You are Unregistered, please register to gain Full access.
    


RaGEZONE sponsored advertisment:

 
 
LinkBack Thread Tools
Old 05-17-2009   #1 (permalink)
Let me see your heart <'3
 
Revolution2's Avatar
 
Rank: Member +
Join Date: Jan 2009
Location: Brasil
Posts: 238
Thanked 2 Times in 2 Posts

Gsf editor?

Your Ad Here
any1 ot a gsf editor , im trying open gsf to modify

bbut ryl coder fail allways :/
Revolution2 is offline   Reply With Quote

RaGEZONE sponsored advertisment:
Old 05-17-2009   #2 (permalink)
Monster Member
 
maryjane25's Avatar
 
Rank: Member
Join Date: Oct 2008
Posts: 196
Blog Entries: 1
Thanked 0 Times in 0 Posts

Re: Gsf editor?

which gsf you need to edit ? as i know they is some gsf file is corrupted that why u cant edit in coder and u need to repair the bugged gsf file 1st.
__________________
THANKYOU:
MARYJANE25
maryjane25 is offline   Reply With Quote

Endorsement
Old 05-17-2009   #3 (permalink)
Let me see your heart <'3
 
Revolution2's Avatar
 
Rank: Member +
Join Date: Jan 2009
Location: Brasil
Posts: 238
Thanked 2 Times in 2 Posts

Re: Gsf editor?

o you can teach me ?

i need so much learn to open and modify it
Revolution2 is offline   Reply With Quote

Endorsement

Old 05-19-2009   #4 (permalink)
Battle Royal *****!
 
woodclaw's Avatar
 
Rank: Member +
Join Date: Jul 2008
Location: PENANG AKA SING
Posts: 535
Thanked 9 Times in 4 Posts

Re: Gsf editor?

i can handle it .. just use the latest ryl coder and complier it ...
woodclaw is offline   Reply With Quote
Old 07-02-2009   #5 (permalink)
RaGEZONER
 
Rank: Hobbit
Join Date: Sep 2006
Posts: 76
Thanked 0 Times in 0 Posts

Re: Gsf editor?

Originally Posted by woodclaw View Post
i can handle it .. just use the latest ryl coder and complier it ...
For ryl 1 how to compiled it ? especially itemscript.gsf.
adam12 is offline   Reply With Quote
Old 07-02-2009   #6 (permalink)
Account Upgraded | Title Enabled!
 
Arpakuutio's Avatar
 
Rank: Member +
Join Date: Jun 2005
Posts: 600
Thanked 8 Times in 7 Posts

Re: Gsf editor?

ryl1 gsf structs for rylcoder been shared here before so search them
Arpakuutio is offline   Reply With Quote
Old 07-02-2009   #7 (permalink)
Member
 
Rank: Hobbit
Join Date: Jun 2009
Posts: 33
Thanked 0 Times in 0 Posts

Re: Gsf editor?

Originally Posted by Arpakuutio View Post
ryl1 gsf structs for rylcoder been shared here before so search them
Do u mean this ?

Code:
<?xml version="1.0" encoding="utf-8" ?>
<!-- 
################################################
##                                            ##
##         RYL mcf & gsf file editor          ##
##                                            ##
##   (C) 2006 & 2007 AlphA                    ##
##                                            ##
##   This source is for private development.  ##
##   You can have this source only with the   ##
##   owners permission.                       ##
##                                            ##
################################################

<cell type=[Known data type] name=[Header name] col=[column number] hide=[yes/no] val=[def. value] replace=[table ID] />

Known data types:
  byte - 1 byte
  i16 - signed 16bit(2 byte) integer
  ui16 - unsigned 16bit(2 byte) integer
  i32 - signed 32bit(4 byte) integer
  ui32 - unsigned 32bit(4 byte) integer
  float - 32bit single (4 byte) floating point value
  char[len] - string with the specified length of bytes
  
Cell name:
  The name that will be the header of this column
  
Cell hide:
  The cell will not be written to output but will be written
  on compiling to gsf. Cell val has to be specified.
  
Cell col:
  The position of the col in the resulting table. Starts from 1
  
Cell hex:
  Set to 1 on integer or byte types to display and parse the data as hex
  
Cell endtag:
  For char[] types only: The byte value what to take as the ending of the text
  Default is 0x0. This tag will be added upon compiling.
  
Cell multiplier:
  for float/int types and no replacement can be in use in the same time:
  Multiplies the number from binary with the given number. By saving it divides.
  
Linesplit val:
  The value the type has to have to make a line split (start a new line)
  Can be in normal 10(0-9) integer and 16(0-F) style hex(prefixed with a 0x)
  This column is read in after parsing all the cells. If the linesplit cant be
  recognized it wont move to a new line, it just starts adding new cols from the
  cells start again.
-->
<gsf>
<file name="ItemScript" version="600">
    <structure>
      <cells size="644" hascolumns="1">
        <cell type="ui16" name="ID" col="1" />
        <cell type="byte" name="??(entre ID e ItemType)" col="67" />
        <cell type="byte" name="??(EntreIDeItemTyp)" col="68" />
        <cell type="byte" name="Item Type" col="14" replace="1" />
        <cell type="byte" name="Size X" col="10" />
        <cell type="byte" name="Size Y" col="11" />
        <cell type="byte" name="Option Limit" col="19" />
        <cell type="byte" name="Durability" col="20" />
        <cell type="byte" name="MaxDurability" col="21" />
        <cell type="byte" name="Material_Value" col="65" />
        <cell type="byte" name="MaxSocketNum" col="66" />
        <cell type="ui32" name="PosibleUpgradeLvl" col="69" />
        <cell type="ui32" name="ItemLevel" col="13" replace="4" />
        <cell type="ui32" name="Price" col="16" />
        <cell type="ui32" name="BlackPrice" col="17" />
        <cell type="ui32" name="MedalPrice" col="18" />
        <cell type="ui32" name="PosibleCategoria" col="70" />
        <cell type="ui32" name="UI32" col="71" />
        <cell type="ui16" name="STRLimit" col="26" />
        <cell type="ui16" name="DEXLimit" col="27" />
        <cell type="ui16" name="CONLimit" col="28" />
        <cell type="ui16" name="INTLimit" col="29" />
        <cell type="ui16" name="WISLimit" col="30" />
        <cell type="ui16" name="CraftExp?" col="31" />
        <cell type="byte" name="SkillLimit" col="23" />
        <cell type="byte" name="LevelLimit" col="25" />
        <cell type="ui16" name="SkillLevelLimit" col="24" />
        <cell type="ui32" name="ClassLimit" col="22" />
        <cell type="char[64]" name="Name" col="2" />
        <cell type="char[32]" name="SpriteDDS" col="5" />
        <cell type="ui16" name="MinX" col="6" />
        <cell type="ui16" name="MinY" col="7" />
        <cell type="ui16" name="MaxX" col="8" />
        <cell type="ui16" name="MaxY" col="9" />
        <cell type="char[32]" name="FieldModelName" col="3" />
        <cell type="char[32]" name="AttachedModelName" col="4" />
        <cell type="char[32]" name="EffectSound" col="12" />
        <cell type="char[32]" name="TypeName" col="15" />
        <cell type="char[256]" name="Description" col="72" />
        <cell type="ui16" name="UI16" col="73" />
        <cell type="ui16" name="0/1/2/3" col="74" />
        <cell type="ui16" name="CriticalPlus" col="75" />
        <cell type="ui16" name="MinDmg" col="34" />
        <cell type="ui16" name="MaxDmg" col="35" />
        <cell type="ui16" name="DRC" col="36" />
        <cell type="ui16" name="ExtraAttack" col="37" />
        <cell type="ui16" name="Defense" col="38" />
        <cell type="ui16" name="ExtraDefense" col="39" />
        <cell type="ui16" name="MagicResist" col="40" />
        <cell type="ui16" name="Block%" col="41" />
        <cell type="ui16" name="AttackSpeed?" col="42" />
        <cell type="ui16" name="MovemSpeed?" col="43" />
        <cell type="ui16" name="AttackRange" col="44" />
        <cell type="ui16" name="LongRangeAtt" col="45" />
        <cell type="ui16" name="BonusHP" col="46" />
        <cell type="ui16" name="BonusMP" col="47" />
        <cell type="ui16" name="HP Recovery" col="48" />
        <cell type="ui16" name="MP Recovery" col="49" />
        <cell type="ui16" name="Fire" col="50" />
        <cell type="ui16" name="Lighning" col="51" />
        <cell type="ui16" name="Ice" col="52" />
        <cell type="ui16" name="Drain" col="53" />
        <cell type="ui16" name="Poison" col="54" />
        <cell type="ui16" name="FireResist" col="55" />
        <cell type="ui16" name="LightResist" col="56" />
        <cell type="ui16" name="IceResist" col="57" />
        <cell type="ui16" name="DranResist" col="58" />
        <cell type="ui16" name="PoisonResist" col="59" />
        <cell type="ui16" name="STRAdd" col="60" />
        <cell type="ui16" name="DEXAdd" col="61" />
        <cell type="ui16" name="CONAdd" col="62" />
        <cell type="ui16" name="INTAdd" col="63" />
        <cell type="ui16" name="WISAdd" col="64" />
        <cell type="ui16" name="UI16" col="76" />
        <cell type="ui16" name="CanBeEquiped?" col="77" replace="3" />
        <cell type="ui16" name="CritTYpe" col="32" hex="1" />
        <cell type="ui16" name="Crit%" col="33" />
        <cell type="byte" name="Zone(TeleScrolls)" col="78" />
        <cell type="byte" name="Byte" col="79" />
        <cell type="byte" name="Byte" col="80" />
        <cell type="byte" name="Byte" col="81" />
        <cell type="float" name="X Coord - (Only used on TP Scrolls)" col="82" />
        <cell type="float" name="Y Coord - (Only used on TP Scrolls)" col="83" />
        <cell type="float" name="Z Coord - (Only used on TP Scrolls)" col="84" />
        <cell type="ui32" name="Posiblemente Exp/Gold cuando usado" col="85" />
      </cells>
    </structure>
    <replacements>
      <replacement id="1">
      <elem to="HELM" from="0" />
        <elem to="SHIRT" from="1" />
        <elem to="TUNIC" from="2" />
        <elem to="ARMOUR" from="3" />
        <elem to="GLOVE" from="4" />
        <elem to="BOOTS" from="5" />
        <elem to="ONEHANDED_SWORD" from="6" />
        <elem to="ONEHANDED_BLUNT" from="7" />
        <elem to="ONEHANDED_AXE" from="8" />
        <elem to="TWOHANDED_BLUNT" from="9" />
        <elem to="TWOHANDED_AXE" from="10" />
        <elem to="TWOHANDED_SWORD" from="11" />
        <elem to="BOW" from="12" />
        <elem to="CROSSBOW" from="13" />
        <elem to="STAFF" from="14" />
        <elem to="DAGGER" from="15" />
        <elem to="SHIELD" from="16" />
        <elem to="CLOAK" from="17" />
        <elem to="RING" from="18" />
        <elem to="NECKLACE" from="19" />
        <elem to="POTION" from="20" />
        <elem to="SKILLBOOK" from="23" />
        <elem to="GEM" from="24" />
        <elem to="ORE" from="26" />
        <elem to="AMMO" from="27" />
        <elem to="ETC" from="28" />
        <elem to="HEAD" from="29" />
        <elem to="BODY" from="30" />
        <elem to="PROTECT_A" from="31" />
        <elem to="PELVIS" from="32" />
        <elem to="COM_BLUNT" from="33" />
        <elem to="COM_SWORD" from="34" />
        <elem to="OPP_HAMMER" from="35" />
        <elem to="OPP_AXE" from="36" />
        <elem to="OPP_SLUSHER" from="37" />
        <elem to="OPP_TALON" from="38" />
        <elem to="OPP_SYTHE" from="39" />
        <elem to="SKILL_A_GUARD" from="40" />
        <elem to="SKILL_A_ATTACK" from="41" />
        <elem to="SKILL_A_GUN" from="42" />
        <elem to="SKILL_A_KNIFE" from="43" />
        <elem to="ARROW" from="45" />
        <elem to="BOLT" from="46" />
        <elem to="PORTAL" from="47" />
        <elem to="EVENT_DROP" from="48" />
        <elem to="EVENT_LOTTERY" from="49" />
        <elem to="EXPBOOK" from="50" />
        <elem to="CASHBOOK" from="51" />
        <elem to="FIRE_CRACKER" from="52" />
      </replacement>
      <replacement id="2">
        <elem to="NONE" from="0" />
        <elem to="STR" from="1" />
        <elem to="DEX" from="2" />
        <elem to="CON" from="3" />
        <elem to="INT" from="4" />
        <elem to="WIS" from="5" />
        <elem to="LEVEL" from="6" />
      </replacement>
      <replacement id="3">
        <elem to="X" from="0" />
        <elem to="O" from="33" />
      </replacement>
      <replacement id="4">
        <elem to="NORMAL" from="1" />
        <elem to="ETC" from="0" />
	<elem to="RARE" from="2" />
        <elem to="ELITE" from="3" />
      </replacement>
    </replacements>
  </file>
  <file name="ItemScript" version="1600">
    <structure>
      <cells size="608" hascolumns="1">
        <cell type="ui16" name="ID" col="1" />
        <cell type="i16" name="???" col="62" />
        <cell type="ui32" name="Price" col="19" />
        <cell type="ui32" name="BlackPrice" col="21" />
        <cell type="ui32" name="MedalPrice" col="22" />
        <cell type="i16" name="DropOption" col="32" />
        <cell type="byte" name="Grade" col="33" replace="3" val="2" />
        <cell type="byte" name="CriticalType" col="34" />
        <cell type="byte" name="AttackRange" col="35" />
        <cell type="byte" name="ItemType" col="13" replace="1" />
        <cell type="byte" name="SizeX" col="10" />
        <cell type="byte" name="SizeY" col="11" />
        <cell type="byte" name="???" col="" val="0" hide="1" />
        <cell type="byte" name="Durability" col="26" />
        <cell type="byte" name="MaxDurability" col="27" />
        <cell type="byte" name="MinDropLevel" col="17" />
        <cell type="byte" name="MaxDropLevel" col="18" />
        <cell type="byte" name="AbleExchange" col="15" replace="4" />
        <cell type="byte" name="AbleSell" col="16" replace="4" />
        <cell type="byte" name="OptionPrice" col="20" replace="4" />
        <cell type="ui32" name="--A--" col="46" redir_case="1" />
        <cell type="ui32" name="Class" col="23" />
        <cell type="ui16" name="LimitStat" col="24" replace="2" />
        <cell type="ui16" name="Limit" col="25" />
        <cell type="char[64]" name="Name" col="2" />
        <cell type="char[32]" name="SpriteDDS" col="5" />
        <cell type="ui16" name="MinX" col="6" />
        <cell type="ui16" name="MinY" col="7" />
        <cell type="ui16" name="MaxX" col="8" />
        <cell type="ui16" name="MaxY" col="9" />
        <cell type="char[32]" name="FieldModelName" col="3" />
        <cell type="char[32]" name="AttachedModelName" col="4" />
        <cell type="char[32]" name="EffectSound" col="12" />
        <cell type="char[32]" name="TypeName" col="14" />
        <cell type="char[256]" name="Description" col="38" />
        <cell type="ui16" name="???" col="" val="0" hide="1" />
        <cell type="ui16" name="MinDamage" col="28" />
        <cell type="ui16" name="MaxDamage" col="29" />
        <cell type="ui16" name="Defence" col="30" />
        <cell type="ui16" name="Jewelry only column -> column 35" col="57" />
        <cell type="ui16" name="Jewelry Related" col="64" />

        <cell type="ui16" name="MaxHP" col="40" />
        <cell type="ui16" name="HPregen" col="42" />
        <cell type="ui16" name="MaxMP" col="41" />
        <cell type="ui16" name="MPregen" col="43" />
        <cell type="ui16" name="Jewelry only column -> column 34" col="56" />
        <cell type="ui16" name="Block" col="31" />

        <cell type="ui16" name="Speed" col="44" />
        <cell type="ui16" name="MaxSocketNumber" col="36" />
        <cell type="ui32" name="MagicResist" col="37" />

        <cell type="ui16" name="Cooldown" col="39" />
        <cell type="ui16" name="Skillpoint" col="45" />

        <cell type="ui16" name="Unknown Value (Only Used on Snowimp Ring)" col="66" />
        <cell type="ui16" name="Unknown Value (Only Used on Snowimp Ring)" col="65" />
        <cell type="ui16" name="lighting/shock" col="67" />
        <cell type="ui16" name="ligh/dark" col="68" />
        <cell type="ui16" name="--B--" col="47" redir_case="1" />
        <cell type="ui16" name="???" col="48" />
        <cell type="float" name="X Coord - (Only used on TP Scrolls)" col="49" />
        <cell type="float" name="Y Coord - (Only used on TP Scrolls)" col="50" />
        <cell type="float" name="Z Coord - (Only used on TP Scrolls)" col="51" />
        <cell type="byte" name="Zone - (Only used on TP Scrolls)" col="52" />
        <cell type="byte" name="Unknown Value (Differs for diff types)" col="53" />
        <cell type="byte" name="Unknown Value (Differs for diff types)" col="54" />
        <cell type="byte" name="Unknown Value (Differs for diff types)" col="55" />
        <cell type="ui32" name="Value for xp/cash special types" col="63" />

        <cell type="ui16" name="Skill ID" col="58" hex="1" />
        <cell type="ui16" name="Skill Level" col="61" />

        <cell type="ui16" name="Quest ID #1" col="59" hex="1" />
        <cell type="ui16" name="Quest ID That needs to be completed for previous to work" col="60" hex="1" />
      </cells>
    </structure>
    <replacements>
      <replacement id="1">
        <elem to="SHIRT" from="1" />
        <elem to="TUNIC" from="2" />
        <elem to="CON_ARMOUR" from="3" />
        <elem to="CON_HELM" from="4" />
        <elem to="CON_GLOVE" from="5" />
        <elem to="CON_BOOTS" from="6" />
        <elem to="DEX_ARMOUR" from="7" />
        <elem to="DEX_HELM" from="8" />
        <elem to="DEX_GLOVE" from="9" />
        <elem to="DEX_BOOTS" from="10" />
        <elem to="ONEHANDED_SWORD" from="11" />
        <elem to="TWOHANDED_SWORD" from="12" />
        <elem to="ONEHANDED_AXE" from="13" />
        <elem to="TWOHANDED_AXE" from="14" />
        <elem to="ONEHANDED_BLUNT" from="15" />
        <elem to="TWOHANDED_BLUNT" from="16" />
        <elem to="BOW" from="17" />
        <elem to="CROSSBOW" from="18" />
        <elem to="STAFF" from="19" />
        <elem to="DAGGER" from="20" />
        <elem to="SHIELD" from="21" />
        <elem to="CON_BODY" from="22" />
        <elem to="CON_HEAD" from="23" />
        <elem to="CON_PELVIS" from="24" />
        <elem to="CON_PROTECT_A" from="25" />
        <elem to="DEX_BODY" from="26" />
        <elem to="DEX_HEAD" from="27" />
        <elem to="DEX_PELVIS" from="28" />
        <elem to="DEX_PROTECT_A" from="29" />
        <elem to="COM_BLUNT" from="30" />
        <elem to="COM_SWORD" from="31" />
        <elem to="OPP_HAMMER" from="32" />
        <elem to="OPP_AXE" from="33" />
        <elem to="OPP_SLUSHER" from="34" />
        <elem to="OPP_TALON" from="35" />
        <elem to="OPP_SYTHE" from="36" />
        <elem to="SKILL_A_GUARD" from="37" />
        <elem to="SKILL_A_ATTACK" from="38" />
        <elem to="SKILL_A_GUN" from="39" />
        <elem to="SKILL_A_KNIFE" from="40" />
        <elem to="ARROW" from="41" />
        <elem to="BOLT" from="42" />
        <elem to="AMMO" from="43" />
        <elem to="POTION" from="44" />
        <elem to="EXPBOOK" from="45" />
        <elem to="CASHBOOK" from="46" />
        <elem to="EVENT_LOTTERY" from="47" />
        <elem to="PORTAL" from="48" />
        <elem to="FIRE_CRACKER" from="49" />
        <elem to="SKILLBOOK" from="50" />
        <elem to="GEM" from="51" />
        <elem to="ORE" from="52" />
        <elem to="ETC" from="53" />
        <elem to="EVENT_DROP" from="54" />
        <elem to="CAMP_KIT" from="55" />
        <elem to="SHORT_RANGE_ARMS_KIT" from="56" />
        <elem to="LONG_RANGE_ARMS_KIT" from="57" />
        <elem to="AIRSHIP_KIT" from="58" />
        <elem to="WORLDWEAPON_K_KIT" from="59" />
        <elem to="WORLDWEAPON_M_KIT" from="60" />
        <elem to="MINERAL_KIT" from="61" />
        <elem to="QUEST_ITEM" from="62" />
        <elem to="NECKLACE" from="63" />
        <elem to="RING" from="64" />
        <elem to="RUNE" from="65" />
      </replacement>
      <replacement id="2">
        <elem to="NONE" from="0" />
        <elem to="STR" from="1" />
        <elem to="DEX" from="2" />
        <elem to="CON" from="3" />
        <elem to="INT" from="4" />
        <elem to="WIS" from="5" />
        <elem to="LEVEL" from="6" />
      </replacement>
      <replacement id="3">
        <elem to="X" from="7" />
        <elem to="F" from="6" />
        <elem to="D" from="5" />
        <elem to="C" from="4" />
        <elem to="B" from="3" />
        <elem to="A" from="2" />
        <elem to="AA" from="1" />
        <elem to="AAA" from="0" />
      </replacement>
      <replacement id="4">
        <elem to="X" from="0" />
        <elem to="O" from="1" />
      </replacement>
    </replacements>
    <redirections>
      <redirection name="Equipment" values="*,4" useasheader="1">
        <cell name="ID" col="1" />
        <cell name="ItemName" col="2" />
        <cell name="FieldModelName" col="3" />
        <cell name="AttachedModelName" col="4" />
        <cell name="SpriteDDS" col="5" />
        <cell name="MinX" col="6" />
        <cell name="MinY" col="7" />
        <cell name="MaxX" col="8" />
        <cell name="MaxY" col="9" />
        <cell name="SizeX" col="10" />
        <cell name="SizeY" col="11" />
        <cell name="EffectSound" col="12" />
        <cell name="ItemType" col="13" />
        <cell name="TypeName" col="14" />
        <cell name="AbleExchangeNDrop" col="15" />
        <cell name="AbleSell" col="16" />
        <cell name="MinDropLevel" col="17" />
        <cell name="MaxDropLevel" col="18" />
        <cell name="Price" col="19" />
        <cell name="OptionPrice" col="20" />
        <cell name="BlackPrice" col="21" />
        <cell name="MedalPrice" col="22" />
        <cell name="ClassLimit" col="23" />
        <cell name="LimitStat" col="24" />
        <cell name="Limit" col="25" />
        <cell name="Durability" col="26" />
        <cell name="MaxDurability" col="27" />
        <cell name="MinDamage" col="28" />
        <cell name="MaxDamage" col="29" />
        <cell name="Defence" col="30" />
        <cell name="Block" col="31" />
        <cell name="DropOption" col="32" />
        <cell name="Grade" col="33" />
        <cell name="CriticalType" col="34" />
        <cell name="AttackRange" col="35" />
        <cell name="MaxSocketNum/Magic" col="36" />
        <cell name="MagicResist" col="37" />
        <cell name="Evade" col="64" />
        <cell name="CoolDown" col="39" />
        <cell name="MaxHP" col="40" />
        <cell name="MaxMP" col="41" />
        <cell name="HPRegen" col="42" />
        <cell name="MPRegen" col="43" />
        <cell name="Speed" col="44" />
        <cell name="SkillPoint" col="45" />
        <cell name="Frost" col="66" />
        <cell name="Fire" col="65" />
        <cell name="Electro" col="67" />
        <cell name="Darkness" col="68" />
        <cell name="Desc" col="38" />
        <!-- test cols have to be last! -->
        <cell name="???" col="48" />
        <cell name="???" col="53" />
        <cell name="???" col="54" />
        <cell name="???" col="55" />
        <cell name="???" col="62" />
        <cell name="--A--" col="46" />
        <cell name="--B--" col="47" />
      </redirection>
      <redirection name="Yewelery" values="*,20">
        <cell name="ID" col="1" />
        <cell name="ItemName" col="2" />
        <cell name="FieldModelName" col="3" />
        <cell name="AttachedModelName" col="4" />
        <cell name="SpriteDDS" col="5" />
        <cell name="MinX" col="6" />
        <cell name="MinY" col="7" />
        <cell name="MaxX" col="8" />
        <cell name="MaxY" col="9" />
        <cell name="SizeX" col="10" />
        <cell name="SizeY" col="11" />
        <cell name="EffectSound" col="12" />
        <cell name="ItemType" col="13" />
        <cell name="TypeName" col="14" />
        <cell name="AbleExchangeNDrop" col="15" />
        <cell name="AbleSell" col="16" />
        <cell name="MinDropLevel" col="17" />
        <cell name="MaxDropLevel" col="18" />
        <cell name="Price" col="19" />
        <cell name="OptionPrice" col="20" />
        <cell name="BlackPrice" col="21" />
        <cell name="MedalPrice" col="22" />
        <cell name="ClassLimit" col="23" />
        <cell name="LimitStat" col="24" />
        <cell name="Limit" col="25" />
        <cell name="Durability" col="26" />
        <cell name="MaxDurability" col="27" />
        <cell name="MinDamage" col="28" />
        <cell name="MaxDamage" col="29" />
        <cell name="Defence" col="30" />
        <cell name="Block" col="31" />
        <cell name="DropOption" col="32" />
        <cell name="Grade" col="33" />
        <cell name="Critical Rate" col="56" />
        <cell name="Attack Bonus" col="57" />
        <cell name="MaxSocketNum/Magic" col="36" />
        <cell name="MagicResist" col="37" />
        <cell name="Evade" col="64" />
        <cell name="CoolDown" col="39" />
        <cell name="MaxHP" col="40" />
        <cell name="MaxMP" col="41" />
        <cell name="HPRegen" col="42" />
        <cell name="MPRegen" col="43" />
        <cell name="Speed" col="44" />
        <cell name="SkillPoint" col="45" />
        <cell name="Frost" col="66" />
        <cell name="Fire" col="65" />
        <cell name="Electro" col="67" />
        <cell name="Darkness" col="68" />
        <cell name="Desc" col="38" />
        <!-- test cols have to be last! -->
        <cell name="???" col="48" />
        <cell name="???" col="53" />
        <cell name="???" col="54" />
        <cell name="???" col="55" />
        <cell name="-1 col" col="62" />
        <cell name="--A--" col="46" />
        <cell name="--B--" col="47" />
      </redirection>
      <redirection name="ETC,Gem,Ore" values="8,0">
        <cell name="ID" col="1" />
        <cell name="ItemName" col="2" />
        <cell name="FieldModelName" col="3" />
        <cell name="AttachedModelName" col="4" />
        <cell name="SpriteDDS" col="5" />
        <cell name="MinX" col="6" />
        <cell name="MinY" col="7" />
        <cell name="MaxX" col="8" />
        <cell name="MaxY" col="9" />
        <cell name="SizeX" col="10" />
        <cell name="SizeY" col="11" />
        <cell name="EffectSound" col="12" />
        <cell name="ItemType" col="13" />
        <cell name="TypeName" col="14" />
        <cell name="AbleExchangeNDrop" col="15" />
        <cell name="AbleSell" col="16" />
        <cell name="MinDropLevel" col="17" />
        <cell name="MaxDropLevel" col="18" />
        <cell name="Price" col="19" />
        <cell name="OptionPrice" col="20" />
        <cell name="BlackPrice" col="21" />
        <cell name="MedalPrice" col="22" />
        <cell name="ClassLimit" col="23" />
        <cell name="LimitStat" col="24" />
        <cell name="Limit" col="25" />
        <cell name="Durability" col="26" />
        <cell name="MaxDurability" col="27" />
        <cell name="Desc" col="38" />
        <!-- test cols have to be last! -->
        <cell name="???" col="48" />
        <cell name="???" col="53" />
        <cell name="???" col="54" />
        <cell name="???" col="55" />
        <cell name="-1 col" col="62" />
        <cell name="--A--" col="46" />
        <cell name="--B--" col="47" />
      </redirection>
      <redirection name="Quest,Fire_crackers,SkillBooks,Pots" values="2,0;6,0;10,0;14,0">
        <cell name="ID" col="1" />
        <cell name="ItemName" col="2" />
        <cell name="FieldModelName" col="3" />
        <cell name="AttachedModelName" col="4" />
        <cell name="SpriteDDS" col="5" />
        <cell name="MinX" col="6" />
        <cell name="MinY" col="7" />
        <cell name="MaxX" col="8" />
        <cell name="MaxY" col="9" />
        <cell name="SizeX" col="10" />
        <cell name="SizeY" col="11" />
        <cell name="EffectSound" col="12" />
        <cell name="ItemType" col="13" />
        <cell name="TypeName" col="14" />
        <cell name="AbleExchangeNDrop" col="15" />
        <cell name="AbleSell" col="16" />
        <cell name="MinDropLevel" col="17" />
        <cell name="MaxDropLevel" col="18" />
        <cell name="Price" col="19" />
        <cell name="OptionPrice" col="20" />
        <cell name="BlackPrice" col="21" />
        <cell name="MedalPrice" col="22" />
        <cell name="ClassLimit" col="23" />
        <cell name="LimitStat" col="24" />
        <cell name="Limit" col="25" />
        <cell name="Durability" col="26" />
        <cell name="MaxDurability" col="27" />
        <cell name="Skill ID" col="58" />
        <cell name="Skill Lvl" col="61" />
        <cell name="Zone" col="52" />
        <cell name="X cord" col="49" />
        <cell name="Y cord" col="50" />
        <cell name="Z cord" col="51" />
        <cell name="???" col="63" />
        <cell name="Quest ID" col="59" />
        <cell name="Quest ID that has to be done" col="60" />
        <cell name="Desc" col="38" />
        <!-- test cols have to be last! -->
        <cell name="???" col="48" />
        <cell name="???" col="53" />
        <cell name="???" col="54" />
        <cell name="???" col="55" />
        <cell name="-1 col" col="62" />
        <cell name="--A--" col="46" />
        <cell name="--B--" col="47" />
      </redirection>
    </redirections>
  </file>
  <file name="ItemScript" version="1700">
    <structure>
      <cells size="616" hascolumns="1">
        <cell type="ui16" name="ID" col="1" />
        <cell type="i16" name="???" col="62" />
        <cell type="ui32" name="Price" col="19" />
        <cell type="ui32" name="BlackPrice" col="21" />
        <cell type="ui32" name="MedalPrice" col="22" />
        <cell type="i16" name="DropOption" col="32" />
        <cell type="byte" name="Grade" col="33" replace="3" val="2" />
        <cell type="byte" name="CriticalType" col="34" />
        <cell type="byte" name="AttackRange" col="35" />
        <cell type="byte" name="ItemType" col="13" replace="1" />
        <cell type="byte" name="SizeX" col="10" />
        <cell type="byte" name="SizeY" col="11" />
        <cell type="byte" name="???" col="" val="0" hide="1" />
        <cell type="byte" name="Durability" col="26" />
        <cell type="byte" name="MaxDurability" col="27" />
        <cell type="byte" name="MinDropLevel" col="17" />
        <cell type="byte" name="MaxDropLevel" col="18" />
        <!--  >1700 start -->
        <cell type="ui16" name="lowLvl(not sure)" col="69" />
        <cell type="ui16" name="highLvl(not sure)" col="70" />
        <cell type="byte" name="1700x2" col="71" />
        <!--  >1700 END -->
        <cell type="byte" name="AbleExchange" col="15" replace="4" />
        <cell type="byte" name="AbleSell" col="16" replace="4" />
        <cell type="byte" name="OptionPrice" col="20" replace="4" />
        <!--  >1700 start -->
        <cell type="ui16" name="1700x3" col="72" />
        <cell type="byte" name="1700x4" col="73" />
        <!--  >1700 END -->
        <cell type="ui32" name="--A--" col="46" redir_case="1" />
        <cell type="ui32" name="Class" col="23" />
        <cell type="ui16" name="LimitStat" col="24" replace="2" />
        <cell type="ui16" name="Limit" col="25" />
        <cell type="char[64]" name="Name" col="2" />
        <cell type="char[32]" name="SpriteDDS" col="5" />
        <cell type="ui16" name="MinX" col="6" />
        <cell type="ui16" name="MinY" col="7" />
        <cell type="ui16" name="MaxX" col="8" />
        <cell type="ui16" name="MaxY" col="9" />
        <cell type="char[32]" name="FieldModelName" col="3" />
        <cell type="char[32]" name="AttachedModelName" col="4" />
        <cell type="char[32]" name="EffectSound" col="12" />
        <cell type="char[32]" name="TypeName" col="14" />
        <cell type="char[256]" name="Description" col="38" />
        <cell type="ui16" name="???" col="" val="0" hide="1" />
        <cell type="ui16" name="MinDamage" col="28" />
        <cell type="ui16" name="MaxDamage" col="29" />
        <cell type="ui16" name="Defence" col="30" />
        <cell type="ui16" name="Jewelry only column -> column 35" col="57" />
        <cell type="ui16" name="Jewelry Related" col="64" />

        <cell type="ui16" name="MaxHP" col="40" />
        <cell type="ui16" name="HPregen" col="42" />
        <cell type="ui16" name="MaxMP" col="41" />
        <cell type="ui16" name="MPregen" col="43" />
        <cell type="ui16" name="Jewelry only column -> column 34" col="56" />
        <cell type="ui16" name="Block" col="31" />

        <cell type="ui16" name="Speed" col="44" />
        <cell type="ui16" name="MaxSocketNumber" col="36" />
        <cell type="ui32" name="MagicResist" col="37" />

        <cell type="ui16" name="Cooldown" col="39" />
        <cell type="ui16" name="Skillpoint" col="45" />

        <cell type="ui16" name="Unknown Value (Only Used on Snowimp Ring)" col="66" />
        <cell type="ui16" name="Unknown Value (Only Used on Snowimp Ring)" col="65" />
        <cell type="ui16" name="lighting/shock" col="67" />
        <cell type="ui16" name="ligh/dark" col="68" />
        <cell type="ui16" name="--B--" col="47" redir_case="1" />
        <cell type="ui16" name="???" col="48" />
        <cell type="float" name="X Coord - (Only used on TP Scrolls)" col="49" />
        <cell type="float" name="Y Coord - (Only used on TP Scrolls)" col="50" />
        <cell type="float" name="Z Coord - (Only used on TP Scrolls)" col="51" />
        <cell type="byte" name="Zone - (Only used on TP Scrolls)" col="52" />
        <cell type="byte" name="Unknown Value (Differs for diff types)" col="53" />
        <cell type="byte" name="Unknown Value (Differs for diff types)" col="54" />
        <cell type="byte" name="Unknown Value (Differs for diff types)" col="55" />
        <cell type="ui32" name="Value for xp/cash special types" col="63" />

        <cell type="ui16" name="Skill ID" col="58" hex="1" />
        <cell type="ui16" name="Skill Level" col="61" />

        <cell type="ui16" name="Quest ID #1" col="59" hex="1" />
        <cell type="ui16" name="Quest ID That needs to be completed for previous to work" col="60" hex="1" />
      </cells>
    </structure>
    <replacements>
      <replacement id="1">
        <elem to="SHIRT" from="1" />
        <elem to="TUNIC" from="2" />
        <elem to="CON_ARMOUR" from="3" />
        <elem to="CON_HELM" from="4" />
        <elem to="CON_GLOVE" from="5" />
        <elem to="CON_BOOTS" from="6" />
        <elem to="DEX_ARMOUR" from="7" />
        <elem to="DEX_HELM" from="8" />
        <elem to="DEX_GLOVE" from="9" />
        <elem to="DEX_BOOTS" from="10" />
        <elem to="ONEHANDED_SWORD" from="11" />
        <elem to="TWOHANDED_SWORD" from="12" />
        <elem to="ONEHANDED_AXE" from="13" />
        <elem to="TWOHANDED_AXE" from="14" />
        <elem to="ONEHANDED_BLUNT" from="15" />
        <elem to="TWOHANDED_BLUNT" from="16" />
        <elem to="BOW" from="17" />
        <elem to="CROSSBOW" from="18" />
        <elem to="STAFF" from="19" />
        <elem to="DAGGER" from="20" />
        <elem to="SHIELD" from="21" />
        <elem to="CON_BODY" from="22" />
        <elem to="CON_HEAD" from="23" />
        <elem to="CON_PELVIS" from="24" />
        <elem to="CON_PROTECT_A" from="25" />
        <elem to="DEX_BODY" from="26" />
        <elem to="DEX_HEAD" from="27" />
        <elem to="DEX_PELVIS" from="28" />
        <elem to="DEX_PROTECT_A" from="29" />
        <elem to="COM_BLUNT" from="30" />
        <elem to="COM_SWORD" from="31" />
        <elem to="OPP_HAMMER" from="32" />
        <elem to="OPP_AXE" from="33" />
        <elem to="OPP_SLUSHER" from="34" />
        <elem to="OPP_TALON" from="35" />
        <elem to="OPP_SYTHE" from="36" />
        <elem to="SKILL_A_GUARD" from="37" />
        <elem to="SKILL_A_ATTACK" from="38" />
        <elem to="SKILL_A_GUN" from="39" />
        <elem to="SKILL_A_KNIFE" from="40" />
        <elem to="ARROW" from="41" />
        <elem to="BOLT" from="42" />
        <elem to="AMMO" from="43" />
        <elem to="POTION" from="44" />
        <elem to="EXPBOOK" from="45" />
        <elem to="CASHBOOK" from="46" />
        <elem to="EVENT_LOTTERY" from="47" />
        <elem to="PORTAL" from="48" />
        <elem to="FIRE_CRACKER" from="49" />
        <elem to="SKILLBOOK" from="50" />
        <elem to="GEM" from="51" />
        <elem to="ORE" from="52" />
        <elem to="ETC" from="53" />
        <elem to="EVENT_DROP" from="54" />
        <elem to="CAMP_KIT" from="55" />
        <elem to="SHORT_RANGE_ARMS_KIT" from="56" />
        <elem to="LONG_RANGE_ARMS_KIT" from="57" />
        <elem to="AIRSHIP_KIT" from="58" />
        <elem to="WORLDWEAPON_K_KIT" from="59" />
        <elem to="WORLDWEAPON_M_KIT" from="60" />
        <elem to="MINERAL_KIT" from="61" />
        <elem to="QUEST_ITEM" from="62" />
        <elem to="NECKLACE" from="63" />
        <elem to="RING" from="64" />
        <elem to="RUNE" from="65" />
      </replacement>
      <replacement id="2">
        <elem to="NONE" from="0" />
        <elem to="STR" from="1" />
        <elem to="DEX" from="2" />
        <elem to="CON" from="3" />
        <elem to="INT" from="4" />
        <elem to="WIS" from="5" />
        <elem to="LEVEL" from="6" />
      </replacement>
      <replacement id="3">
        <elem to="X" from="7" />
        <elem to="F" from="6" />
        <elem to="D" from="5" />
        <elem to="C" from="4" />
        <elem to="B" from="3" />
        <elem to="A" from="2" />
        <elem to="AA" from="1" />
        <elem to="AAA" from="0" />
      </replacement>
      <replacement id="4">
        <elem to="X" from="0" />
        <elem to="O" from="1" />
      </replacement>
    </replacements>
    <redirections>
      <redirection name="Equipment" values="*,4" useasheader="1">
        <cell name="ID" col="1" />
        <cell name="ItemName" col="2" />
        <cell name="FieldModelName" col="3" />
        <cell name="AttachedModelName" col="4" />
        <cell name="SpriteDDS" col="5" />
        <cell name="MinX" col="6" />
        <cell name="MinY" col="7" />
        <cell name="MaxX" col="8" />
        <cell name="MaxY" col="9" />
        <cell name="SizeX" col="10" />
        <cell name="SizeY" col="11" />
        <cell name="EffectSound" col="12" />
        <cell name="ItemType" col="13" />
        <cell name="TypeName" col="14" />
        <cell name="AbleExchangeNDrop" col="15" />
        <cell name="AbleSell" col="16" />
        <cell name="MinDropLevel" col="17" />
        <cell name="MaxDropLevel" col="18" />
        <cell name="Price" col="19" />
        <cell name="OptionPrice" col="20" />
        <cell name="BlackPrice" col="21" />
        <cell name="MedalPrice" col="22" />
        <cell name="ClassLimit" col="23" />
        <cell name="LimitStat" col="24" />
        <cell name="Limit" col="25" />
        <cell name="LowLevel" col="69" />
        <cell name="HighLevel" col="70" />
        <cell name="Durability" col="26" />
        <cell name="MaxDurability" col="27" />
        <cell name="MinDamage" col="28" />
        <cell name="MaxDamage" col="29" />
        <cell name="Defence" col="30" />
        <cell name="Block" col="31" />
        <cell name="DropOption" col="32" />
        <cell name="Grade" col="33" />
        <cell name="CriticalType" col="34" />
        <cell name="AttackRange" col="35" />
        <cell name="MaxSocketNum/Magic" col="36" />
        <cell name="MagicResist" col="37" />
        <cell name="Evade" col="64" />
        <cell name="CoolDown" col="39" />
        <cell name="MaxHP" col="40" />
        <cell name="MaxMP" col="41" />
        <cell name="HPRegen" col="42" />
        <cell name="MPRegen" col="43" />
        <cell name="Speed" col="44" />
        <cell name="SkillPoint" col="45" />
        <cell name="Frost" col="66" />
        <cell name="Fire" col="65" />
        <cell name="Electro" col="67" />
        <cell name="Darkness" col="68" />
        <cell name="Desc" col="38" />
        <!-- test cols have to be last! -->
        <cell name="-A-" col="46" />
        <cell name="-B-" col="47" />
      </redirection>
      <redirection name="Yewelery" values="*,20">
        <cell name="ID" col="1" />
        <cell name="ItemName" col="2" />
        <cell name="FieldModelName" col="3" />
        <cell name="AttachedModelName" col="4" />
        <cell name="SpriteDDS" col="5" />
        <cell name="MinX" col="6" />
        <cell name="MinY" col="7" />
        <cell name="MaxX" col="8" />
        <cell name="MaxY" col="9" />
        <cell name="SizeX" col="10" />
        <cell name="SizeY" col="11" />
        <cell name="EffectSound" col="12" />
        <cell name="ItemType" col="13" />
        <cell name="TypeName" col="14" />
        <cell name="AbleExchangeNDrop" col="15" />
        <cell name="AbleSell" col="16" />
        <cell name="MinDropLevel" col="17" />
        <cell name="MaxDropLevel" col="18" />
        <cell name="Price" col="19" />
        <cell name="OptionPrice" col="20" />
        <cell name="BlackPrice" col="21" />
        <cell name="MedalPrice" col="22" />
        <cell name="ClassLimit" col="23" />
        <cell name="LimitStat" col="24" />
        <cell name="Limit" col="25" />
        <cell name="LowLevel" col="69" />
        <cell name="HighLevel" col="70" />
        <cell name="Durability" col="26" />
        <cell name="MaxDurability" col="27" />
        <cell name="MinDamage" col="28" />
        <cell name="MaxDamage" col="29" />
        <cell name="Defence" col="30" />
        <cell name="Block" col="31" />
        <cell name="DropOption" col="32" />
        <cell name="Grade" col="33" />
        <cell name="Critical Rate" col="56" />
        <cell name="Attack Bonus" col="57" />
        <cell name="MaxSocketNum/Magic" col="36" />
        <cell name="MagicResist" col="37" />
        <cell name="Evade" col="64" />
        <cell name="CoolDown" col="39" />
        <cell name="MaxHP" col="40" />
        <cell name="MaxMP" col="41" />
        <cell name="HPRegen" col="42" />
        <cell name="MPRegen" col="43" />
        <cell name="Speed" col="44" />
        <cell name="SkillPoint" col="45" />
        <cell name="Frost" col="66" />
        <cell name="Fire" col="65" />
        <cell name="Electro" col="67" />
        <cell name="Darkness" col="68" />
        <cell name="Desc" col="38" />
        <!-- test cols have to be last! -->
        <cell name="-A-" col="46" />
        <cell name="-B-" col="47" />
      </redirection>
      <redirection name="ETC,Gem,Ore" values="8,0">
        <cell name="ID" col="1" />
        <cell name="ItemName" col="2" />
        <cell name="FieldModelName" col="3" />
        <cell name="AttachedModelName" col="4" />
        <cell name="SpriteDDS" col="5" />
        <cell name="MinX" col="6" />
        <cell name="MinY" col="7" />
        <cell name="MaxX" col="8" />
        <cell name="MaxY" col="9" />
        <cell name="SizeX" col="10" />
        <cell name="SizeY" col="11" />
        <cell name="EffectSound" col="12" />
        <cell name="ItemType" col="13" />
        <cell name="TypeName" col="14" />
        <cell name="AbleExchangeNDrop" col="15" />
        <cell name="AbleSell" col="16" />
        <cell name="MinDropLevel" col="17" />
        <cell name="MaxDropLevel" col="18" />
        <cell name="Price" col="19" />
        <cell name="OptionPrice" col="20" />
        <cell name="BlackPrice" col="21" />
        <cell name="MedalPrice" col="22" />
        <cell name="ClassLimit" col="23" />
        <cell name="LimitStat" col="24" />
        <cell name="Limit" col="25" />
        <cell name="LowLevel" col="69" />
        <cell name="HighLevel" col="70" />
        <cell name="Durability" col="26" />
        <cell name="MaxDurability" col="27" />
        <cell name="Desc" col="38" />
        <!-- test cols have to be last! -->
        <cell name="-A-" col="46" />
        <cell name="-B-" col="47" />
      </redirection>
      <redirection name="Quest,Fire_crackers,SkillBooks,Pots" values="2,0;6,0;10,0;14,0">
        <cell name="ID" col="1" />
        <cell name="ItemName" col="2" />
        <cell name="FieldModelName" col="3" />
        <cell name="AttachedModelName" col="4" />
        <cell name="SpriteDDS" col="5" />
        <cell name="MinX" col="6" />
        <cell name="MinY" col="7" />
        <cell name="MaxX" col="8" />
        <cell name="MaxY" col="9" />
        <cell name="SizeX" col="10" />
        <cell name="SizeY" col="11" />
        <cell name="EffectSound" col="12" />
        <cell name="ItemType" col="13" />
        <cell name="TypeName" col="14" />
        <cell name="AbleExchangeNDrop" col="15" />
        <cell name="AbleSell" col="16" />
        <cell name="MinDropLevel" col="17" />
        <cell name="MaxDropLevel" col="18" />
        <cell name="Price" col="19" />
        <cell name="OptionPrice" col="20" />
        <cell name="BlackPrice" col="21" />
        <cell name="MedalPrice" col="22" />
        <cell name="ClassLimit" col="23" />
        <cell name="LimitStat" col="24" />
        <cell name="Limit" col="25" />
        <cell name="LowLevel" col="69" />
        <cell name="HighLevel" col="70" />
        <cell name="Durability" col="26" />
        <cell name="MaxDurability" col="27" />
        <cell name="Skill ID" col="58" />
        <cell name="Skill Lvl" col="61" />
        <cell name="Zone" col="52" />
        <cell name="X cord" col="49" />
        <cell name="Y cord" col="50" />
        <cell name="Z cord" col="51" />
        <cell name="???" col="63" />
        <cell name="Quest ID" col="59" />
        <cell name="Quest ID that has to be done" col="60" />
        <cell name="Desc" col="38" />
        <!-- test cols have to be last! -->
        <cell name="-A-" col="46" />
        <cell name="-B-" col="47" />
      </redirection>
    </redirections>
  </file>
  <file name="Script1">
    <structure>
      <cells size="14" hascolumns="0">
        <cell type="char[14]" name="Bad_word" />
      </cells>
      <linesplit type="byte" val="0" />
    </structure>
  </file>
  <file name="Chemical">
    <structure>
      <cells size="9" hascolumns="1">
        <cell type="ui16" name="Pick_item" col="1" />
        <cell type="ui16" name="Put_item" col="3" />
        <cell type="ui16" name="Result_item" col="5" />
        <cell type="byte" name="Pick_item_num" col="2" />
        <cell type="byte" name="Put_item_num" col="4" />
        <cell type="byte" name="Result_item_num" col="6" />
      </cells>
      <linesplit type="byte" val="0" />
    </structure>
  </file>
  <file name="SpecialCompensation">
    <structure>
      <cells size="2" hascolumns="0">
        <cell type="ui16" name="Item" />
      </cells>
      <linesplit type="ui16" val="0" />
    </structure>
  </file>
  <file name="SkillScript">
    <structure>
      <cells size="512" hascolumns="1">
        <cell type="char[32]" name="EffectFlag" col="18" />
        <cell type="char[32]" name="HitFlag" col="19" />
        <cell type="char[32]" name="CastingFlag" col="17" />
        <cell type="char[64]" name="Name[5]" col="4" />
        <cell type="char[32]" name="dds" col="22" />
        <cell type="ui16" name="MinX" col="23" />
        <cell type="ui16" name="MinY" col="24" />
        <cell type="ui16" name="MaxX" col="25" />
        <cell type="ui16" name="MaxY" col="26" />
        <cell type="char[256]" name="Text" col="35" endtag="0x0A" />
        <cell type="ui32" name="Type" col="2" replace="1" />
        <cell type="ui32" name="Target" col="10" replace="2" />
        <cell type="ui32" name="Limit" col="5" replace="4" />
        <cell type="byte" name="Stat[0]" col="6" replace="3" />
        <cell type="byte" name="Stat[1]" col="8" replace="3" />
        <cell type="byte" name="Value[0]" col="7" />
        <cell type="byte" name="Value[1]" col="9" />
        <cell type="ui16" name="ID" col="1" hex="1" />
        <cell type="ui16" name="StartMP" col="13"/>
        <cell type="ui16" name="LevelMP" col="14"/>
        <cell type="ui16" name="Starttick" col="15" />
        <cell type="ui16" name="LevelTick" col="16"/>
        <cell type="ui16" name="Parent" col="33" hex="1"/>
        <cell type="ui32" name="Child" col="34" hex="1" />
        <cell type="ui32" name="CoolDownTime" col="20"/>
        <!-- cell type="float" name="mRange" col="11" (PARA RYL2) -->
        <cell type="float" name="Range" col="11" />
        <cell type="float" name="Region" col="12" />
        <cell type="byte" name="Protection" col="29" />
        <cell type="byte" name="Gauge" col="31" />
        <cell type="byte" name="ClassSkill" col="3" />
        <cell type="byte" name="Interrupt" col="30" />
        <cell type="byte" name="EndScript" col="28" />
        <cell type="byte" name="EndCoolDown" col="21" />
        <cell type="byte" name="Hit" col="27" />
        <cell type="byte" name="Hit Level??" col="36" />
        <cell type="ui16" name="DRC" col="32" />
        <cell type="ui16" name="???" col="37" />
      </cells>
    </structure>
    <replacements>
      <replacement id="1">
        <elem to="NONE" from="0" />
        <elem to="PASSIVE" from="1" />
        <elem to="INSTANCE" from="2" />
        <elem to="CAST" from="3" />
        <elem to="CHANT" from="4" />
        <elem to="ITEM" from="6" />
        <elem to="SET" from="7" />
        <elem to="ACTION" from="8" />
      </replacement>
      <replacement id="2">
        <elem to="NONE" from="0" />
        <elem to="MELEE" from="1" />
        <elem to="FRIEND" from="2" />
        <elem to="ENEMY" from="3" />
        <elem to="FRDEAD" from="4" />
        <elem to="PARTY" from="8" />
        <elem to="FREXME" from="9" />
        <elem to="SUMMON" from="11" />
      </replacement>
      <replacement id="3">
        <elem to="NONE" from="0" />
        <elem to="STR" from="1" />
        <elem to="DEX" from="2" />
        <elem to="CON" from="3" />
        <elem to="INT" from="4" />
        <elem to="WIS" from="5" />
        <elem to="LEVEL" from="6" />
      </replacement>
      <replacement id="4">
        <elem to="NONE" from="0" />
        <elem to="FORFIGHTER" from="1" />
        <elem to="FORFIGHTERTWOHAND" from="3" />
        <elem to="WITHDAGGER" from="5" />
        <elem to="RANGED" from="7" />
        <elem to="GUARDARM" from="9" />
        <elem to="WITHWEAPON" from="10" />
        <elem to="ATTACKARM" from="11" />
        <elem to="GUNARM" from="12" />
        <elem to="KNIFEARM" from="13" />
      </replacement>
    </replacements>
    <rules>
      <repeatemptyline listentocol="3" onvalue="1" repeat="4" />
    </rules>
  </file>
  <file name="MonsterProtoType" version="600">
    <structure>
      <cells size="368" hascolumns="1">
	<cell type="ui32" name="Unknown Value (Always 0)" col="97" />
        <cell type="float" name="Unknown Float Value" col="8" multiplier="100" />
        <cell type="ui32" name="Unknown Value (Always 8)" col="108" />
        <cell type="ui32" name="Respawn Area(?)" col="7" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="96" />
        <cell type="float" name="Run Distance" col="10" multiplier="100" />
        <cell type="ui32" name="Unknown Value (Always 1)" col="109" />
        <cell type="ui32" name="Respawn Area Again(?)" col="9" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="95" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="94" />
        <cell type="ui32" name="Unknown Value (Always 2)" col="110" />
        <cell type="ui32" name="Skill Frame" col="11" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="93" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="92" />
        <cell type="ui32" name="Unknown Value (Always 24)" col="111" />
        <cell type="ui32" name="Attack Frame" col="12" />
        <cell type="char[32]" name="Name" col="2" />
        <cell type="char[32]" name="Model" col="3" />
        <cell type="float" name="Attack Range 1" col="13" />
        <cell type="float" name="Attack Range 2" col="14" />
        <cell type="float" name="Attack Range 3" col="15" />
        <cell type="float" name="Attack Range 4" col="16" />
        <cell type="ui16" name="SpecialDrop #1" col="67" />
        <cell type="ui16" name="SpecialDrop #2" col="68" />
        <cell type="ui16" name="SpecialDrop #3" col="69" />
        <cell type="ui16" name="SpecialDrop #4" col="70" />
        <cell type="ui16" name="SpecialDrop #5" col="71" />
        <cell type="ui16" name="SD% 1" col="72" />
        <cell type="ui16" name="SD% 2" col="73" />
        <cell type="ui16" name="SD% 3" col="74" />
        <cell type="ui16" name="SD% 4" col="75" />
        <cell type="ui16" name="SD% 5" col="76" />
        <cell type="ui16" name="Coin" col="77" />
        <cell type="ui16" name="Gem" col="78" />
        <cell type="ui16" name="Food" col="79" />
        <cell type="ui16" name="Metal" col="80" />
        <cell type="ui16" name="Book" col="81" />
        <cell type="ui16" name="Equip" col="82" />
        <cell type="ui16" name="Chaos Stones" col="83" />
        <cell type="ui16" name="Event" col="84" />
        <cell type="ui32" name="ID" col="1" />
        <cell type="ui32" name="Spawn Time" col="66" />
        <cell type="float" name="Scale size of model (float)" col="48" />
        <cell type="float" name="Unknown (float) 19" col="18" />
        <cell type="byte" name="Mob Type" col="5" replace="2" />
        <cell type="byte" name="??(Col 49)" col="49" />
	<cell type="byte" name="NUSE (0 , 1 o 10)" col="56" />
        <cell type="byte" name="Special?" col="55" replace="1" />
        <cell type="ui16" name="Nation" col="4" replace="3" />
        <cell type="ui16" name="Skill Related (int)" col="57" />
        <cell type="ui16" name="Skill #1" col="58" replace="4" />
        <cell type="ui16" name="Skill #2" col="59" replace="4" />
        <cell type="ui16" name="Skill #3" col="60" replace="4" />
        <cell type="ui16" name="Skill #4" col="61" replace="4" />
        <cell type="ui16" name="Skill #5" col="62" replace="4" />
	<!-- 150 bytes desde el nombre -->
        <cell type="ui32" name="Begin SK Config (Always 0)" col="98" />
        <cell type="byte" name="Skill Related (int)" col="63" />
        <cell type="byte" name="UNKN 128 1" col="99" />
        <cell type="byte" name="Skill R2" col="64" />
        <cell type="ui16" name="UNKN Alw 0" col="100" />
        <cell type="byte" name="UNKN 128 2" col="101" />
        <cell type="float" name="Unknown Float" col="65" />
        <cell type="byte" name="End SK Config (Always 0)" col="51" replace="1" />
        <cell type="byte" name="Algo de Statue?" col="50" replace="1" />
        <cell type="byte" name="Toggle??" col="53" replace="1" />
        <cell type="byte" name="Aggro?" col="52" replace="1" />
        <cell type="byte" name="Drop?" col="54" replace="1" />
        <cell type="byte" name="Byte (Toggle?)" col="6" replace="1" />
        <cell type="ui16" name="X16" col="85" />
        <cell type="ui32" name="X32" col="87" />
        <cell type="ui32" name="X32" col="88" />
        <cell type="ui32" name="X32" col="89" />
        <cell type="ui32" name="X32" col="32" />
        <cell type="ui32" name="X32" col="33" />
        <cell type="ui32" name="x32" col="34" />
        <cell type="ui32" name="X32" col="35" />
        <cell type="ui32" name="X32" col="36" />
        <cell type="ui32" name="X32" col="37" />
        <cell type="ui32" name="X32" col="38" />
        <cell type="ui32" name="X32" col="39" />
        <cell type="ui32" name="X32" col="40" />
        <cell type="ui32" name="X32" col="41" />
        <cell type="ui32" name="Base XP" col="19" />
	<cell type="ui32" name="Unknown (Always 0)" col="102" />
        <cell type="ui32" name="Mob Lvl" col="20" />
        <cell type="ui32" name="X32" col="103" />
        <cell type="ui16" name="ui16" col="104" />
        <cell type="ui16" name="Critical" col="28" />
        <cell type="ui16" name="Min Dmg" col="21" />
        <cell type="ui16" name="Max Dmg" col="22" />
        <cell type="ui16" name="Extra Attck" col="23" />
        <cell type="ui16" name="Block" col="26" />
        <cell type="float" name="Dmg%" col="27" />
        <cell type="ui16" name="Def" col="24" />
        <cell type="ui16" name="Extra Def" col="25" />
        <cell type="ui16" name="???" col="29" />
        <cell type="ui16" name="Magic Power" col="30" />
        <cell type="ui16" name="Magic Resist" col="31" />
        <cell type="ui16" name="???" col="42" />
        <cell type="ui16" name="???" col="43" />
        <cell type="ui32" name="Attk Range" col="17" />
	<cell type="ui16" name="HP" col="44" />
        <cell type="ui16" name="MP" col="45" />
        <cell type="ui16" name="Hp Rec" col="46" />
        <cell type="ui16" name="Mp Rec" col="47" />
        <cell type="ui16" name="ui16" col="86" />
        <cell type="ui32" name="ui32" col="90" />
        <cell type="ui32" name="ui32" col="91" />
        <cell type="ui32" name="ui32" col="105" />
        <cell type="ui32" name="ui32" col="106" />
        <cell type="ui32" name="ui32" col="107" />
       </cells>
    </structure>
    <replacements>
	<replacement id="1">
        <elem to="X" from="0" />
        <elem to="O" from="1" />
      </replacement>
      <replacement id="2">
        <elem to="Siege" from="0" />
        <elem to="Warrior" from="1" />
        <elem to="Defender" from="2" />
        <elem to="Mage" from="3" />
        <elem to="Acolyte" from="4" />
        <elem to="Rogue" from="5" />
        <elem to="BG" from="6" />
        <elem to="Summon" from="7" />
        <elem to="Structure" from="8" />
        <elem to="Named" from="9" />
        <elem to="Chief" from="10" />
        <elem to="Object" from="11" />
        <elem to="Guard" from="12" />
      </replacement>
	<replacement id="3">
        <elem to="Neutral" from="0" />
        <elem to="Human" from="1" />
        <elem to="Akkan" from="2" />
	</replacement>
       <replacement id="4">
        <elem to="Net" from="0x8101" />
        <elem to="Sword Mastery" from="0x8102" />
        <elem to="Axe Mastery" from="0x8103" />
        <elem to="Light Attack" from="0x8104" />
        <elem to="Blunt Mastery" from="0x8105" />
        <elem to="Reveal" from="0x8201" />
        <elem to="Dark Power" from="0x8302" />
        <elem to="Vampire Kiss" from="0x8303" />
        <elem to="Magic Cell" from="0x8304" />
        <elem to="Halt" from="0x8305" />
        <elem to="Resurrect" from="0x8401" />
        <elem to="Bless" from="0x8404" />
        <elem to="First Aid" from="0x8405" />
        <elem to="Blaze Gavel" from="0x8406" />
        <elem to="Summon" from="0x8501" />
        <elem to="Pain Sharing" from="0x8503" />
        <elem to="Back Cut" from="0x8504" />
        <elem to="Friend1" from="0x8601" />
        <elem to="Song of Battle" from="0x8602" />
        <elem to="Combo Strike" from="0x8603" />
        <elem to="Shadow Strike" from="0x8702" />
        <elem to="Dodge" from="0x8704" />
        <elem to="Dagger Mastery" from="0x8705" />
        <elem to="Spirit Arrow" from="0x8803" />
        <elem to="Multiple Arrow" from="0x8804" />
        <elem to="Camouflage" from="0x8805" />
        <elem to="Summon Party" from="0x8901" />
        <elem to="Fireball" from="0x8902" />
        <elem to="Electro Shock" from="0x8903" />
        <elem to="Ice Blaze" from="0x8904" />
        <elem to="Death Blaze" from="0x8905" />
        <elem to="Magic Intensified" from="0x8A01" />
        <elem to="Seal Attack" from="0x8A02" />
        <elem to="Weaken" from="0x8A04" />
        <elem to="Weapon Enforce" from="0x8A05" />
        <elem to="Crush Attack" from="0x8A06" />
        <elem to="Party1" from="0x8A07" />
        <elem to="Resurrect2" from="0x8B01" />
        <elem to="Psalm of Bless" from="0x8B02" />
        <elem to="Psalm of Courage" from="0x8B03" />
        <elem to="Blessed Armor" from="0x8B04" />
        <elem to="Mana Sharing" from="0x8B06" />
        <elem to="Resurrect3" from="0x8C01" />
        <elem to="Confusion" from="0x8C02" />
        <elem to="Heal" from="0x8C03" />
        <elem to="Lotos" from="0x8C04" />
        <elem to="Party2" from="0x8C05" />
        <elem to="Lotos Enemy?" from="0x8C06" />
        <elem to="Weapon Intensified" from="0x9102" />
        <elem to="Safeguard" from="0x9103" />
        <elem to="Weapon Strike" from="0x9104" />
        <elem to="Sword Intensified" from="0x9105" />
        <elem to="Life Joining" from="0x9106" />
        <elem to="Magic Arrow" from="0x9202" />
        <elem to="Response Intensified" from="0x9204" />
        <elem to="Dark Power (MK)" from="0x9206" />
        <elem to="Forked Skill" from="0x9207" />
        <elem to="Halt Skill (MK)" from="0x9208" />
        <elem to="Nimbus" from="0x9209" />
        <elem to="Courage (MK)" from="0x9210" />
        <elem to="Friend (MK)" from="0x9211" />
        <elem to="Net (MK)" from="0x9301" />
        <elem to="Protect Intensified" from="0x9302" />
        <elem to="Fatal Attack" from="0x9305" />
        <elem to="Strength Recover" from="0x9307" />
        <elem to="Energy Absorb" from="0x9402" />
        <elem to="Song of Battle (MK)" from="0x9404" />
        <elem to="Skyrocket" from="0x9407" />
        <elem to="Fire Arrow" from="0x9502" />
        <elem to="Camouflage (MK)" from="0x9504" />
        <elem to="Gunbomb" from="0x9506" />
        <elem to="Poison" from="0x9602" />
        <elem to="Lightning Strike" from="0x9603" />
        <elem to="Gaias Roots" from="0x9604" />
        <elem to="Instant Damage" from="0x9605" />
        <elem to="Weapon Enforce (MK)" from="0x9606" />
        <elem to="Conjuring" from="0x9607" />
        <elem to="Lotos (MK)" from="0x9703" />
        <elem to="Heal (MK)" from="0x9704" />
        <elem to="Confusion (MK)" from="0x9706" />
        <elem to="Lotos Enemy? (MK)" from="0x9707" />
        <elem to="Reveal (MK)" from="0x9801" />
        <elem to="Blazing Strike" from="0x9802" />
        <elem to="Dodge (MK)" from="0x9804" />
        <elem to="Dark Sword (MK)" from="0x9805" />
	</replacement>
    </replacements>
  </file>
  <file name="MineralVein">
  </file>
</gsf>
When i used this script in my coder then i opened my RYL 1 itemscript.gsf ------------>>> message pop up "not support" why ? did i missed something?

And this is happened when i tried to load it :

trigun2 is offline   Reply With Quote
Old 07-02-2009   #8 (permalink)
yoshi = dumb
 
Rank: Member +
Join Date: May 2008
Location: the internet
Posts: 450
Thanked 1 Time in 1 Post

Re: Gsf editor?

Failer lol.
__________________
lol
StealthyXor is offline   Reply With Quote
Old 07-03-2009   #9 (permalink)
RaGEZONER
 
Rank: Hobbit
Join Date: Sep 2006
Posts: 76
Thanked 0 Times in 0 Posts

Re: Gsf editor?

Originally Posted by Arpakuutio View Post
ryl1 gsf structs for rylcoder been shared here before so search them
i've been used that tools, seems like not working with my RYL 1 itemscript. when i used the RYLcoder with gsfstructs.xml inside it i got an error messages pop out just like trigun at his post, how to reconfig gsfstructs.xml for support to editing my all gsf files in RYL 1 ?
adam12 is offline   Reply With Quote
Old 07-03-2009   #10 (permalink)
Member
 
Rank: Hobbit
Join Date: Jun 2009
Posts: 33
Thanked 0 Times in 0 Posts

Re: Gsf editor?

stiil failed to use that coder when i want to editing my itemscript.gsf RYL 1 version ... i've seen someone posting in the other forum that he has restructure xml file for RYL 1 but no explanation in there how to restruct for supporting ryl 1 all gsf files, must be the same version of *.gsf files ? v600 ? how to know that file version ?
trigun2 is offline   Reply With Quote
Old 07-03-2009   #11 (permalink)
Account Upgraded | Title Enabled!
 
Arpakuutio's Avatar
 
Rank: Member +
Join Date: Jun 2005
Posts: 600
Thanked 8 Times in 7 Posts

Re: Gsf editor?

i grabbed working gsf struct from here before so here is been shared working one...i dont remember who posted it but it was working ok with all scripts...i remember that column details were written spanish.


anyway i think this is written by me and it should work..may not be perfect but it let you load and save itemscript ok.

Code:
  <file name="ItemScript" version="605">
    <structure>
      <cells size="644" hascolumns="1">
	<cell type="ui16" name="ID" col="1" />
	<cell type="ui16" name="unknown" col="80" />
	<cell type="byte" name="ItemType" col="14" replace="1" />
	<cell type="byte" name="INVsizeX" col="10" />
	<cell type="byte" name="INVsizeY" col="11" />
	<cell type="byte" name="StatLimitLVL" col="19" />
	<cell type="byte" name="MinDura" col="21" />
	<cell type="byte" name="MaxDura" col="22" />
	<cell type="byte" name="ItemUpgradingLVL" col="23" />
	<cell type="byte" name="GemSlots" col="66" />
	<cell type="ui32" name="Unknown" col="24" hex="1" />
	<cell type="ui16" name="ItemGrade" col="13" replace="2" />
	<cell type="ui16" name="Unknown" col="30" />
	<cell type="ui32" name="ShopPrice" col="16" />
	<cell type="ui32" name="BlackPrice" col="17" />
	<cell type="ui32" name="MedalPrice" col="18" />
	<cell type="byte" name="itemtype2" col="79" />
	<cell type="byte" name="Unknown" col="82" val="0" />
	<cell type="ui32" name="Unknown" col="83" val="0" />
	<cell type="ui16" name="MinLevel" col="84" />
	<cell type="ui16" name="MinSTR" col="25" />
	<cell type="ui16" name="MinDEX" col="26" />
	<cell type="ui16" name="MinCON" col="27" />
	<cell type="ui16" name="MinINT" col="28" />
	<cell type="ui16" name="MinWIS" col="29" />
	<cell type="ui16" name="Unknown" col="85" val="0" />
	<cell type="byte" name="Unknown" col="67" />
	<cell type="byte" name="JewelUpgLVL" col="68" />
	<cell type="ui16" name="Unknown" col="86" val="0" />
	<cell type="ui32" name="ClassID" col="20" replace="3" />
	<cell type="char[64]" name="ItemName" col="2" />
	<cell type="char[32]" name="SpriteDDS" col="5" />
        <cell type="ui16" name="MinX" col="6" />
	<cell type="ui16" name="MinY" col="7" />
	<cell type="ui16" name="MaxX" col="8" />
	<cell type="ui16" name="MaxY" col="9" />
	<cell type="char[32]" name="FieldModelR3S" col="3" />
	<cell type="char[32]" name="AttachedModel" col="4" />
	<cell type="char[32]" name="SoundFile" col="12" />
	<cell type="char[32]" name="ItemTypeName" col="15" />
	<cell type="char[256]" name="ItemDescription" col="81" endtag="0x0" />
	<cell type="ui16" name="CraftEXP" col="31" />
	<cell type="ui16" name="CritType" col="32" />
	<cell type="ui16" name="CritRate" col="33" />
	<cell type="ui16" name="MINdamage" col="34" />
	<cell type="ui16" name="MAXdamage" col="35" />
	<cell type="ui16" name="DRC" col="36" />
	<cell type="ui16" name="ExtraAtt" col="37" />
	<cell type="ui16" name="Defence" col="38" />
	<cell type="ui16" name="ExtraDef" col="39" />
	<cell type="ui16" name="MResistance" col="40" />
	<cell type="ui16" name="BlockRate" col="41" />
	<cell type="ui16" name="AttSpeed" col="42" />
	<cell type="ui16" name="MoveSpeed" col="43" />
	<cell type="ui16" name="AttRange" col="44" />
	<cell type="ui16" name="LongRange" col="45" />
	<cell type="ui16" name="ExtraHP" col="46" />
	<cell type="ui16" name="ExtraMP" col="47" />
	<cell type="ui16" name="HPrec" col="48" />
	<cell type="ui16" name="MPREc" col="49" />
	<cell type="ui16" name="FireDam" col="50" />
	<cell type="ui16" name="ElectDam" col="51" />
	<cell type="ui16" name="IceDam" col="52" />
	<cell type="ui16" name="AbsorbDam" col="53" />
	<cell type="ui16" name="PoisonDam" col="54" />
	<cell type="ui16" name="Fireresist" col="55" />
	<cell type="ui16" name="Elecresist" col="56" />
	<cell type="ui16" name="Iceresist" col="57" />
	<cell type="ui16" name="Absorbresist" col="58" />
	<cell type="ui16" name="Poisonresist" col="59" />
	<cell type="ui16" name="STRadd" col="60" />
	<cell type="ui16" name="DExadd" col="61" />
	<cell type="ui16" name="CONadd" col="62" />
	<cell type="ui16" name="INTadd" col="63" />
	<cell type="ui16" name="WISadd" col="64" />
	<cell type="ui16" name="MaterialValue" col="65" />
	<cell type="byte" name="ItemCode" col="69" replace="4" />
	<cell type="byte" name="Unknown" col="87" val="0" />
	<cell type="ui16" name="SkillID" col="70" hex="1" />
	<cell type="ui16" name="SkillGrade" col="71" />
	<cell type="byte" name="TPZone" col="74" />
	<cell type="byte" name="unknown" col="72" />
	<cell type="ui16" name="unknown" col="73" />
	<cell type="float" name="TPcoordX" col="75" />
	<cell type="float" name="TPcoordY" col="76" />
	<cell type="float" name="TPcoordZ" col="77" />
	<cell type="ui32" name="EXPcash" col="78" />
      </cells>
    </structure>
<replacements>
      <replacement id="1">
        <elem to="HELM" from="0" />
        <elem to="SHIRT" from="1" />
        <elem to="TUNIC" from="2" />
        <elem to="ARMOR" from="3" />
        <elem to="GLOVE" from="4" />
        <elem to="BOOTS" from="5" />
        <elem to="1H_SWORD" from="6" />
        <elem to="1H_BLUNT" from="7" />
        <elem to="1H_AXE" from="8" />
        <elem to="2H_BLUNT" from="9" />
        <elem to="2H_AXE" from="10" />
        <elem to="2H_SWORD" from="11" />
        <elem to="BOW" from="12" />
        <elem to="CROSSBOW" from="13" />
        <elem to="STAFF" from="14" />
        <elem to="DAGGER" from="15" />
        <elem to="SHIELD" from="16" />
        <elem to="CLOAK" from="17" />
        <elem to="RING" from="18" />
        <elem to="NECKLACE" from="19" />
        <elem to="POTION" from="20" />
	<elem to="POISON" from="21" />
	<elem to="TRAP" from="22" />
        <elem to="SKILLBOOK" from="23" />
        <elem to="GEM" from="24" />
	<elem to="RUNE" from="25" />
        <elem to="ORE" from="26" />
        <elem to="CLIP" from="27" />
        <elem to="MISC" from="28" />
        <elem to="HEAD" from="29" />
        <elem to="BODY" from="30" />
        <elem to="PROTECT_A" from="31" />
        <elem to="PANTS" from="32" />
        <elem to="COM_BLUNT" from="33" />
        <elem to="COM_SWORD" from="34" />
        <elem to="OPP_HAMMER" from="35" />
        <elem to="OPP_AXE" from="36" />
        <elem to="OPP_SCHIM" from="37" />
        <elem to="OPP_TALON" from="38" />
        <elem to="OPP_SYTHE" from="39" />
        <elem to="SKILL_A_GUARD" from="40" />
        <elem to="SKILL_A_ATTACK" from="41" />
        <elem to="SKILL_A_GUN" from="42" />
        <elem to="SKILL_A_KNIFE" from="43" />
	<elem to="ACCESSORY" from="44" />
        <elem to="ARROW" from="45" />
        <elem to="BOLT" from="46" />
        <elem to="PORTAL" from="47" />
        <elem to="EVENT_DROP" from="48" />
        <elem to="EVENT_LOTTERY" from="49" />
        <elem to="EXPBOOK" from="50" />
        <elem to="CASHBOOK" from="51" />
	<elem to="FIRE_CRACKER" from="52" />
	<elem to="CAMP_KIT" from="53" />
	<elem to="SHORT_RANGE_ARMS_KIT" from="54" />
	<elem to="LONG_RANGE_ARMS_KIT" from="55" />
	<elem to="AIRSHIP_KIT" from="56" />
     </replacement>
	<replacement id="2">
        <elem to="NORMAL" from="1" />
        <elem to="RARE" from="2" />
        <elem to="UNIQUE" from="3" />
</replacement>
	<replacement id="3">
        <elem to="NOT EQUIP" from="0" />
        <elem to="DEFENDER" from="16" />
        <elem to="WARRIOR" from="32" />
        <elem to="CON CLASS" from="48" />
        <elem to="ASSASSIN" from="64" />
        <elem to="ARCHER" from="128" />
        <elem to="ROGUE" from="192" />
        <elem to="SORCERER" from="256" />
        <elem to="ENCHANTER" from="512" />
        <elem to="ARCHER_ENCHANTER" from="640" />
        <elem to="SORC_ENCHANTER" from="768" />
        <elem to="PRIEST" from="1024" />
        <elem to="CLERIC" from="2048" />
        <elem to="CLERIC_WARR" from="3072" />
        <elem to="DEF_WARR" from="3120" />
        <elem to="SKILL_ALL" from="4081" />
        <elem to="SKILL_ROGUE" from="4082" />
        <elem to="SKILL_MAGE" from="4084" />
        <elem to="SKILL_ACOLYTE" from="4088" />
        <elem to="ALL_HUMAN" from="4095" />
        <elem to="HUMAN" from="65535" />
        <elem to="TEMPLAR" from="262144" />
        <elem to="ATTACKER" from="524288" />
        <elem to="GUNNER" from="1048576" />
        <elem to="COMBATANT" from="1900544" />
        <elem to="RUNE_OFF" from="2097152" />
        <elem to="LIFE_OFF" from="4194304" />
        <elem to="SHADOW_OFF" from="8388608" />
        <elem to="OFFICIATOR" from="14811136" />
        <elem to="SKILL_COMB" from="16580608" />
        <elem to="SKILL_OFF" from="16646144" />
        <elem to="ALL_AKKAN" from="16711680" />
        <elem to="ALL_RACES" from="16715775" />
</replacement>
	<replacement id="4">
        <elem to="NON EQUIP" from="0" />
        <elem to="EQUIP" from="33" />
</replacement>
</replacements>
  </file>
here is rest for ryl1:

Code:
  </file>
  <file name="Script1">
    <structure>
      <cells size="14" hascolumns="0">
        <cell type="char[14]" name="Bad_word" />
      </cells>
      <linesplit type="byte" val="0" />
    </structure>
  </file>
  <file name="Chemical">
    <structure>
      <cells size="9" hascolumns="1">
        <cell type="ui16" name="Pick_item" col="1" />
        <cell type="ui16" name="Put_item" col="3" />
        <cell type="ui16" name="Result_item" col="5" />
        <cell type="byte" name="Pick_item_num" col="2" />
        <cell type="byte" name="Put_item_num" col="4" />
        <cell type="byte" name="Result_item_num" col="6" />
      </cells>
      <linesplit type="byte" val="0" />
    </structure>
  </file>
  <file name="SpecialCompensation">
    <structure>
      <cells size="2" hascolumns="0">
        <cell type="ui16" name="Item" />
      </cells>
      <linesplit type="ui16" val="0" />
    </structure>
  </file>
  <file name="MonsterProtoType" version="600">
    <structure>
      <cells size="368" hascolumns="1">
	<cell type="ui32" name="Unknown Value (Always 0)" col="97" />
        <cell type="float" name="Unknown Float Value" col="8" multiplier="100" />
        <cell type="ui32" name="Unknown Value (Always 8)" col="" val="8" hide="1" />
        <cell type="ui32" name="Respawn Area(?)" col="7" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="96" />
        <cell type="float" name="Run Distance" col="10" multiplier="100" />
        <cell type="ui32" name="Unknown Value (Always 1)" col="" val="1" hide="1" />
        <cell type="ui32" name="Respawn Area Again(?)" col="9" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="95" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="94" />
        <cell type="ui32" name="Unknown Value (Always 2)" col="" val="2" hide="1" />
        <cell type="ui32" name="Skill Frame" col="11" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="93" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="92" />
        <cell type="ui32" name="Unknown Value (Always 24)" col="" val="24" hide="1" />
        <cell type="ui32" name="Attack Frame" col="12" />
        <cell type="char[32]" name="Name" col="2" />
        <cell type="char[32]" name="Model" col="3" />
        <cell type="float" name="Attack Range 1" col="13" />
        <cell type="float" name="Attack Range 2" col="14" />
        <cell type="float" name="Attack Range 3" col="15" />
        <cell type="float" name="Attack Range 4" col="16" />
        <cell type="ui16" name="SpecialDrop #1" col="67" />
        <cell type="ui16" name="SpecialDrop #2" col="68" />
        <cell type="ui16" name="SpecialDrop #3" col="69" />
        <cell type="ui16" name="SpecialDrop #4" col="70" />
        <cell type="ui16" name="SpecialDrop #5" col="71" />
        <cell type="ui16" name="SD% 1" col="72" />
        <cell type="ui16" name="SD% 2" col="73" />
        <cell type="ui16" name="SD% 3" col="74" />
        <cell type="ui16" name="SD% 4" col="75" />
        <cell type="ui16" name="SD% 5" col="76" />
        <cell type="ui16" name="Coin" col="77" />
        <cell type="ui16" name="Gem" col="78" />
        <cell type="ui16" name="Food" col="79" />
        <cell type="ui16" name="Metal" col="80" />
        <cell type="ui16" name="Book" col="81" />
        <cell type="ui16" name="Equip" col="82" />
        <cell type="ui16" name="Stone of Oblivion Droprate" col="83" />
        <cell type="ui16" name="Event" col="84" />
        <cell type="ui32" name="ID" col="1" />
        <cell type="ui32" name="Spawn Time" col="66" />
        <cell type="float" name="Scale size of model (float)" col="48" />
        <cell type="float" name="Unknown (float) 19" col="18" />
        <cell type="byte" name="Mob Type" col="5" replace="2" />
        <cell type="byte" name="??(Col 49)" col="49" />
	<cell type="byte" name="NUSE (0 , 1 o 10)" col="56" />
        <cell type="byte" name="Special?" col="55" replace="1" />
        <cell type="ui16" name="Nation" col="4" />
        <cell type="ui16" name="Skill Related (int)" col="57" />
        <cell type="ui16" name="Skill #1" col="58" hex="1" />
        <cell type="ui16" name="Skill #2" col="59" hex="1" />
        <cell type="ui16" name="Skill #3" col="60" hex="1" />
        <cell type="ui16" name="Skill #4" col="61" hex="1" />
        <cell type="ui16" name="Skill #5" col="62" hex="1" />
        <cell type="ui32" name="Begin SK Config (Always 0)" col="98" hide="1" />
        <cell type="byte" name="Skill Related (int)" col="63" />
        <cell type="byte" name="UNKN 128 1" col="99" hide="1" />
        <cell type="byte" name="Skill R2" col="64" />
        <cell type="ui16" name="UNKN Alw 0" col="100" hide="1" />
        <cell type="byte" name="UNKN 128 2" col="101" hide="1" />
        <cell type="float" name="Unknown Float" col="65" />
        <cell type="byte" name="End SK Config (Always 0)" col="51" replace="1" />
        <cell type="byte" name="Algo de Statue?" col="50" replace="1" />
        <cell type="byte" name="Toggle??" col="53" replace="1" />
        <cell type="byte" name="Aggro?" col="52" replace="1" />
        <cell type="byte" name="Drop?" col="54" replace="1" />
        <cell type="byte" name="Byte (Toggle?)" col="6" replace="1" />
        <cell type="ui16" name="X16" col="85" />
        <cell type="ui32" name="X32" col="87" />
        <cell type="ui32" name="X32" col="88" />
        <cell type="ui32" name="X32" col="89" />
        <cell type="ui32" name="X32" col="32" />
        <cell type="ui32" name="X32" col="33" />
        <cell type="ui32" name="x32" col="34" />
        <cell type="ui32" name="X32" col="35" />
        <cell type="ui32" name="X32" col="36" />
        <cell type="ui32" name="X32" col="37" />
        <cell type="ui32" name="X32" col="38" />
        <cell type="ui32" name="X32" col="39" />
        <cell type="ui32" name="X32" col="40" />
        <cell type="ui32" name="X32" col="41" />
        <cell type="ui32" name="Base XP" col="19" />
	<cell type="ui32" name="Unknown (Always 0)" col="102" hide="1" />
        <cell type="ui32" name="Mob Lvl" col="20" />
        <cell type="ui32" name="X32" col="103" hide="1" />
        <cell type="ui16" name="ui16" col="104" hide="1" />
        <cell type="ui16" name="Critical" col="28" />
        <cell type="ui16" name="Min Dmg" col="21" />
        <cell type="ui16" name="Max Dmg" col="22" />
        <cell type="ui16" name="Extra Attck" col="23" />
        <cell type="ui16" name="Block" col="26" />
        <cell type="float" name="Dmg%" col="27" />
        <cell type="ui16" name="Def" col="24" />
        <cell type="ui16" name="Extra Def" col="25" />
        <cell type="ui16" name="???" col="29" />
        <cell type="ui16" name="Magic Power" col="30" />
        <cell type="ui16" name="Magic Resist" col="31" />
        <cell type="ui16" name="???" col="42" />
        <cell type="ui16" name="???" col="43" />
        <cell type="ui32" name="Attk Range" col="17" />
	<cell type="ui16" name="HP" col="44" />
        <cell type="ui16" name="MP" col="45" />
        <cell type="ui16" name="Hp Rec" col="46" />
        <cell type="ui16" name="Mp Rec" col="47" />
        <cell type="ui16" name="ui16" col="86" />
        <cell type="ui32" name="ui32" col="90" />
        <cell type="ui32" name="ui32" col="91" />
        <cell type="ui32" name="ui32" col="105" hide="1" />
        <cell type="ui32" name="ui32" col="106" hide="1" />
        <cell type="ui32" name="ui32" col="107" hide="1" />
       </cells>
    </structure>
    <replacements>
	<replacement id="1">
        <elem to="X" from="0" />
        <elem to="O" from="1" />
      </replacement>
      <replacement id="2">
        <elem to="Siege" from="0" />
        <elem to="Warrior" from="1" />
        <elem to="Defender" from="2" />
        <elem to="Mage" from="3" />
        <elem to="Acolyte" from="4" />
        <elem to="Rogue" from="5" />
        <elem to="BG" from="6" />
        <elem to="Summon" from="7" />
        <elem to="Structure" from="8" />
        <elem to="Named" from="9" />
        <elem to="Chief" from="10" />
        <elem to="Object" from="11" />
        <elem to="Guard" from="12" />
      </replacement>
	<replacement id="3">
        <elem to="Neutral" from="0" />
        <elem to="Human" from="1" />
        <elem to="Akkan" from="2" />
	</replacement>
    </replacements>
  </file>
Arpakuutio is offline   Reply With Quote
Old 07-03-2009   #12 (permalink)
Member
 
Rank: Hobbit
Join Date: Jun 2009
Posts: 33
Thanked 0 Times in 0 Posts

Re: Gsf editor?

when i opened (load) my ryl 1 itemscript.gsf still with the same errors did i do something wrong ? i copy and paste it and join those script in single gsfStruct.XML ... then i tried to make single file just for items editing not working too and messages its same.... :(

i'm using this RYL Coder ... could be Load - Editing - Save (not only decrypt and encrypt ) ?

http://www.4shared.com/file/11574961...RYL_Coder.html

could be the results just like ROW coder ? :

trigun2 is offline   Reply With Quote
Old 07-03-2009   #13 (permalink)
Account Upgraded | Title Enabled!
 
Arpakuutio's Avatar
 
Rank: Member +
Join Date: Jun 2005
Posts: 600
Thanked 8 Times in 7 Posts

Re: Gsf editor?

you try to open row script with ryl2 v1700 struct?
Arpakuutio is offline   Reply With Quote
Old 07-03-2009   #14 (permalink)
Member
 
Rank: Hobbit
Join Date: Jun 2009
Posts: 33
Thanked 0 Times in 0 Posts

Re: Gsf editor?

Originally Posted by Arpakuutio View Post
you try to open row script with ryl2 v1700 struct?
Nope i just comparing the results :

Row Coder with wrapper.dll --> open itemscript.gsf (from row client) ----> editing ----> save succeed

RYL 1 Coder with gsfStruct ----> open itemscript.gsf (from my RYL 1) --- "not supported" even i used ur clue up there --- > did i missed something that i never realized ? My only hope just like ROW Coder in my Screen Shot Load - Editing - and Save ... could be like that ?

Tools in my dwload link is a pure old RYLcoder with gsfstruct.xml but i've been changed the gsfstruct.xml with ur clues up there to edit my itemscript.gsf from ryl 1 but the result it always not supported when i try to opened it and i dont know whats wrong with it ?
trigun2 is offline   Reply With Quote
Old 07-03-2009   #15 (permalink)
Member
 
Rank: Hobbit
Join Date: Jun 2009
Posts: 33
Thanked 0 Times in 0 Posts

Re: Gsf editor?

Sorry bad link --- double post ---
trigun2 is offline   Reply With Quote
Old 07-03-2009   #16 (permalink)
RaGEZONER
 
Rank: Hobbit
Join Date: Sep 2006
Posts: 76
Thanked 0 Times in 0 Posts

Re: Gsf editor?

Originally Posted by Arpakuutio View Post
i grabbed working gsf struct from here before so here is been shared working one...i dont remember who posted it but it was working ok with all scripts...i remember that column details were written spanish.


anyway i think this is written by me and it should work..may not be perfect but it let you load and save itemscript ok.

Code:
  <file name="ItemScript" version="605">
    <structure>
      <cells size="644" hascolumns="1">
    <cell type="ui16" name="ID" col="1" />
    <cell type="ui16" name="unknown" col="80" />
    <cell type="byte" name="ItemType" col="14" replace="1" />
    <cell type="byte" name="INVsizeX" col="10" />
    <cell type="byte" name="INVsizeY" col="11" />
    <cell type="byte" name="StatLimitLVL" col="19" />
    <cell type="byte" name="MinDura" col="21" />
    <cell type="byte" name="MaxDura" col="22" />
    <cell type="byte" name="ItemUpgradingLVL" col="23" />
    <cell type="byte" name="GemSlots" col="66" />
    <cell type="ui32" name="Unknown" col="24" hex="1" />
    <cell type="ui16" name="ItemGrade" col="13" replace="2" />
    <cell type="ui16" name="Unknown" col="30" />
    <cell type="ui32" name="ShopPrice" col="16" />
    <cell type="ui32" name="BlackPrice" col="17" />
    <cell type="ui32" name="MedalPrice" col="18" />
    <cell type="byte" name="itemtype2" col="79" />
    <cell type="byte" name="Unknown" col="82" val="0" />
    <cell type="ui32" name="Unknown" col="83" val="0" />
    <cell type="ui16" name="MinLevel" col="84" />
    <cell type="ui16" name="MinSTR" col="25" />
    <cell type="ui16" name="MinDEX" col="26" />
    <cell type="ui16" name="MinCON" col="27" />
    <cell type="ui16" name="MinINT" col="28" />
    <cell type="ui16" name="MinWIS" col="29" />
    <cell type="ui16" name="Unknown" col="85" val="0" />
    <cell type="byte" name="Unknown" col="67" />
    <cell type="byte" name="JewelUpgLVL" col="68" />
    <cell type="ui16" name="Unknown" col="86" val="0" />
    <cell type="ui32" name="ClassID" col="20" replace="3" />
    <cell type="char[64]" name="ItemName" col="2" />
    <cell type="char[32]" name="SpriteDDS" col="5" />
        <cell type="ui16" name="MinX" col="6" />
    <cell type="ui16" name="MinY" col="7" />
    <cell type="ui16" name="MaxX" col="8" />
    <cell type="ui16" name="MaxY" col="9" />
    <cell type="char[32]" name="FieldModelR3S" col="3" />
    <cell type="char[32]" name="AttachedModel" col="4" />
    <cell type="char[32]" name="SoundFile" col="12" />
    <cell type="char[32]" name="ItemTypeName" col="15" />
    <cell type="char[256]" name="ItemDescription" col="81" endtag="0x0" />
    <cell type="ui16" name="CraftEXP" col="31" />
    <cell type="ui16" name="CritType" col="32" />
    <cell type="ui16" name="CritRate" col="33" />
    <cell type="ui16" name="MINdamage" col="34" />
    <cell type="ui16" name="MAXdamage" col="35" />
    <cell type="ui16" name="DRC" col="36" />
    <cell type="ui16" name="ExtraAtt" col="37" />
    <cell type="ui16" name="Defence" col="38" />
    <cell type="ui16" name="ExtraDef" col="39" />
    <cell type="ui16" name="MResistance" col="40" />
    <cell type="ui16" name="BlockRate" col="41" />
    <cell type="ui16" name="AttSpeed" col="42" />
    <cell type="ui16" name="MoveSpeed" col="43" />
    <cell type="ui16" name="AttRange" col="44" />
    <cell type="ui16" name="LongRange" col="45" />
    <cell type="ui16" name="ExtraHP" col="46" />
    <cell type="ui16" name="ExtraMP" col="47" />
    <cell type="ui16" name="HPrec" col="48" />
    <cell type="ui16" name="MPREc" col="49" />
    <cell type="ui16" name="FireDam" col="50" />
    <cell type="ui16" name="ElectDam" col="51" />
    <cell type="ui16" name="IceDam" col="52" />
    <cell type="ui16" name="AbsorbDam" col="53" />
    <cell type="ui16" name="PoisonDam" col="54" />
    <cell type="ui16" name="Fireresist" col="55" />
    <cell type="ui16" name="Elecresist" col="56" />
    <cell type="ui16" name="Iceresist" col="57" />
    <cell type="ui16" name="Absorbresist" col="58" />
    <cell type="ui16" name="Poisonresist" col="59" />
    <cell type="ui16" name="STRadd" col="60" />
    <cell type="ui16" name="DExadd" col="61" />
    <cell type="ui16" name="CONadd" col="62" />
    <cell type="ui16" name="INTadd" col="63" />
    <cell type="ui16" name="WISadd" col="64" />
    <cell type="ui16" name="MaterialValue" col="65" />
    <cell type="byte" name="ItemCode" col="69" replace="4" />
    <cell type="byte" name="Unknown" col="87" val="0" />
    <cell type="ui16" name="SkillID" col="70" hex="1" />
    <cell type="ui16" name="SkillGrade" col="71" />
    <cell type="byte" name="TPZone" col="74" />
    <cell type="byte" name="unknown" col="72" />
    <cell type="ui16" name="unknown" col="73" />
    <cell type="float" name="TPcoordX" col="75" />
    <cell type="float" name="TPcoordY" col="76" />
    <cell type="float" name="TPcoordZ" col="77" />
    <cell type="ui32" name="EXPcash" col="78" />
      </cells>
    </structure>
<replacements>
      <replacement id="1">
        <elem to="HELM" from="0" />
        <elem to="SHIRT" from="1" />
        <elem to="TUNIC" from="2" />
        <elem to="ARMOR" from="3" />
        <elem to="GLOVE" from="4" />
        <elem to="BOOTS" from="5" />
        <elem to="1H_SWORD" from="6" />
        <elem to="1H_BLUNT" from="7" />
        <elem to="1H_AXE" from="8" />
        <elem to="2H_BLUNT" from="9" />
        <elem to="2H_AXE" from="10" />
        <elem to="2H_SWORD" from="11" />
        <elem to="BOW" from="12" />
        <elem to="CROSSBOW" from="13" />
        <elem to="STAFF" from="14" />
        <elem to="DAGGER" from="15" />
        <elem to="SHIELD" from="16" />
        <elem to="CLOAK" from="17" />
        <elem to="RING" from="18" />
        <elem to="NECKLACE" from="19" />
        <elem to="POTION" from="20" />
    <elem to="POISON" from="21" />
    <elem to="TRAP" from="22" />
        <elem to="SKILLBOOK" from="23" />
        <elem to="GEM" from="24" />
    <elem to="RUNE" from="25" />
        <elem to="ORE" from="26" />
        <elem to="CLIP" from="27" />
        <elem to="MISC" from="28" />
        <elem to="HEAD" from="29" />
        <elem to="BODY" from="30" />
        <elem to="PROTECT_A" from="31" />
        <elem to="PANTS" from="32" />
        <elem to="COM_BLUNT" from="33" />
        <elem to="COM_SWORD" from="34" />
        <elem to="OPP_HAMMER" from="35" />
        <elem to="OPP_AXE" from="36" />
        <elem to="OPP_SCHIM" from="37" />
        <elem to="OPP_TALON" from="38" />
        <elem to="OPP_SYTHE" from="39" />
        <elem to="SKILL_A_GUARD" from="40" />
        <elem to="SKILL_A_ATTACK" from="41" />
        <elem to="SKILL_A_GUN" from="42" />
        <elem to="SKILL_A_KNIFE" from="43" />
    <elem to="ACCESSORY" from="44" />
        <elem to="ARROW" from="45" />
        <elem to="BOLT" from="46" />
        <elem to="PORTAL" from="47" />
        <elem to="EVENT_DROP" from="48" />
        <elem to="EVENT_LOTTERY" from="49" />
        <elem to="EXPBOOK" from="50" />
        <elem to="CASHBOOK" from="51" />
    <elem to="FIRE_CRACKER" from="52" />
    <elem to="CAMP_KIT" from="53" />
    <elem to="SHORT_RANGE_ARMS_KIT" from="54" />
    <elem to="LONG_RANGE_ARMS_KIT" from="55" />
    <elem to="AIRSHIP_KIT" from="56" />
     </replacement>
    <replacement id="2">
        <elem to="NORMAL" from="1" />
        <elem to="RARE" from="2" />
        <elem to="UNIQUE" from="3" />
</replacement>
    <replacement id="3">
        <elem to="NOT EQUIP" from="0" />
        <elem to="DEFENDER" from="16" />
        <elem to="WARRIOR" from="32" />
        <elem to="CON CLASS" from="48" />
        <elem to="ASSASSIN" from="64" />
        <elem to="ARCHER" from="128" />
        <elem to="ROGUE" from="192" />
        <elem to="SORCERER" from="256" />
        <elem to="ENCHANTER" from="512" />
        <elem to="ARCHER_ENCHANTER" from="640" />
        <elem to="SORC_ENCHANTER" from="768" />
        <elem to="PRIEST" from="1024" />
        <elem to="CLERIC" from="2048" />
        <elem to="CLERIC_WARR" from="3072" />
        <elem to="DEF_WARR" from="3120" />
        <elem to="SKILL_ALL" from="4081" />
        <elem to="SKILL_ROGUE" from="4082" />
        <elem to="SKILL_MAGE" from="4084" />
        <elem to="SKILL_ACOLYTE" from="4088" />
        <elem to="ALL_HUMAN" from="4095" />
        <elem to="HUMAN" from="65535" />
        <elem to="TEMPLAR" from="262144" />
        <elem to="ATTACKER" from="524288" />
        <elem to="GUNNER" from="1048576" />
        <elem to="COMBATANT" from="1900544" />
        <elem to="RUNE_OFF" from="2097152" />
        <elem to="LIFE_OFF" from="4194304" />
        <elem to="SHADOW_OFF" from="8388608" />
        <elem to="OFFICIATOR" from="14811136" />
        <elem to="SKILL_COMB" from="16580608" />
        <elem to="SKILL_OFF" from="16646144" />
        <elem to="ALL_AKKAN" from="16711680" />
        <elem to="ALL_RACES" from="16715775" />
</replacement>
    <replacement id="4">
        <elem to="NON EQUIP" from="0" />
        <elem to="EQUIP" from="33" />
</replacement>
</replacements>
  </file>
here is rest for ryl1:

Code:
  </file>
  <file name="Script1">
    <structure>
      <cells size="14" hascolumns="0">
        <cell type="char[14]" name="Bad_word" />
      </cells>
      <linesplit type="byte" val="0" />
    </structure>
  </file>
  <file name="Chemical">
    <structure>
      <cells size="9" hascolumns="1">
        <cell type="ui16" name="Pick_item" col="1" />
        <cell type="ui16" name="Put_item" col="3" />
        <cell type="ui16" name="Result_item" col="5" />
        <cell type="byte" name="Pick_item_num" col="2" />
        <cell type="byte" name="Put_item_num" col="4" />
        <cell type="byte" name="Result_item_num" col="6" />
      </cells>
      <linesplit type="byte" val="0" />
    </structure>
  </file>
  <file name="SpecialCompensation">
    <structure>
      <cells size="2" hascolumns="0">
        <cell type="ui16" name="Item" />
      </cells>
      <linesplit type="ui16" val="0" />
    </structure>
  </file>
  <file name="MonsterProtoType" version="600">
    <structure>
      <cells size="368" hascolumns="1">
    <cell type="ui32" name="Unknown Value (Always 0)" col="97" />
        <cell type="float" name="Unknown Float Value" col="8" multiplier="100" />
        <cell type="ui32" name="Unknown Value (Always 8)" col="" val="8" hide="1" />
        <cell type="ui32" name="Respawn Area(?)" col="7" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="96" />
        <cell type="float" name="Run Distance" col="10" multiplier="100" />
        <cell type="ui32" name="Unknown Value (Always 1)" col="" val="1" hide="1" />
        <cell type="ui32" name="Respawn Area Again(?)" col="9" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="95" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="94" />
        <cell type="ui32" name="Unknown Value (Always 2)" col="" val="2" hide="1" />
        <cell type="ui32" name="Skill Frame" col="11" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="93" />
        <cell type="ui32" name="Unknown Value (Always 0)" col="92" />
        <cell type="ui32" name="Unknown Value (Always 24)" col="" val="24" hide="1" />
        <cell type="ui32" name="Attack Frame" col="12" />
        <cell type="char[32]" name="Name" col="2" />
        <cell type="char[32]" name="Model" col="3" />
        <cell type="float" name="Attack Range 1" col="13" />
        <cell type="float" name="Attack Range 2" col="14" />
        <cell type="float" name="Attack Range 3" col="15" />
        <cell type="float" name="Attack Range 4" col="16" />
        <cell type="ui16" name="SpecialDrop #1" col="67" />
        <cell type="ui16" name="SpecialDrop #2" col="68" />
        <cell type="ui16" name="SpecialDrop #3" col="69" />
        <cell type="ui16" name="SpecialDrop #4" col="70" />
        <cell type="ui16" name="SpecialDrop #5" col="71" />
        <cell type="ui16" name="SD% 1" col="72" />
        <cell type="ui16" name="SD% 2" col="73" />
        <cell type="ui16" name="SD% 3" col="74" />
        <cell type="ui16" name="SD% 4" col="75" />
        <cell type="ui16" name="SD% 5" col="76" />
        <cell type="ui16" name="Coin" col="77" />
        <cell type="ui16" name="Gem" col="78" />
        <cell type="ui16" name="Food" col="79" />
        <cell type="ui16" name="Metal" col="80" />
        <cell type="ui16" name="Book" col="81" />
        <cell type="ui16" name="Equip" col="82" />
        <cell type="ui16" name="Stone of Oblivion Droprate" col="83" />
        <cell type="ui16" name="Event" col="84" />
        <cell type="ui32" name="ID" col="1" />
        <cell type="ui32" name="Spawn Time" col="66" />
        <cell type="float" name="Scale size of model (float)" col="48" />
        <cell type="float" name="Unknown (float) 19" col="18" />
        <cell type="byte" name="Mob Type" col="5" replace="2" />
        <cell type="byte" name="??(Col 49)" col="49" />
    <cell type="byte" name="NUSE (0 , 1 o 10)" col="56" />
        <cell type="byte" name="Special?" col="55" replace="1" />
        <cell type="ui16" name="Nation" col="4" />
        <cell type="ui16" name="Skill Related (int)" col="57" />
        <cell type="ui16" name="Skill #1" col="58" hex="1" />
        <cell type="ui16" name="Skill #2" col="59" hex="1" />
        <cell type="ui16" name="Skill #3" col="60" hex="1" />
        <cell type="ui16" name="Skill #4" col="61" hex="1" />
        <cell type="ui16" name="Skill #5" col="62" hex="1" />
        <cell type="ui32" name="Begin SK Config (Always 0)" col="98" hide="1" />
        <cell type="byte" name="Skill Related (int)" col="63" />
        <cell type="byte" name="UNKN 128 1" col="99" hide="1" />
        <cell type="byte" name="Skill R2" col="64" />
        <cell type="ui16" name="UNKN Alw 0" col="100" hide="1" />
        <cell type="byte" name="UNKN 128 2" col="101" hide="1" />
        <cell type="float" name="Unknown Float" col="65" />
        <cell type="byte" name="End SK Config (Always 0)" col="51" replace="1" />
        <cell type="byte" name="Algo de Statue?" col="50" replace="1" />
        <cell type="byte" name="Toggle??" col="53" replace="1" />
        <cell type="byte" name="Aggro?" col="52" replace="1" />
        <cell type="byte" name="Drop?" col="54" replace="1" />
        <cell type="byte" name="Byte (Toggle?)" col="6" replace="1" />
        <cell type="ui16" name="X16" col="85" />
        <cell type="ui32" name="X32" col="87" />
        <cell type="ui32" name="X32" col="88" />
        <cell type="ui32" name="X32" col="89" />
        <cell type="ui32" name="X32" col="32" />
        <cell type="ui32" name="X32" col="33" />
        <cell type="ui32" name="x32" col="34" />
        <cell type="ui32" name="X32" col="35" />
        <cell type="ui32" name="X32" col="36" />
        <cell type="ui32" name="X32" col="37" />
        <cell type="ui32" name="X32" col="38" />
        <cell type="ui32" name="X32" col="39" />
        <cell type="ui32" name="X32" col="40" />
        <cell type="ui32" name="X32" col="41" />
        <cell type="ui32" name="Base XP" col="19" />
    <cell type="ui32" name="Unknown (Always 0)" col="102" hide="1" />
        <cell type="ui32" name="Mob Lvl" col="20" />
        <cell type="ui32" name="X32" col="103" hide="1" />
        <cell type="ui16" name="ui16" col="104" hide="1" />
        <cell type="ui16" name="Critical" col="28" />
        <cell type="ui16" name="Min Dmg" col="21" />
        <cell type="ui16" name="Max Dmg" col="22" />
        <cell type="ui16" name="Extra Attck" col="23" />
        <cell type="ui16" name="Block" col="26" />
        <cell type="float" name="Dmg%" col="27" />
        <cell type="ui16" name="Def" col="24" />
        <cell type="ui16" name="Extra Def" col="25" />
        <cell type="ui16" name="???" col="29" />
        <cell type="ui16" name="Magic Power" col="30" />
        <cell type="ui16" name="Magic Resist" col="31" />
        <cell type="ui16" name="???" col="42" />
        <cell type="ui16" name="???" col="43" />
        <cell type="ui32" name="Attk Range" col="17" />
    <cell type="ui16" name="HP" col="44" />
        <cell type="ui16" name="MP" col="45" />
        <cell type="ui16" name="Hp Rec" col="46" />
        <cell type="ui16" name="Mp Rec" col="47" />
        <cell type="ui16" name="ui16" col="86" />
        <cell type="ui32" name="ui32" col="90" />
        <cell type="ui32" name="ui32" col="91" />
        <cell type="ui32" name="ui32" col="105" hide="1" />
        <cell type="ui32" name="ui32" col="106" hide="1" />
        <cell type="ui32" name="ui32" col="107" hide="1" />
       </cells>
    </structure>
    <replacements>
    <replacement id="1">
        <elem to="X" from="0" />
        <elem to="O" from="1" />
      </replacement>
      <replacement id="2">
        <elem to="Siege" from="0" />
        <elem to="Warrior" from="1" />
        <elem to="Defender" from="2" />
        <elem to="Mage" from="3" />
        <elem to="Acolyte" from="4" />
        <elem to="Rogue" from="5" />
        <elem to="BG" from="6" />
        <elem to="Summon" from="7" />
        <elem to="Structure" from="8" />
        <elem to="Named" from="9" />
        <elem to="Chief" from="10" />
        <elem to="Object" from="11" />
        <elem to="Guard" from="12" />
      </replacement>
    <replacement id="3">
        <elem to="Neutral" from="0" />
        <elem to="Human" from="1" />
        <elem to="Akkan" from="2" />
    </replacement>
    </replacements>
  </file>
i've seen this and tried this as i know and i just try again in the last minutes before write this post seems like not working with my itemscripts.gsf error " Not Support", could be must reconfig again the gsfstruct.xml for similar with my *.gsf or this config working globally for all *.gsf files in RYL 1 arpa ?
adam12 is offline   Reply With Quote
Old 07-04-2009   #17 (permalink)
Account Upgraded | Title Enabled!
 
Arpakuutio's Avatar
 
Rank: Member +
Join Date: Jun 2005
Posts: 600
Thanked 8 Times in 7 Posts

Re: Gsf editor?

are you sure you trying to open standard (offical) ryl1 itemscript?
Arpakuutio is offline   Reply With Quote
Old 07-04-2009   #18 (permalink)
Member
 
Rank: Hobbit
Join Date: Jun 2009
Posts: 33
Thanked 0 Times in 0 Posts

Re: Gsf editor?

Originally Posted by Arpakuutio View Post
are you sure you trying to open standard (offical) ryl1 itemscript?
The script with Offhand weapons right (not standard ? )..... Ow ... thats the big mistake that i've done :D ... now opened perfectly ....thanks Arpakuutio ....:)
trigun2 is offline   Reply With Quote
Old 07-06-2009   #19 (permalink)
Battle Royal *****!
 
woodclaw's Avatar
 
Rank: Member +
Join Date: Jul 2008
Location: PENANG AKA SING
Posts: 535
Thanked 9 Times in 4 Posts

Re: Gsf editor?

Arpakuutio .. how to make txt to gsf?? can u teach me ..
woodclaw is offline   Reply With Quote
Old 07-08-2009   #20 (permalink)
WoWmaniac
 
alphaest's Avatar
 
Rank: Alpha Member
Join Date: Jul 2006
Location: Eesti
Posts: 1,599
Thanked 23 Times in 14 Posts

Re: Gsf editor?

Originally Posted by trigun2 View Post
Nope i just comparing the results :

Row Coder with wrapper.dll --> open itemscript.gsf (from row client) ----> editing ----> save succeed

RYL 1 Coder with gsfStruct ----> open itemscript.gsf (from my RYL 1) --- "not supported" even i used ur clue up there --- > did i missed something that i never realized ? My only hope just like ROW Coder in my Screen Shot Load - Editing - and Save ... could be like that ?

Tools in my dwload link is a pure old RYLcoder with gsfstruct.xml but i've been changed the gsfstruct.xml with ur clues up there to edit my itemscript.gsf from ryl 1 but the result it always not supported when i try to opened it and i dont know whats wrong with it ?
just a question - why do you make up names? theres only rylCoder and it supports different gsfStructure's. All newer versions support the odler stuff aswell.
and the "wrapper.dll" - why is everyone making a big fuss about it? its just part of the application, thats it.

so in conclusion:
1. If your files have a different format/structure, add it into gsfStructure.xml file. XML language isnt that difficult.
2. If your files have a different crypto key, make a config file for rylcoder. rename the file to something else when your switching to some other files.
__________________
alphaest is offline   Reply With Quote
Old 07-08-2009   #21 (permalink)
Let me see your heart <'3
 
Revolution2's Avatar
 
Rank: Member +
Join Date: Jan 2009
Location: Brasil
Posts: 238
Thanked 2 Times in 2 Posts

Re: Gsf editor?

Hey alpha .. its possible to use client files from ROW in client RYL1

(a.pack R3S GMCD Skel Skey ...etc)

work on ryl1 if i use This ROW client files on my ryl1 server?
Revolution2 is offline   Reply With Quote
Old 07-08-2009   #22 (permalink)
Account Upgraded | Title Enabled!
 
Arpakuutio's Avatar
 
Rank: Member +
Join Date: Jun 2005
Posts: 600
Thanked 8 Times in 7 Posts

Re: Gsf editor?

Originally Posted by Revolution2 View Post
Hey alpha .. its possible to use client files from ROW in client RYL1

(a.pack R3S GMCD Skel Skey ...etc)

work on ryl1 if i use This ROW client files on my ryl1 server?
yes you can use but for gcmds and skey files you need to "convert" them to ryl1 format...so you need to load them with row compatible rylcoder, copy script text out from script view and then open any gcmds/skey with ryl1 compatible coder and copy paste that row script text on it and save.

there might be few row only features in gcmds files that you may need to edit to make it work in ryl1...especially in mounts.

animation packs and r3s files are ryl1 compatible in default so nothing need to do with them.
Arpakuutio is offline   Reply With Quote
 

Bookmarks

Thread Tools




Translated by Google
Albanian Arabic Belarusian Bulgarian Catalan Chinese Croatian Czech Danish Dutch English Estonian Filipino Finnish French Galician German Greek Hebrew Hindi Hungarian Icelandic Indonesian Italian Japanese Korean Latvian Lithuanian Maltese Norwegian Polish Portuguese Romanian Russian Serbian Slovak Slovenian Spanish Swedish Taiwanese Thai Turkish Ukrainian Vietnamese
no new posts

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274