Freitag, 27. August 2010

Arrange folder.

Arrange folder contains cell/chaoticlocation/location/maprespawn/portallocation/siegeteleport/skyteleport/teleport/warp.csv files.


The most important files and which u will work the most with are location.csv/teleport.csv and warp.csv


Lets start with Location;


Open the file and I'll explain,


Index,Location_Name,MapIndex,Pos_X,Pos_Y,Direction,Pos_X2,Pos_Y3,Direction4


Index = Used in teleport.csv and warp.csv.
Location_Name = Name of the Location.
MapIndex = Index of the Map.
Pos_X = Position of the X axis.
Pos_Y = Position of the Y axis.
Direction = The direction of ur Character which he'll be facing.
Pos_X2 = Same as Pos_X
Pos_Y3 = Same as Pos_Y

Direction4 = Same as Direction.


Now I'll take that line as an example.


Index,Location_Name,MapIndex,Pos_X,Pos_Y,Direction,Pos_X2,Pos_Y3,Direction4
104,Parca Temple,6,416,333,0,416,333,0


Not hard to understand right? location.csv actually contains all the locations for the teleport.csv and warp.csv files. Means if you make an new teleporter and lets say u add a new map and u want the Teleporter to teleport u to that map u will also have to add a new location line for that map.


=========================
Now open Teleport.csv,


Teleporter is easy to understand, Click on a Teleport > location.csv and u will be Teleported.


Index,Teleport_StringIndex,UnitCount,UnitIndex_1,LocationIndex_1,String_1,Cost_1,Level_1,UnitIndex_2,LocationIndex_2,String_2,Cost_2,Level_2,UnitIndex_3,LocationIndex_3,String_3,Cost_3,Level_3,UnitIndex_4,LocationIndex_4,String_4,Cost_4,Level_4,UnitIndex_5,LocationIndex_5,String_5,Cost_5,Level_5,UnitIndex_6,LocationIndex_6,String_6,Cost_6,Level_6,UnitIndex_7,LocationIndex_7,String_7,Cost_7,Level_7,UnitIndex_8,LocationIndex_8,String_8,Cost_8,Level_8,UnitIndex_9,LocationIndex_9,String_9,Cost_9,Level_9

Index = Used is npc.csv file.
Teleport_StringIndex = Don't change it leave it at 1.
UnitCount = Count of how many locations do u want to have, 9 is max as far as i know more then 9 will crash u.
UnitIndex_1 = Don't change it leave it at 1. UnitIndex_2 = 2. UnitIndex_3 = 3 and so on..
LocationIndex_1 = Used from location.csv as i explained already, thats the location u will teleport to.
String_1 = The location name used in stringtable_teleport.txt as i already explained it, If it will show up as a code u will have to add that.
Cost_1 = How much u will pay to teleport.
Level_1 = Min lvl to teleport to the location.


Now I'll use this line as an example;
106,1,7,1,111,100,20,1,2,102,200,20,1,3,103,300,10,15,4,104,400,20,25,5,109,500,15,40,6,106,600,20,45,7,112,700,175,65,8,0,0,0,0,9,0,0,0,0

Now go to share/creature and open npc.csv and search for Alvin, Look at his coloum 9 its 106 right?


Means, Alvin is the Index in teleport.csv 106;

Alvin has 7 Locations to teleport to. Now back to teleport.csv look at the coloum 5 its 111 and the index 111 at location.csv is Braiken Castle 1 in my location.csv file. Coloum 6 is 100 means u will pay 100 dil to teleport to braiken. Coloumn 7 is 1 means u will have to be level 20 to teleport to Braiken 1..


Now lets look at the other coloumns the next Location is 102 means this is Braiken Castle 2 in my location.csv then the next coloumn is 200 means u will pay 200dil to teleport there, the next coloumn is 20 means u have to be level 20 to teleport to Braiken 2.


And so on, It should be all clearly explained now right? Thought so.


=========================
Next one is the warp.csv;


Warp.csv is also easy to understand warp.csv > location.csv and you will be warped.


Open up warp.csv and I'll explain;


Index,From_LocationIndex,Rect_X,Rect_Y,To_LocationIndex,Seige,Dungeon


Index = Index obviously doesnt matter which u use.
LocationIndex = Location index from which u will be warped (location.csv)
Rect_X = make it 3-4.
Rect_Y = make it 3-4.
To_LocationIndex = Location index to which you will be warped.
Siege = This one is only for siege map.
Dungeon = Also this one is only for Dungeons.


Now I'll take those lines as an example from warp.csv;


Also open location.csv


11245,11245,4,3,11246,0,0
11248,11248,4,3,11244,0,0



Those are my 2 lines; 
First line =
11245 = 11245,Cursed Maze,21,15,375,0,15,375,0
11245 = 11245,Cursed Maze,21,15,375,0,15,375,0
4,3 = the Rect_X and Rect_Y as i explained it already make it 3-4.
11244 = 11246,The Death Lands,63,235,461,0,235,461,0

2nd line =

11248 = 11248,Space of Pilgrimage,47,484,38,0,484,38,0
11245 = 11248,Space of Pilgrimage,47,484,38,0,484,38,0
4,3 = the Rect_X and Rect_Y as i explained it already make it 3-4.
11244 = 11244,Aguirai ruins 1,46,52,449,0,52,449,0


Its clearly easy to understand what that means, the first line will warp u from maze to the deadlands.
And the 2nd line will warp u from Space back to Aquirai Ruins.


Not hard at all to understand right? I knoooooooooooow =3.


You can also make alot of other things into the arrange folder like making new respawn points etc or also niete points, but I didn't learn that since now though, Its not that important also.


Those are the most important files into the Arrange folder, I hope u will understand everything when reading this.


~Harmony.

AI folder.

I won't be able to tell u really much about the AI folder since I'm still learning about those things, 


buuuuuuuuuuuuuuut, I can tell u something about the info.csv file in the Ai folder, If you're adding new mobs YOU WILL have to add the right line for the mob into the info.csv file open it up and take a look at it, seems to be hard to understand and theres alot of Numbers right? But It's not hard at all. Let me explain;


3600,3,20,26,3,2800,1500,1200,1000,0,0,0,50,2,0,4,3,100,20,0,100,30,0,18,10,0,2,20,10,5,0,0,0,0,0,0,0,0,0,0,1


This line is for Aquirai the Immortal, explains itself since it has the Index 3600, also you won't have to write those lines urself since u can copy/paste the line for the right mob from Dekaron Korea.


=======================
Patterninfo file.csv;


File patterninfo.csv has the purpose to point to the files into the Pattern folder, Pattern files also have the purpose to tell the monster on how to react to different situations, 


As an example, every monster in share/creature/monster.csv folder has an AI key coloumn, that coloumn points back to the Pattern folder,


Immortal has the AI Key 1,


Now if you take a look at ur patterinfo.csv and search for 1 u will see this;


1,Pattern\Positive_Attack.csv 


Now you can open ur pattern folder and open the Positive_Attack.csv and there you can see what it contains, as I already said, I won't be able to really tell u much about it, but thats all I know for now and I wouldn't also really change those things.


~Harmony.

Action folder.

Action folder;


Action folder contains brick/guard/item/monster/pc/rider/sentry/vehicle and list.csv file.


Lets start with the Brick/Guard and Item folder.


Alright open your brick folder, and I'll choose the karonship.act.30620.csv as an example, Open it and u'll see it will look like this..


Creature,BRICK,,,,,,,,,,,,,,,
Index,36020,,,,,,,,,,,,,,,
Skeleton,Brick\sh_door_04.skel,,,,,,,,,,,,,,,

Style,Action,Index,Animation,Start_Inter,End_Inter,TimeLength,Swing,Strike,Timing,Split,Timing2,Freeze,Effect,CancelTime,DefaultAction,Intersect
0,OPENBRICK,0,Brick\ship_door\sh_door_04.anim,4,1,1,0,0,0.1,1,0,0,0,0,0,0
0,CLOSEBRICK,0,Brick\ship_door\sh_door_04_stand.anim,4,1,1,0,0,0,0,0,0,0,0,0,0



Well its actually clearly to understand what purpose it has, It's actually the same for the shapes, you won't really need to edit those files since u're just adding bricks from Dekaron Korea so you will just have to add the files of the brick ur adding into the Brick folder.


Same goes for Item & Guard, Adding new Items or Guards(Which won't happen that fast) you will have to add their single files into their folder.


By the way, If you're adding something you will also need the list.csv file, open it and I'll explain it.


Thats the most important file in ur action folder,


Alright scroll it a bit down and take a look at it, not hard to understand at all right? 


Well I'll explain it anyways a bit, Since i explained u how to add bricks I'll take the same file as an example, I added one of the bricks of Karons Transport ship now and I will have to add to the list.csv file to appear it ingame,


Brick\KaronShip.act.36020.csv


It really shouldn't be hard to understand at all. That was actually all for those folders.


=========================
Next one is the Monster folder, open it and u will see every single file of an mob.


I'll take the Immortal file as an example open it up, looks almost like the brick file i explained u right? Those files have actually the purpose for the game/exe to know where it gets the animations from, and also as i mentioned it at the brick file already if you're adding new mobs u won't have to edit their files since we will have the same ones as Dekaron Korea, u will just have to add their Animation and skel files.


And also EVERYTHING u'll add new to the game, u will also have to add it to the list.csv file 


If I'll add immortal it will look like that;


Monster\aquirai_the_immotal.act.3600.csv


The names are of course of the files. So you will actually just have to copy the right line of the monster/brick or whatever from Dekaron Korea to ur list.csv.


Since I've explained that i really shouldn't have to explain the other folders as well since its the same thing u will always have to do.


npc folder = For NPC's of course it explains itself.
pc folder = the PC folder is for the Character Animations how they STAND/WALK etc.
pet folder = for Dshop pets I believe, but since private servers dont have them the folder isn't important at all
rider folder = the RIDER folder is also for the Character Animations how they look like when they're on a mount.
sentry folder = the SENTRY folder explains itself.
servant folder = the SERVANT folder is for the summoner pets.
vehicle folder = the VEHICLE folder is also for the mounts.


And remember if you're adding any new things of those files, you will ALSO HAVE to add them to the list.csv


~Harmony.

Share folder.

Lets start with the Share folder,


Share folder contains action/ai/arrange/creature/dungeon/fishing/guild/guildobserver/item/map/mapredcell/observer/partywar/pc/quest/request_quest/server/siege/string/skill/vehicle and some single files which I'll explain also.


All changes which u will be doing at ur share folder are server sided, means u will have to patch it to the server to see the changes.


~Harmony.

Donnerstag, 26. August 2010

Texturepack folder.

Texture pack folder has the same purpose as the mesh/anim/texture/skel folder, If you're adding new things you will have to add their texturepack files, Don't need to explain more I guess.


~Harmony.

Texture folder.

Texture folder;


(ATTENTION = All files in the Texture folder are .dds files, you will need Photoshop to edit .dds files)


This folder has one of the most files I guess, So It will be a bit to explain,


Or maybe not since most of the files have the same purpose of the mesh, anim and skel folder, If you'll add new things you will also have to add their textures, but lets start,


ad, brick, character, costume, environment, etc, maptitle, game, item, minimap, monster, npc, object, remote, sentry, servant, vehicle and water actually explains itself right? Adding new contect means also adding their textures, Thats the easiest work at being a Dekaron Developer.


Now lets get to the texture/ui folder.


============================
Important folder of the UI folder:

Ui/game folder;


Character folder = This is where you change the texture when u're making a new Character, as an example for character_new_002.dds file, this is the texture of when u're making a new Character and when u can choose between Braiken and Loa, and since I've added the new start map Ardeca to my Server, I also had to edit the .dds file I removed braiken and Loa from the Picture and added Ardeca to it.


Guild folder = Here you could add new Guild emblems into the game.


Loading folder = Here are all Loading screens located, if you will add a new map you will also have to add their Loading Screen. Simple.


Maptitle folder = Here are the .dds files for the maptitles when a map did load to the end it will Say Loa Castle or Braiken Castle.


Theme01 folder = Here are all Dshop Pictures and Icons, and the buff icons of the skills (also really important when adding new skills)


Skill folder = Here are all Skill Icons, This folder is Important when adding new Skills.


Those are actually the important files in the Texture folder.


The other folder should explain itself,


~Harmony.

Sound folder.

Do i reaaaaaaaaaaaaallllllllllllyyyyyyyyyyyyyy have to Explain it?


Well u should already know what that folder is for, If you want to add new sounds or songs into the game u will have to put them into the sound folder and add them to the bg_shape.csv in the script folder as i already explained how.


~Harmony.

Skel folder.

Skel folder;


Skel folder has the same purpose as mesh and anim folder, if you're adding new things such as monsters or npcs etc you will also have to add their skel files,


Like I said, same purpose as mesh and anim folder.


~Harmony.

Script folder.

Script folder contains such things about changing the convos of NPC's or adding item shapes or monster shapes, theres a few things to explain, lets start with the Important folders.

Creature folder,

Alright as an example open ur monster_shape file, lets take the line of Immortal;

314,Aquirai_the_Immortal,Monster\aquirai_the_immotal.mesh,Monster\aquirai_the_immotal.tpack,368,FALSE



Don't need to explain much right? Thought so.


Now you can see what the shape is good for, as an example if u're adding new mobs from dekaron korea u will have to add the right line of the mob u added into ur monster_shape, if you won't do that ur monster will be Invisible and will probably DC u.


The same goes for the other files into ur creature folder, if you're adding such new things as npcs or mobs or bricks u will have to add the right lines of them to ur shape files.


=========================
Effect folder;

the same goes for this one, if you're adding such things as new skills you will also have to add their right lines for the skills to the right files, also if you want to make visual effects work this folder will be important for u.


modeleffect file;

9,90,0,2,11,3017,1,5000,0,con_energyshield_keep
19,90,0,3,11,3017,2,5000,1,con_energyshield_finish



Don't need to explain more if u see that I guess, everything should be understandable just when u look at the file.

And now If you want to make Visual Effects work,

as an Example;


19,245,0,1,11,3031,1,100,1,con_DivideSphere_press_action
19,245,0,2,11,3031,2,1500,0,con_DivideSphere_press_keep
19,245,0,3,11,3031,3,100,1,con_DivideSphere_press_finish



The 2nd number is 245, The 2nd number is ALWAYS the Icon from share/skill/status.csv, so the skill icon at status.csv for divide sphere has to be 245 or else u won't have the right Visual Effect as on 2moons/Dekaron Korea.

==============================
same goes for the soundscript file.

=========================

Object folder;

It's actually always the same, adding new things means also adding new lines to the right files,

=========================
Producer folder;

Wouldn't really change things unless u want to change the map background when u make an new Character. If you want to do that u will have to open the char_creatinfo file.


=========================
String folder;

Alright there will be much to explain, this folder is actually just for chaning what NPC's say or if u click on Items what it says.


Lets start with the Important files and which are worth to change,


stringtable_cash, Actually says everything right? If you open it you should understand it here you can change the text of ur Dshop.


stringtable_conv, Here you can change all the Conversations of the NPC's.

stringtable_teleport, If you're making a new teleporter, u dont want him to say something like 300,600 instead of Deadlands right? Well then u have to add it here as an example.

Now u will have to open data/share/creature/npc.csv file also.

Search for Valdur and take a look at the coloumn 9, its 114.


Now you can see there what I mean.




<cate> 114
code 1
{
Where would you like to go?



}

code 100
{
<MAPNAME>. (LV: <LEVEL>+}
}

code 200
{
<MAPNAME>. (LV: <LEVEL>+}
}

code 300
{
<MAPNAME>. (LV: <LEVEL>+}
}

code 400
{
<MAPNAME>. (LV: <LEVEL>+}
}

code 500
{
<MAPNAME>. (LV: <LEVEL>+}
}

code 600
{
<MAPNAME>. (LV: <LEVEL>+}
}

code 700
{
<MAPNAME>. (LV: <LEVEL>+}
}

code 800
{
<MAPNAME>. (LV: <LEVEL>+}
}

</cate>



Its actually very easy to understand, If some of ur npcs just say codes instead of Map names u will have to change/add that txt.




 stringtable_job,  This will change the text of the NPC when u open the map ingame and scroll to mouse over the NPC,

As an example open ur data/share/creature/npc.csv file and take a look at Alvin.

Look at the Coloumn 4, the number is 10500.

Now take a look at ur stringtable_job file and search for the code 10500


code 10500
{
Alvin (Teleporter)
}



Really isn't hard to understand at all.


Thats actually everything Important about the String folder, I didn't explain the other files because they're not really important but if u'll open them u will figure it out urself.


=========================
UI folder;


the most Important file at the UI folder is actually the imagetable file, its located at ui/com/imagetable,


This file has the purpose of all images ingame, as an example if you're adding a new map


Lets take an example of space, the Index of Space of Piligrame is 47 on my server.


The line of Space for the loading screen;
loadingmap,47,UI\Game\Loading\loading_28.dds,0,0,1024,768,0,0,0,0,
Loading screens are located at texture/ui/game/loading, the image of space is of course called loading_28.dds

The line of Space for the mini map;
minimap,47,Minimap\minimap-pilgrimage.dds,0,0,512,512,0,0,0,0,
Mini maps are located at texture/minimap, the image of space is of course called minimap-piligrimage.dds


The line of Space for the maptitle;
maptitle,47,UI\Game\MapTitle\maptitle_006.dds,0,255,512,85,0,0,0,0,¼ø·ÊÀÇ °ø°£
Maptitles are located at texture/ui/game/maptitle.


If you actually take abit time to look at It u will understand how to add everything, It's really not hard at all.
If you're also adding maps you will just have to copy the right lines of Dekaron Korea imagetable to ur Imagetable. Nothing hard.


=========================
bgsound.csv;


Explains itself actually, want to change sounds or music ingame u will have to edit the right lines for it here.


Example;


5,BGM\bgm_choice_of_hero.mp3,2000,1,0,1,Heiharp
5,BGM\bgm_choice_of_hero.mp3,2000,1,0,1,Heiharp



The songs/sounds are located at data/sound folder.


=========================
cos_shape.csv/item_shape.csv/etc_shape.csv/money_shape.csv/portal_shape.csv/vehicle_shape.csv;

Those are files actually have the same purpose as the monster_shape.csv which i explained all already,


If you're adding new things to the game u will also have to add their shapes.


cos_shape.csv = Costumes
item_shape.csv = All Sets/Weapons/Gems/Dshop items etc.
etc_shape.csv = not Important.
portal_shape.csv = Explains Itself.
money_shape.csv = Explains Itself.
vehicle_shape.csv = Mounts.


Adding new things also means adding their shapes.



=========================
filltering.txt & slangfilter;


Here you can filter the single words which wont be allowed to say Ingame. Explains Itself actually.


Well those are the most Important files in the Script folder. Hope this wasn't to long.


~Harmony.

Property.

I will write about it someday, its alot to explain about it and I'm still not a pro working on it.


~Harmony.

Mesh folder.

Mesh is the next folder.

The mesh folder has actually the same purpose as the anim folder,

If you're adding new Monster's or NPC's etc to the game u will also have to add the mesh files for the new things.

Thats actually everything nothing much to say.

~Harmony.

Map folder.

Next one is the map folder, this folder contains 3 sometimes 4 files.


mal, mep, mel and mol.


This folder is actually just here if you're adding new maps you will have to add those files of the new maps which you're adding also.


Nothing much to explain here, thats actually everything about the map folder.

~Harmony.

Anim folder.

Alright lets start with one of the important folders,

data/share/anim

The name of the folder actually explains it already, those are the animation files for the Monsters, Npc's, Skills, Characters etc.

anim/brick = If you're might adding a new brick of Dekaron Korea you will also have to add the Anim files of Dekaron korea of those bricks which u're adding.


The same thing goes for the Item, Monster, Npc, Object, Sentry, Servant and Vehicle folder if you're adding new things also add those anim files.

data/share/character folder = as an example if you want to change stances of an Character you will need the motion folder and the share/action/pc folder, Take a look at the Aweaken files in the Anim folder of an Character/motion folder, and now Open an character file in ur data/share/action/pc folder, as an example I'll choose the Segnale.csv file, now when u open it take a look at the Coloumn 4 its called Animation, as an example now if you want to change the STAND animation of Segnale choose the right folder of the Aweaken file at the anim folder for Segnale, It's easier than you might imagine.

Example:

Normal STAND animation of Seg at coloumn 4 is:

Character\Healer\Motion\NON\HIL_NON_STAND_01.anim


Aweaken STAND animation of Seg at coloumn 4 is:

Character\Healer\Motion\AWK\HIL_AWK_NON_STAND.anim


You will just have to copy paste the line of the Aweaken file into the STAND file of the segnale csv, That was for the folder emotion.

The skill folder is for if u want to change the Animation of skills, as an example u want ur Curse Field look like Dark Avatar, take the Dark Avatar file put it into the seg skill folder and rename it to the Curse Field file.


Those were actually the most things in the anim folder.



~Harmony.

Data folder.

Let's start with the data folder,

data folder contains action/ad/anim/binary/effect/map/mesh/movie/object/property/script/share/skel/sound/texture and texture pack,


Every folder except the Share folder is server sided, means what?

Every changes u're doing at ur Share folder has to be patched to the server or ur changes won't work.

The other folders are Client sided, means what?

All changes u're doing at the other folders won't have to be patched to the server, as an example if you're changing the Texture of an weapon will work without patching it to the server.


~Harmony.

Hello.

Hey it's Harmony might known as Andy at the most Dekaron Private Servers.

As you might know I'm a Dekaron Developer since about 3 Months, im not the best Developer but I think i learned enough in those 3 months to teach u very well how to be a good Dekaron Developer, it will be a long way to learn everything, but hey If you're willing to learn I promise you you'll be good enough to make your own server or whatever u wanna do. 


Also I'm learning C++, also the language of it.

Okay let me explain abit about Dekaron Developement.

Most of you might not know that pservers wont be the same as the original Dekaron/Dekaron Korea.


All pservers have Action 3 Files, means you won't be able to get things working such as Party PvP, DK Square, Dshop Pets, Working Transup, more then 9 skill slots on ur skillbar etc.


As most of you know some pservers also did add Aloken without replacing an other Character,


If you want to Add aloken without replacing an other char you will have to learn the ASM language which the game is coded in. And you will also have to know how to create new .dll files, If you're also willing to learn that theres alot of Tutorials about that, it would take to long to explain it here and it and I also am still learning it so I dont know all things of it yet.


Also if you want to make such things like Party PvP work, you will have to code the dekaron.exe which ISN'T easy, Theres developers who learned that for years and still don't know how to do it,
You will have to learn alot about coding the exe such as ASM language.

The things u'll need to do DEV work;
CSVed/Excel/Notepad u can choose, i prefer notepad and CSVed and a Brain of course.



(ALSO If i didn't explain some things about the files not clearly enough, you can always find me on msn under andy_040589@hotmail.de or my website http://dekaronenigma.omgforum.net/forum.htm and send me an PM if you have any Questions.)


And I have to say thanks to Blindguard77, if he didn't hire me once as a DEV i think I wouldn't be willing to learn such stuff. My fav DEV and the best pserver DEV outta there. <3


And one of my best work till now!






Making the sacras work ofc.

~Harmony. <3