leftward with bigger increment
Right: move object rightward, Ctrl+Right move rightward with bigger increment
PgUp: move object backward, Ctrl+PgUp move backward with bigger increment
PgDown: move object forward, Ctrl+PgDown move forward with bigger increment
2. Cash.sdata
This editor allows edition of products sold in item mall.
It uses the icons read from the Interface/icon/icon_somo2.dds file.
So if you chose the directory: "D:\Shaiya\myServer\ClientStuff" during the previous setup, the
file
"D:\Shaiya\myServer\ClientStuff\Interface\icon\ico n_somo2.dds" will be used (and shall exist
of course).
Caption, description, icon, price & list of packaged items are editable.
For information: the "Product Name", "Product Description" and "Cost" are displayed in the
item-mall.
The bag index is the index of the page (1: "EXP & More", 2: "Buffs", 3: Character & Fun", 4:
"Gear & Upgrades")
The "Product Code" is whatever you want (it is used by the client & the server to identify a
product),
the drop-down list is only there to let you know which codes are already in use when you create
a new product.
The editor saves the Cash.Sdata file encrypted (since release 0.6.3) and a cash.sql script to
perform
whole update of the PS_GameDefs.dbo.ProductList table on server side.
3. Skills
You can choose to see a limited number of fields or all skills details with the local pop-menu
opened with a right-click on the list header.
You edit data from the list by a click'n'move over a field or by pressing the 'F2' key after field
selection.
The editor saves the Skill.sdata encrypted and saves a SQL script in the server repository.
The support of the skill.sdata file is (a bit) limited in this release.
The release of the tailored editors is postponed (w/o any date).
4. Item.sdata
This editor lets you manage the Item/Item.SData file.
It saves the Item.Sdata file encrypted (since 0.6.3) and an Item.sql SQL script to perform update
of the PS_GameDefs.dbo.Items table on server side.
4.1 General
The Items.sdata file contains 100 "Banks" - each bank is identified with the "Type" value,
ranging 1 up to 100.
Most of these banks are filled-in with 255 items, not used / assigned items exist but they usually
contains '00' values. When you "create" a new item in one of these bank, you actually edit an
existing (but not used) row.
This row shall be upated from the "All Items" tab to have it listed in the right list, changing its
Country and/or Level is usually enough.
A few number of banks are not used and thus not managed by the editor (Type: 26, 37, 66,
72..81, 87..93 and 96..98).
Banks 94 & 95 contain a very few number of very specific items (bars & lapisia), they are not
handled by the editor.
Finally, some banks are not filled-in with 255 entries; this includes bank 29 for quest items, 42:
mounts, 43: Etin coins, 67..71: 2nd set of light gears, 82..86: 2nd set of dark gears.
For these banks, you need to create a new row (with relevant Type & TypeID) to create a new
item.
This is achieved with the "Edit" / "Create Item" menu item from the "All Items" tab.
In this basic dialog, we will define the minimal information required to have it inserted in the
right list.
After validation, the newly created item is present in the dedicated list (unless you forgot some
required data).
Important Note: release 0.6.3 to 0.6.5 may have removed unused, invalid rows for items type
69 and 84 (second set of light & dark shields) from your items.sdata file.
Due to these missing lines, you are no longer able to create, equip, use items with TypeID 191 up
to 244 (no valid items were lost!, but these ones can not be used).
To restore the banks 69 & 84, simply reload & save your items.sdata with the 0.6.6+ release.
4.2 Gears
The "Light Gears" and "Dark Gears" panels manage the light, resp. dark, gears.
You can choose the class for which gears are displayed, the kind of gear, as well as a short or
exhaustive
view with the local popup menu displayed with a right-click on the tab or list header.
You edit a gear after double-click on it.
All known fields are editable, this includes 'Attrib' that defines the elemental defense of top
armors
level 70 as per episo 5.3.
The "Bonif Max" field (DB: ReqWis) defines the maximal orange HP/SP/MP values expressed
in hundreds
of points (the value "3" means "300 pts max").
The right panel of the dialog can be opened or closed and shows the male & female gear
according
to the chosen model - the link is done with the mlt file, see below. Note that the actual 3D model
is determined in-game by the class of the toon (the information is not intrinsically defined by the
gear).
In this dialog, the choice is based on the class that can equip the gear, when several classes are
checked, the first one defines the displayed gear.
The ReqStr, ReqRec, ReqInt, ReqVg, ReqIg, Range, AttackTime, Effect1, Effect2, Speed, Exp
& Drop columns
of the PS_GameDefs.dbo.Items table are not linked to an editable gear field (and thus not
used/changed
by this dialog). If you know a meaning for these fields, thank to advice.
4.3 Weapons
The "Light Weapons" and "Dark Weapons" panels manage the light, resp. dark, weapons.
You can choose the class for which weapons are displayed, the type of weapon, as well as a short
or
exhaustive view with the local popup menu displayed with a right-click on the tab-header.
You edit a weapon after double-click on it.
All known fields are editable, this also includes the 'ReqRec' used by new weapons level 70, the
actual
meaning of this field is not known when this version was released.
Some fields are seldomly settled (not left at zero) and are not visible when the dialog is opened.
This includes HP, SP, MP, Physical Defense and Magical Resistance. Clicking the arrow after
'WIS' will show them.
OOH, these fields are used by most of shields and thus they are visible when the dialog is opened
to edit a shield.
The 3D view of the weapon is also visible with the top arrow that expands the dialog to the right.
The 'model' drop-down list, present in release 0.7.1+, allows to choose (and to see) one of the
available models.
The ReqStr, ReqInt, ReqVg, ReqIg, Special, Speed, Exp & Drop columns of the
PS_GameDefs.dbo.Items table are not
linked to an editable weapon field (and thus not used/changed by this dialog). If you know a
meaning for these
fields, thank to advice.
4.4 Lapis
The "Lapis" panel manages the lapis items.
You edit a lapis after double-click on it.
Fields are self-explanatory.
The debuff & anti-debuff lapis use a "Spell" identifier. Known effect are listed by name in drop-
list, you can
also choose "Other" from the list (top first position) and assign a value in the edit-field at right of
list;
thank to post feedback regarding any discovered effect.
The range of 'Attack Range' (Horizon), 'Attack Speed (Flash) and 'Move Speed' (Sonic) have all
a max. value of 3
(it can have no actual effect, eg for a Sonic lvl 3 with 'Move Speed' set to 3 doesn't give extrem.
fast).
4.5 Mounts
The "Mounts" panel manages all mounts. Unlike the gears & weapons panels, all mounts, light &
dark, are listed in this single panel.
You edit a mount after double-click on it.
Only a few number of parameters are available there. The speed and number of seats of a mount
seem
to be controled by the animation files listed in the .mon file for the mount.
The "Range" field seems to be used but no acceptable meaning has been found so far.
4.6 Capes (mantles)
This panel displays and allows the edition of mantles. (rel. 0.7.1+)
You can choose the listed items with the local popup menu displayed with a right-click on the
tab or list header.
Note that, as for other tabs, undefined capes exist but are not listed.
To edit a cape, double-click on it.
4.7 Accessories
This panel displays and allows the edition of amulets, loops, rings.
You can choose the listed items with the local popup menu displayed with a right-click on the
tab or list header.
Note that, as for other tabs, undefined items exist but are not listed.
To "create" an accessory from an unused row, change the Country and/or Level fields from the
"All Items" list,
save your file & reopen it, the modified item will appear in the list and you will be able to use the
editor.
To edit an accessory, double-click on it.
All fields are self-explanatory. They allow full customization of existing accessories as well as
creation of new ones.
4.8 Consumables / Goods
This panel displays and allows the edition of all goods, quest-items and consumables.
(These items have a Type value of 25, 27, 28, 29, 37, 38, 43, 44 or 100).
You edit an item after double-click on it.
Depending of the actual type of the edited item (throwable drop, quest item, potion, runes, ...)
different fields shall be settled.
Be sure to understand the purpose of each fields and to know the allowed values before doing
changes.
4.9 All Items
The "All Items" tab gives access to all items, whatever their "defined" or "undefined" status.
The purpose of this list is to offer a way to check every items and thus all columns (all fields of
items) are always displayed.
It also provide a "Create Item" dialog ("Edit" / "Create Item") to be used when adding a new row
is required.
You can also use the "Delete Item" and "Erase Item" menu-items to remove or discard an useless
item;
4.10 Grades
This panel lets you organize the "drop-bags".
Release 0.7.1 upgrades the list with a TreeList control that offers better lisibility of item's
information.
The purpose of this panel is to allow the drop of light items from the mobs of light maps and the
drop of fury items from the mobs of dark maps. Default OS settings almost always mix the light
& dark items, this is often a source of frustration for players.
You organize items (meaning you change their "Drop Group" value) by drag'n'droping them
from one bag to another.
You can also move or empty a full bag with the local popmenu available with a right-click on
bag icon.
Most of drops rely on a drop-group index; each mob defines up to 9 drop-bags with a percent of
chance to deliver an item for each of them. Which item is delivered is the purpose of these "drop-
bags" indexes; you define that value with the "Drop Group" field of the item editors. All items
sharing the same "Drop Group" value belong to the same "drop-bag" and one of them is
randomly chosen when the mob drops an item from that bag.
5. NpcQuest.sdata 5.1 General
The NPC/NpcQuest.sdata file contains the definition of the NPC (not playable characters) that
can be present on the maps of the game and the quests managed by these NPC.
The file is stored encrypted in the NPC directory of the client and in clear in the
PSM_Client\Bin\Data directory of the server.
The editor saves 2 files (one ciphered, one plain) in these 2 folders.
NPC include:
Animal, like those around farms
Apprentice, sometime used to give and/or receive quests
Blacksmith, to repair equipment, link lapis, or enchant items
Combat Commander, usually used to provide free skills reset
Dead NPC, sometime used to give and/or receive quests
Gambling House, as the name suggests
Gate-Keeper, to reach up to 3 destinations on same or another map
Guard, mainly used in cities, a few gives quests
Guild-Master, to create guild and to join or leave one
Merchant, NPC who sell items, players can sell them items too
Normal NPC, mainly used to give and/or receive quests
PvP-Manager, to give info regarding PvP
Warehouse-Keeper, to give access to the warehouse
The appearance of NPC is defined with the list of models defined in the NPC/NPC.MON file.
The actual presence of a NPC on a map is defined in the .svmap file for that map.
Standard-NPCs, Merchants & Gate-Keepers can be copied / pasted from their respective list to
the list of another NpcQuest.sdata file opened in a second instance of the application. If the NPC
(same Type and Unique ID) exists, it is updated with pasted data, otherwise it is added to the list.
5.2 Standard-NPCs
Standard-NPC are apprentice, blacksmiths, guards, and so on.
Most of them do not participate to the game except for quests.
You can use this editor to change their name, welcome message and icon/shape (the full 3D
shape can be displayed in the collapsable right-panel).
5.3 Merchants
The "Merchants" tab lists all available merchants.
You edit them after a double-click on it.
This editor uses some rules to provide a not-over-complicated interface. From a theorical point
of view, all merchants can sell any items from any categories, so 100 x 256 items. To avoid a
pratically not-usable dialog, it won't be the case there, "Weapon Merchant" sells weapons,
"Protection Marchant" sells gears and so on.
The right-list so displays a subset of the Items.sdata file (the one from the client files repository
as explained in very first point of this post) and provides up to two filters on these items. To fill-
in the left-list (which represents the items currently sold by the merchant), click and drag an item
from the right-list to the left-list. To remove an item present in the (left) merchant list, select it
and click 'Del'.
Keep in mind that NpcQuest.sdata contains only definition of a merchant, its appearence, name,
message and list of sold items. It does not contains any information related to the actual presence
in game, nor its location, the server .svmap files can be edited to edit this information.
With release 0.6.6, Accessory Merchant can list more items, this include lapis (items type 30),
enhancement items or "special" items (type 25 & 44).
The Liquid Medecine Merchants also list more items with the "pana items" (type 44 & 100 with
not null Range value).
5.4 Gate-Keepers
The "Gate-Keepers" tab lists all available gate-keepers.
You edit them after a double-click on it.
The collapsable right-panel displays a 3D view of the selected NPC model.
This model is chosen from the "Model's names" list or from the icon picker, they are
synchronized since they define the same 'shape' field.
The other fields of this dialog are self explanatory.
5.5 Quests
The "Quests" tab lists all available quests.
You edit them after a double-click on it.
This one is not the easier to use ... still it can be used w/o trouble to edit the messages associated
to a quest (and of course to translate them) and/or to edit the required number of mobs to kill or
item to collect.
Further changes are also possible such as conditional rewards and quests chains, but it is strongly
advised to watch and understand existing and known quests before to perform big changes.
Release 0.6.4 badly manages quests with variable rewards. The release 0.6.5+ finely manages
class-based reward.
The quest-chains are still not fully managed, you can edit existing ones but newly created one
may not work.
This topic is not yet fully understood.
Full redesign with release 0.6.6, variable rewards are (I hope) more clear to understand.
Repeatable flag is also present, thank goes to Shaiya Knight Fall.
6. Monster.sdata
This editor lets you manage the Monster/Monster.SData file and the server-side monsters & drop
lists information.
Editing only the content of the monster.sdata file was not satisfactory; indeed the big part of
information is in BD only.
The solution is an extended monster file ("MonsterEx.SData") file that contains the
monster.sdata information plus DB information (the content of the dbo.Mobs & dbo.MobItems
table).
This file is generated once with the monster.sdata and the 2 tables (exported from SQL Studio in
.CSV format) and imported by the tool.
The file is then used to regenerate the monster.sdata file and a SQL script to update the Mobs &
MobItems tables.
Be sure to properly export the full tables with all OS defined columns (no more, no less and in
right order) or the import will fail.
The field separator (the character between each field) must be a comma or a semi-colon, also no
thousand separators shall be present in numerical figures (eg the value 2500 shall be "2500" and
not "2,500" or "2.500").
The csv files must be saved as plain ANSI text, SQL Studio saves files with UTF-8 or Unicode
encoding as default choices, make sure to define the encoding options to "ANSI" with the small
down arrow on the Save button.
The expected format for the Mobs.csv is:
Spoiler:
The expected format for the MobItems.csv is:
Spoiler:
The editor saves the Monster.sdata file encrypted from where it was opened; it also saves an
extended monsters file ("monsterEx.sdata") in the same folder than the one containing the
monster.sdata file. Using a global server repository here was not possible since this will prevent
the existence and edition of several monster.sdata.
That extended file is not supposed to be packed in a client package; it is your responsability to
move/remove/... it.
A SQL script is also saved in the server directory.
For first use, you must export the 2 required tables in .CSV format and then import them (File
menu, Import item).
These 2 CSV files are no longer needed after import and can be deleted.
For next uses, you simply open the monster.sdata file - you don't select the monsterEx.sdata, it is
automatically detected and used by the tool.
You edit a monster after a double-click on it.
You will note that most of information is available only after import of server data.
The right side of the dialog can be expanded to display the 3D view of the monster (as selected
from the 'Model' drop-down list) or to display and edit the drop-bags associated to the monster.
You can create a new mob with the "Edit" / "Create Item" menu. Again, a lot of "undefined"
mobs yet exist, to show them use the local popmenu (right-click on list header) to choose
between the "View All" and "View valid" modes.
7. Models Files (MLX, MLT, ITM & MON)
The game uses basic files to describe appearance of weapons (.itm) and mounts (.mon).
The definition of gears is a bit more tricky. Indeed, one is usually interested in the definition of a
full gear-set and not only one item. Meta-models have been added to manage that.
7.1 Meta-models - MLX Files
These files are created by the tool and don't exist in OS set of files.
They simply put together information from the individual .mlt files present in the
Character/class/ directories.
They are small and they don't contain any sensitive information, so putting them in a public
package is not an issue.
To create a new meta-model, create an empty file (and empty means 0 byte) in the directory
containing the .mlt files and name it with the four first letters of these files and the '.mlx'
extension.
So to create a meta-model for human, male, fighter gears, you create a "humf.mlx" file in the
"Character/Human/" folder.
To create a meta-model for vail, female, oracle gears, you create a "viwm.mlx" file in the
"Character/Vile/" folder.
Once the empty file exists, open it.
The editor manages the data of the 4 .mlt files (xxx_upper.mlt, xxx_lower.mlt, xxx_hand.mlt &
xxx_foot.mlt) simultaneously.
The helmets are not include in the meta-model because their identifiers usually don't match those
of gears; the number of helmets (if all event ones are present) is also different than the number of
gear-sets.
Since release 0.7.1, the names of gears that use the selected model are displayed in the 4 lists of
the bottom of the panel.
You can create new meta-model with the "Edit" / "Create Item" option, you delete one with the
"Delete Item" option, and mainly, you update, fix, complete the existing one by selecting it (this
copies the current file names in the edit boxes) and then clicking the "Update Model".
You can also reorder models (moving them up & down in the list) with Ctrl+Up & Ctrl+Down,
be aware that changing the order will change the model value and gear items defined in
Items.sdata do use tha value. Such ordering may be usefull or wanted but you need to edit the
gear's model after that.
A name can also be associated with a model; this name is used only to you.
When you save the file, an actual .mlx file is created - and thus the previous manual creation
occurs only once - and the four individual .mlt files are regenerated.
Of course, another interest of this editor is to display a full 3D view of the gear-set.
7.2 Gear-models - MLT Files
This editor lets you create, edit, remove models & save the Character/class/*.MLT files.
The .mlt files can be edited individually. It can be required to edit helmets for instance.
A MLT record only contains an index of a DDS file, an index of a 3DC file and a RFU value.
Edition is thus performed directly from the list view; you start to edit a filename with the F2 key
or by click'n'move.
The editor does not verify that the given file actually exists.
The selected model can be viewed in the 3D Viewer, select "Tools" / "3D View" item or press F6
to open the viewer.
7.3 Weapon models - ITM Files
The .itm files contain the visual definition of weapons.
This editor lets you create, edit, remove models & save the Item/*.ITM files.
A ITM record contains an index of a DDS file, an index of a 3DO file, a glow identifier (used by
elementarized and quest weapons) and optionally a color (whose use is unknown) and a 3D point
(position of weapon relative to the toon).
The edition of record is performed with a tailored dialog. The folder icons allows pick-up of a
DDS or 3DO file from the child directories of the .itm file location; the color control uses the
standard color picker.
The selected model can be viewed in the 3D Viewer, select "Tools" / "3D View" item or press F6
to open the viewer.
7.4 Monsters, Mounts & NPC models - MON Files
The .mon files contain the visual defintion of monsters, mounts and NPC.
Note that old client game used .tol files for the same purpose, these files are obsolete and not
used by client 4.5+.
Each record contains 1 or several DDS & 3DC files plus the names of animations, waves and
effects files.
You edit a record after a double-click on it.
The dialog does not provide a 3D rendering panel (it will be useless when several files are used).
Instead all parts of the selected model (from the main list) are assembled together in the 3D
Viewer
(select "Tools" / "3D View" item or press F6 to open the viewer if required).
7.5 Strip models
The Strip folder also contains some .mon files used to display characters of the gamehouse.
These data are not that useful but they exist so the appl is able to render them.
8. 3D Views
The previous files (.itm, .mlt & .mon formats) contains lists of items, each of one linked to a 3D
representation.
The files described in this section contains the definition of the 3D view itself.
8.1 3DO & 3DC Files
This viewer displays a wire-view of the .3DO & .3DC files (3D models used to describe all items
but cities).
Release 0.7.1 enhances the editor with the following features:
- the list of facets (a facet is a set of 3 (x,y,z) coordinates) is present at right and allows to hide
individual facet.
When the model is saved, the hidden facets are removed from the model definition (the spatial
points are kept for optional revert operation).
- a texture (dds or tga file) can be chosen and applied to the edited model; this can help to hide
the right facets.
- a background model (with optional texture applied on it) can be used to see the edited model in
"real condition" (eg a body part background can be used to edit a gear item).
Why remove facets could you ask?
Well, from my point of view, some models are unnecessarily overloaded (for instance I dislike
the heavy pot-helmets), one may prefer to make them lighter.
For example, the Justia helmet can be changed as follows:
8.2 DDS Files
This viewer displays the .DDS files (Direct Draw Surface used as textures).
If a .3DO or .3DC file with same name (but extension) is present in the directory ../3DO/ or
../3DC/ it will be used to render the texture on the 3D model otherwise a square bitmap is
displayed.
8.3 SMOD Files
This viewer displays the .SMOD files used to describe buildings or large shapes present in
landscape.
9. SVMAP Files
Release 0.7.1+ includes a .svmap editor. These server-side files are used to define the location of
monsters, NPC, portals on the map.
For each kind of record (a NPC location for instance) only a few data are required, this dialog so
uses a different layout than the previous ones and gives a big place to a pict of the edited map.
Note that these "map images" are read from the Interface/MiniMap folder; it contains image for
"outside fields" and not for the dungeons; Of course one can easily create images for these maps
with, for instance, a snapshoot of the views provided by Murat KURT.
Opening a .svmap file shows the following dialog:
On top of the right part, an input field and a "Change" button can be used to resize the map; that
is the first thing to do when you create a new server map for a new client world. That size can be
overestimated, it does not matter; on other hand if your toon respawn when you are walking on a
map, it is because its size is too small, enlarge it in this case.
The "Spots" combobox gives access to the different areas defined by the svmap. Use it to edit the
relevant data.
9.1 Ladders
This views manages ladders.
Ladders are present on some towers of "outside" maps and they are used ... to look at the
landscape around (?!).
They are also present in some dungeons (Greendieta floor 1 in the pict above with treasure boxes
on top) or to access some platforms (AH for instance).
As for portals, the world file shall contain the ladder definition and the records defined there
shall use 'close enough' coordinates.
9.2 Monsters Area
This view manages the locations where the server will spawn monsters.
The first list contains the coordinates of the extreme point of squares. To change them, select a
record from the list, the (x, y, z) of the 2 points are copied into the input fields, make changes
and update the spot with the "Set" button.
To add a new spot, fill-in the fields (or modify filled-in values) and click "Add".
To remove a spot, select it and press "Del".
Monsters are never static on the map (except it you provide a null wide box) and they randomly
move in the specified box, so make sure to not define too small areas.
Also you can take advantage of their moves to simplify the definition of the Y (azimut)
coordinate, make it a bit higher than the actual ground, the monster will go down to ground level
when it will move.
When you select a spot, the second list is filled-in with the monsters that will spawn in this area.
An area can contain several type of monsters (each identified by its MobID identifier) and 1 or
several instances of each type of mobs.
To change the type of a mob and/or the number of mobs, select its record, edit and press "Set".
To add a mob, type-in its MobID and number of instances and press "Add".
To remove a type of mobs, select the line and press "Del".
9.3 Monsters List
This view uses the same information but displays them differently.
Its purpose is to show where each type of mobs will respawn. That is usefull for leveling maps
where the level of mobs will usually grow while crossing the map.
Additionally, you can double-click on monster to edit it, for instance to make the drops smarter
according to the position of the mobs on the map.
Note that the editor will open and use the monsterEx.sdata file present in the Monster folder of
your client data repository; it you have not read or understood the chapters 1 or 6, stop your
reading and redo-from-start.
The 5 element icons at bottom displays the mobs with that element, usefull to balance elemental
mobs on the map.
9.4 Named Areas
This views manages areas that displays a name when a toon enters into it.
These spots use the transparent picts present in Interface/Worldname to display the name of the
area.
It is assumed that the area with index i uses the file mapID_i.tga, however this is invalidated by
some maps,
your feedback is so welcome.
9.5 NPC
This view manages the location of NPC.
Actual NPC shall be defined with the NpcQuest.sdata file, this section only defines their
positions on the map.
But you can edit your Client Data/NPC/NpcQuest.sdata file, by double-clicking NPC from this
list. Again usefull to verify that merchants inserted on a map provide goods relevant for that map
(no weapon lvl 37 at Kanos for instance).
A NPC's location is (usually) defined by a single point. Unlike monsters, NPCs are indeed
usually static.
The "Position" list lets you add (or remove) additional positions. If several points exist, the NPC
will move in loop across these points.
So if you want the guards to do a little exercise, define several points (close to each other) and if
you want the stupid light blacksmith of Karis to stop to move away when you are using it,
remove the 3 of the 4 (buggy) points.
You can also consult that thread for a quick tuto related to NPC creation.
9.6 Portals
This views manages portals.
The portals shall exist in the client-sided world file prior to define them here. (Actually you can
define them but they won't work.) Their order must also match the one of the wld file.
The "Add", "Set", input fields, etc work as expected and as described above.
Point of interest, the "faction" field is not a drop-down with the "light", "dark" choices; indeed
portals can depend on a specific event (usually a boss, semi-boss killing) to be usable. In such
case the value will match the one defined in Obelisk.ini.
9.7 Spawn
This views manages spawn areas, meaning the areas where toons are moved when they town.
Of course, more than one spawn point can be defined (in not PvP maps), it is asumed that the
toon is moved to the nearest point when several points exist.
10. World Definition - WLD Files
Release 0.7.5 includes .wld editors. These client-side files are used to define the maps.
These files are actually two very different types, the first defines the dunjeons while the second
defines the outside landscapes.
10.1 Dunjeons
(new with 0.7.5, more details to come)
10.2 Field Maps
(new with 0.7.5, more details to come)
Next to come
Hmm, still missing something? really?
Bugs & Requests
Requests for general interest may be discussed in this thread; specific requests are preferably sent
by private mail.
Bug reports are sent by private mail; reports containing only "it does not work" or listing 50+
times the same mistake will not be processed.
Credits
ZeroSignal for his "shay_data_edit_0-1c" package that gave information on the structure of
several files.
Attila Kovrig for the wonderfull IcoFX application used to create the icon-library.
(the Visual-Studio 2010 icon-editor is just a crap as compared to this application).
Release Notes
v. 0.6.1, March 12, 2011
- Initial Release
v. 0.6.2, March 18, 2011
Fixes:
- DDS loader (now manages DXT1 & uncompressed format)
- Secondary list of icons (now add icons from 1xx to those of xx)
- SQL script for skills table update now accurate
Adds:
- Weapon & Lapis editors
v. 0.6.3, March 18, 2011
Bug Fixes:
- the listed gear models for Type ranging 67 to 71 (light 2nd set) were invalid. (bug introduced in
0.6.2).
Changes:
- all .SData files are now saved encrypted. (you no longer need to encrypt them before
packaging).
v. 0.6.4, March 20, 2011
Adds:
- Shields edition
- NPCQuest.sdata support
v. 0.6.5, March 26, 2011
Bug Fixes:
- SQL scripts now saved into the "server repository" folder.
- the "Range" value of some items was badly set in SQL script, it's now correct - Credits/Thanks
to Betalfa.
- Quests with a class-based choice of rewards were incorrect.
Adds:
- edition of Mounts, Accessories (Amulets, Loops, Rings & Capes), Goods.
- import command to add new items to an items.sdata file (items shall not exist in the target file
to be merged, existing items won't be changed with data of the imported file)
Bugs:
- when you create a new lapis from an unused row, the "Slot" value is left to '00' preventing you
to be able to link these newly created lapis; in order to have them working, change the Slot value
from 0 to 1 in the "All Items" tab. Thanks to Shayia Xtreme to report this bug.
- when the "Light/Dark Gears" tab uses the "Show All Items" option, some shields are present in
the list ("Type" present in 1st column is 19 or 34); trying to edit them from that Gear list causes
the application to crash (it tries to use a list of icons that doesn't exist). To avoid that, edit shields
from Weapon tab only.
- gears tabs don't list items from second sets (type 67..71, 82..86), again re-broken with an
invalid test on Country (which is of course different than the one for 1st set).
v. 0.6.6, April 3rd, 2011
Bug Fixes Release:
- linking prices list completed - credit / thank to Nevak
- Gear editor updated, "Country" field added.
- Lapis editor updated, "Slot" field added.
- Quest editor updated.
- List of items for Liquide Med. & Accessory Merchants enhanced.
v. 0.7.0, April 13, 2011
Bug Fixes:
- Shields type 19 and 34 no longer appear in the "Light/Dark Gears" with "Show All Items"
mode.
- Ins & Del work with cash.sdata editor.
Changes:
- Accessory editor includes a sex selector for jewelry.
- Gear & Weapons editors upgraded with 3D view.
- DDS viewer upgraded.
Adds:
- edition of meta-models (set of .mlt files)
- edition of mobs; allows edition of public as well of private data (defense & attacks and list of
drops)
- edition of "Grade Bags"
- 3DC, 3DO viewers added.
Special Thank goes to Zoltán Kárpáti for the helpful exchanges during debugging of the 3D
engine.
v. 0.7.0.1, April 16, 2011
Bug Fixes Releases:
- Import of CSV files fixed; a wrap-around UTF-8 caused ANSI files to not be loaded, meantime
Unicode wasn't handled.
These files must now be in plain ANSI only (use the small arrow on SQL Studio "Save" button
to define coding mode and choose "ANSI").
- When editing a merchant, the list of available items went too low; fixed.
Adds:
- meta-models dialog lets you rename the DDS & 3DC files associated to a model (select it to
fill-in edit-texts, make change, click "Rename")
It also also direct creation of a new model with the content of the edit-texts, fill-in them (can be
from a selected model) and click "Append".
- "Server" field added to Gear, Weapon & Accessory dialogs, this field controls (among possible
other things) the "enhancability" of an item.
v. 0.7.1, June 20, 2011
Bug Fixes:
- Fix a bug that crashed the appl. when the Gate-Keepers are sorted by 3rd destination.
- Fix flickering & not-drawn view in item mall editor (TileView)
Bug found:
- Some .tga files used as minimap as RLE encoded (purposeless for such images), the tool does
not diaply them.
Changes:
- Add 3D view in Standard-NPC and Gate-Keeper editor.
- Weapon editor allows the edition of the model used to draw the weapon.
- .ITM and .MON lists have dedicated editors.
- 3D view of items are properly displayed (connected to each others) in meta-models dialog
(.mlx files).
- .3DE, .3DC and .3DO files can be edited.
Adds:
- Capes (mantles) are listed in a dedicated panel with tailored editor.
- 3D Popup Viewer to display selected model when working with .MLT, .ITM or .MON lists.
- Search capability
- SMOD viewer
- SVMAP editor
v. 0.7.5, not released yet
Bug Fixes:
- Lot of drawing issues fixed (flickering & lacks of update)
- Support of RLE encoded TGA files
Changes:
- Uses a MDI (multiple documents interface) instead of the SID (single doc interface)
Adds:
- Data.saf expansion to create functional workspace
- Data.saf / .sah creation from a workspace directory
- Creation of patch with auto-selection of modified files
- WLD editors
Postponed
- Toon skills editor, it allows to edit simultaneously all the levels of a skill.
- Mobs skills editor, it allows full edition, as well as creation, of mob's skills.