[Documentation] All types of readable data files

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  1. #1
    A Gigantic Worm trungnt88 is offline
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    talk [Documentation] All types of readable data files


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    1, Table of Content

    1. Table of Content
    2. Read first
    3. Field Data File
    4. Monster Data File
      1. Monster Name File

    5. Item Data File
      1. Item Name File

    6. NPC Data File
      1. NPC Name File

    7. Post Box Data File

    2. Read first

    Q : How to read and save those things?
    A : Read here (Credit to bobsobol)

    Q : Where's those folders which stated in this post?
    A : You can found them in %SERVER_ROOT%\GameServer\

    Q : GameServer directory structure?
    A : For simple

    Spoiler:


    • %SERVER_ROOT%
      • GameServer
        • Field
        • Monster
          • name

        • NPC
          • name

        • OpenItem
          • name


      • PostBox
        • *





    3. Field Data File

    Type : Field Data File
    Location : \GameServer\Field
    Extension : .spm
    Example : De-4.ase.spm

    Spoiler:

    // -- General Data
    //Maximum monster on map
    *최대동시출현수 130
    //Respawn rate
    *출현간격 5 17
    //Number of monsters per spawn spot
    *출현수 2

    // -- Monster List
    //Syntax:
    //*출연자 "Monster-Name" Respawn-Rate
    *출연자 "스톤자이언트" 10
    *출연자 "샌드램" 25
    *출연자 "크립트" 25
    *출연자 "아벨리스크-L" 10
    *출연자 "슬러터" 20
    *출연자 "파이곤" 10

    // -- Boss Info
    //Syntax:
    //*출연자두목 "Boss-Name" "Name-of-Minions" Minions-Count Spawn-at
    *출연자두목 "베르문 악타룬" "파이곤" 8 12 14 16 18 20 22 24 02 04


    4. Monster Data File

    Type : Monster Data File
    Location : \GameServer\Monster
    Extension : .inf
    Example : B_107_RatooLord.inf

    Spoiler:

    // -- General Info
    //Boss
    *두목
    //Model Size Multiplication
    *모델크기 1.3
    //Object type : Enemy (Attackable)
    *속성 적
    //Model Path
    *모양파일 "char\monster\Monratoo-1\Monratoo-1.ini"
    //Unknown value
    *화면보정 -8 40
    //Monster's shadow size
    //Small 소형
    //Medium 중형
    //Medium+ 중대형
    //Large 대형
    //No shadow 없음
    *크기 대형


    // -- Basic Info
    //Monster's name (Korean & English)
    *이름 "라샤'스"
    *Name "RaSha's"
    //Level
    *레벨 100
    //Limit time
    *활동시간 제한없음
    //Spawn at once X-Y (ex: 1 2)
    *조직 1
    //Intelligent 1-10
    *지능 8
    //Monster's type : Good, Neutral, Evil
    *품성 Evil
    //Range of vision (1M = 27, 20M = 540)
    *시야 440
    //HP of monster
    *생명력 21000

    // -- Monster's attack information
    //Critical rate
    *기술공격률 18
    //Critical attack
    *기술공격거리 110
    //Range of attack
    *기술공격범위 90
    //Damage when used skill
    *기술공격력 220 260
    //Normal damage
    *공격력 200 240
    //Attack speed (5-9)
    *공격속도 7

    //Attack rating
    *명중력 1500

    //Special attack multiplier, Special Damage = m / m (+X)
    *특수공격률 16
    //Attack range
    *공격범위 110


    // -- Monster's defense information
    //Absorb rate (%)
    *흡수율 20
    //Chance of blocking attack
    *블럭율 10
    //Block rate
    *스턴율 80
    //Defense
    *방어력 1100

    // -- Monster's resistance information
    //Bio or Organic
    *생체 90
    //Lighting
    *번개 20
    //Ice
    *얼음 50
    //Fire
    *불 50
    //Poison
    *독 50
    //Magic
    *매직 5

    // -- Misc information
    //Monster race
    //Demon
    디먼
    //Undead
    //Mutant
    //Normal
    //Mechanic
    *몬스터종족 디먼

    //Moving speed (1-6)
    *이동속도 4
    //Moving type
    *이동타입 0
    //Number of potion which monster can use
    *물약보유수 0
    //Healing rate of potion (if he has)
    *물약보유률 0

    // -- Sound and Skill effect
    *효과음 Ratoo

    // -- Drop information
    //EXP of Monster
    *경험치 121000

    //Quest item drop
    *이벤트아이템 QT109

    //Number of items can be dropped
    *아이템카운터 3
    //Nothing
    *아이템 0 없음
    //Gold, syntax:
    //
    *아이템 Drop-Rate 돈 Min-Gold Max-Gold
    *아이템 2000 돈 2000 3000
    //Normal drop, syntax:
    //
    *아이템 Drop-Rate Item-Code
    *아이템 1060 pl104 pm104 pm104
    *아이템 4000 da111 da211 wa109 wc109 wh110 wm110 wp110 ws111 ws212 wt110 db109 ds109 om110 dg109 oa209 or110 oa112
    *아이템 1700 da112 da212 wa110 wc110 wh111 wm111 wp111 ws112 ws213 wt111 db110 ds110 om111 dg110 oa210 or111 oa113 os106 os106 ec105
    *아이템 700 da113 da213 wa111 wc111 wh112 wm112 wp112 ws113 ws214 wt112 db111 ds111 om112 dg111 oa211 or114 oa114 os106 os107 ec105
    *아이템 400 da114 da214 wa112 wc112 wh113 wm113 wp113 ws114 ws215 wt113 db112 ds112 om113 dg112 oa212 ec102 or115 oa115 ec102 os107 os107 os108
    *아이템 100 da115 da215 wa113 wc113 wh114 wm114 wp114 ws115 ws216 wt114 db113 ds113 om114 dg113 oa213 ec102 or116 oa116 ec102 os108 os108 os108
    *아이템 40 da116 da216 wa114 wc114 wh115 wm115 wp115 ws116 ws217 wt115 db114 ds114 om115 dg114 oa214 ec102 or116 oa116 ec102 os108 os108 os108
    *아이템 1500 or225

    //Extra drop
    *추가아이템 1000 pm104

    // -- External file location
    //Path to file stored monster's name
    *연결파일 "name\MonRatoo-1.zhoon"


    4.1. Monster Name File

    Type : Monster Name File
    Location : \GameServer\Monster\name
    Extension : .zhoon
    Example : 4_Arma.zhoon

    Spoiler:

    //Displayed name of monster which was linked with this file
    *J_NAME "Arma"



    5. Item Data File

    Type : Item Data File
    Location : \GameServer\Monster
    Extension : .txt
    Example : OM124.txt

    Spoiler:

    // -- Basic information
    //Item Name (Korean and English)
    *이름 "Malice Rosary"
    *Name "Malice Rosary"
    //
    Item Code
    *코드 "om124"
    //Unique type
    *유니크 2
    //Glow color, syntax:
    //
    *유니크색상 Blue-Value Green-Value Red-Value Blink-Value1 Blink-Value2
    *유니크색상 255 0 200 0 9

    // -- General information
    //Durability Min Max
    *내구력 235 250
    //Weight
    *무게 50
    //
    Store Price : Buy from NPC at this price
    //Sell Price : Store Price / 5

    *가격 1500000

    // -- Resistance information
    //Organic - Flame - Frost - Lighting - Poison
    //Min Max
    *생체 5 10
    *불 5 10
    *냉기 5 10
    *번개 5 10
    *독 5 10

    // -- Weapon item information
    //Damage
    *공격력
    //Range
    *사정거리
    //Weapon speed
    *공격속도
    //Attack rating
    *명중력
    //Critical rate
    *크리티컬

    // -- Defense item information
    //Absorb rating
    *흡수력 7.7 8.099
    //Defense rating
    *방어력 158 170
    //Block rating
    *블럭율

    // -- Misc item information
    //Run Speed
    *이동속도

    //Potion Storage Limit
    *보유공간

    // -- Regeneration rate and Vital values
    //MP regen
    *생명력재생
    //HP regen
    *기력재생
    //STM regen
    *근력재생
    //Add HP
    *생명력추가
    //Add MP
    *기력추가 70 83
    //Add STM
    *근력추가
    //Magic APT
    *마법기술숙련도

    // -- Requirement information
    //Level
    *레벨 105
    //
    Strength
    *힘
    //Spirit
    *정신력 168
    //
    Talent
    *재능
    //
    Agility
    *민첩성
    //
    HP
    *건강

    // -- Recovery information (for Potions)
    //HP Recovery
    *생명력상승
    /
    /MP Recovery
    *기력상승
    //STM Recovery
    *근력상승

    // -- Specialised information
    //Primary Spec.
    **특화
    //
    Additional Spec.
    **특화랜덤 Priestess Magician

    // -- Weapon spec. information
    //ATK POW (LV/X)
    **공격력
    //
    ATK RTG (LV/X)
    **명중력
    //
    Critical
    **크리티컬
    //
    Range
    **사정거리
    //
    Weapon speed
    **공격속도

    // -- Regeneration spec. information
    //MP Regen
    **기력재생 1.2 1.799
    //
    HP Regen
    **생명력재생

    // -- Defense spec. information
    //Absorb
    **흡수력 1.2 1.799
    //Block
    **블럭율
    //Defense
    **방어력

    // -- Misc spec. information
    //Run speed
    **이동속도

    // -- External file location
    /
    /Path to file stored item's name
    *연결파일 "name\om124.zhoon"


    5.1. Item Name File

    Type : Item Name File
    Location : \GameServer\OpenItem\name
    Extension : .zhoon
    Example : WH124.zhoon

    Spoiler:

    //Displayed name of item which was linked with this file
    *J_Name "Dragon Hammer"


    6. NPC Data File

    Type : NPC Data File
    Location : \GameServer\NPC
    Extension : .npc
    Example : ricarden-store.npc

    Spoiler:


    // -- Basic information
    //Object type : NPC
    *속성 NPC
    //Model path
    *모양파일 "char\npc\TN-005\TN-005.ini"
    //NPC level
    *레벨 100

    //NPC name (Korean and English)
    *이름 "잡화점 알리아"
    *Name "Mr Lim"

    // -- Shop feature
    //Use
    없음 for empty

    //Weapons item list
    *무기판매
    없음
    //Defenses item list
    *방어구판매 없음
    //Accessories item list
    *잡화판매 PL101 PL102 PL103 PL104 PS101 PS102 PS103 PS104 ec101 os101 os102 os103 os104 se102 se103

    // -- Dialog chat
    //Syntax:
    //
    *대화 "Chat-Info"
    *대화 "아이템 제작에 쓰이는 룬은 프리스톤 대륙에서 오직 나를 거쳐야지만 만들 수 있다네."

    // -- Available arguments list
    //Classified NPC based on provided arguments, below is the list of available ones.

    //Class of NPC (each class bring certain Quest)
    //For example Class 1005 is from the woman who guards Cursed Temple, and she can gives players Quest level 70 & 80
    *계급 1005

    //This stands for Bellatra NPC type (1-5)
    *이벤트매표소 4

    //This stands for NPC Warehouse Keeper
    *아이템보관

    //This stands for NPC Quest Event
    //For example, Quest Event 4 is NPC Praya who gives players Event Nine Tail Amulet
    *퀘스트이벤트 4

    //This stands for NPC Clan Master
    *클랜기능

    //Size of NPC
    *크기 중대형
    //Sound of NPC
    *효과음 WOLVERLIN

    //NPC Video Player (BC Reporter)
    //Title of Video
    *동영상제목 "공성전 생중계"
    //Video path, for ex:
    //mms://media.pristontale.com/siegewartest
    //
    E:\BlessCastle.avi
    *동영상경로 "E:\Test.avi"

    //This stands for Warp Master (Wing Creator)
    *윙퀘스트

    //Teleport NPC type
    *텔레포트 3

    //This stands for Force Master
    *아이템연금

    //This stands for Event Girl
    *경품추첨

    //Item refining (NPC Arad)
    *아이템제련

    //Item manufacturing (NPC Salon)
    *아이템제작


    //This stands for Mixing NPC
    *아이템조합

    //This stands for Aging NPC
    *아이템에이징

    //This stands for Skill Master
    *스킬수련
    *직업전환 3

    // -- External file location
    /
    /Path to file stored NPC's name and chat
    *연결파일 "name\ricarden-store.zhoon"


    6.1. Item Name File

    Type : NPC Name File
    Location : \GameServer\NPC\name
    Extension : .zhoon
    Example : ricarden-master.zhoon

    Spoiler:

    //Displayed name of NPC which was linked with this file
    *J_NAME "Skillmaster, Verkan"

    //Available chat messages in game
    *J_CHAT "You have to train stronger skills harder in order to use them with great ease."
    *J_CHAT "The stout body and noble mind are the key factors that reinforce the skill ability."



    7. Post Box Data File

    Type : Post Box Data File
    Location : \PostBox\* (* stands for a number)
    Extension : .dat
    Example : wormy.dat

    Spoiler:

    //Each line represented for one distribution, syntax:
    //Character-Name Item-Code Spec-Class Quantity "Message"
    //Spec-Class is from 1-8
    //1 Fighter
    //2 Mechanician
    //3 Archer
    //4 Pikeman
    //5 Atalanta
    //6 Knight
    //7 Magician
    //8 Priestess
    Wormy or205 1 "Free Valento Ring Spec Fighter"
    Wormy da124 3 "Free Frenzy Armor Spec Archer"
    //If you want to send Gold, use item code gg101 and fill Spec-Class with amount of gold
    Wormy gg101 1000000 "1,000,000 Gold for Free!"


    Last edited by trungnt88; 18-01-11 at 11:05 AM.
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  2. #2
    Custom title enabled bobsobol is offline
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    Re: [Documentation] All types of readable data files

    Actually... I was working on something similar, but working from the directory layout, and not limiting to text based files. This is a great start.

    Post box files are plain text too. ^_^

  3. #3
    A Gigantic Worm trungnt88 is offline
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    thumbs up Re: [Documentation] All types of readable data files

    Quote Originally Posted by bobsobol View Post
    Actually... I was working on something similar, but working from the directory layout, and not limiting to text based files. This is a great start.

    Post box files are plain text too. ^_^
    Post box data file added :)
    Stay tuned on Mr. Wormy's channels
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  4. #4
    Fuck. SheenBR is offline
    ModeratorRank
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    Re: [Documentation] All types of readable data files

    Your forgot that is possible to add password to receive itens from npc in postbox. The problem is, I can't remember how it is done >.<

  5. #5
    Account Upgraded | Title Enabled! DarkKnightH20 is offline
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    Re: [Documentation] All types of readable data files

    Nice post!

  6. #6
    Account Upgraded | Title Enabled! zaharavn is offline
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    Re: [Documentation] All types of readable data files

    //Monster Data File
    // Size of Monster
    *크기 중대형 <~~ Medium and Lagre
    //Block
    *스턴율 60
    Last edited by zaharavn; 18-01-11 at 09:17 AM.
    HEAD ADMIN OF E-XPT (eXtreme Priston Tale). a improvement of Xtreme Priston Tale (XPTServer)
    Open Aging Bracelets


  7. #7
    Account Inactive Rovarav is offline
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    Re: [Documentation] All types of readable data files

    usefull info thanks for sharing

  8. #8
    Custom title enabled bobsobol is offline
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    Re: [Documentation] All types of readable data files

    Actually, you could add the client side data files to this list... maybe separately.

    .sin files are just plain text in your local language. They are displayed similar to chat with NPCs.
    Spoiler:
    Eg \image\Sinimage\Quest\100LVQuest_1Start.sin
    Code:
    Long time no see Warrior.
    
    Oh..I can feel your spirit of a greatest warrior in earth!
    
    Perhaps do you know about "Fury"? The huge 
    monster sealed on the 2nd floor of Cursed Temple.
    You might feel it too but I sense that Midranda 
    is increasing his power more and more these days.
    When he gains his power and try to take over our 
    land, he will try to unleash the Fury first.
    
    We are recruiting strongest warrior to fight 
    against Fury. 
    For those warriors who have successfully passed 
    this test, will be rewarded a great weapon that 
    was inherited from a royal family.
    
    I guess it's a royal weapon that has made 
    by the Gods. How does it sounds? wanna  try?
    .ini files are used for various animations and other such effects, especially when attached to a .ASE which doesn't support the animations the way it's successor .FBX does.
    Spoiler:
    Eg. \ObjAnimationData\ArrowRage\ArrowRage.ini
    Code:
    [3DANIMATION]
    DataName = Effect\\ObjAnimationData\\ArrowRage\\Arrow.ase
    AnimationEnd = 10
    or \Effect\Etc\Flame.ini
    Code:
    [IMAGE]
    Name  = Effect\\Etc\\sFire0.bmp
    Count = 8
    
    [ANIMATION]
    DataFile      = flame.ini
    ImageNum      = 0,1,2,3,4,5,6,7
    Delay 	      = 1,1,1,1,1,1,1,1
    BlendValue    = 255,255,255,255,255,255,255,255
    .ini files also exist for monsters and NPCs, but are usually "compiled" to a binary .inx form.
    Spoiler:
    Eg. C:\Extra\Personal Priston Tale\char\monster\death_night\death_knight.ini
    Code:
    // 캐릭터 주인공 설정값
    
    *모양파일	death_knight.ASE
    
    *정밀모양	"deathknight"
    //*보통모양	"deathknight"
    
    *동작파일	death_knight.ASE
    
    *동작모음	"death_knight.ASE"
    
    *서있기동작		10		70	반복
    *걷는동작		80		116	반복
    *뛰는동작		120		144	반복
    *공격동작		320		364				
    *공격동작1		380		425	
    *공격동작2		440		485	
    *공격동작3		250		310	
    *공격동작4		570		630	
    *타격동작		150		173	K
    *기술동작		500		560	N	
    *죽기동작		180		238	A
    *끝
    Particle effect scripts .part
    Spoiler:
    Eg \Effect\Particle\Script\Aging.part
    Code:
    particlesystem "NewCharacter" 1.00 {
      position = XYZ(0,0,0)
       eventsequence "light2" {
        sourceblendmode = BLEND_LAMP
        particleType = TYPE_THREE
        numparticles = 25
        gravity = XYZ(0,0,0)
        emitrate = 80
        loops = 1
        emitradius = xyz(random(-20,20),0,random(-20,20))
        lifetime = 1.5
        texture = "effect\\particle\\flare.tga"
        initial size = random(5,10)
        initial sizeext = random(100,200)
        initial color = rgba(255,150,50,255)
        initial LocalAngleY = 0
        initial velocity = XYZ(0,0,0)
        fade so final color = rgba(0,0,0,0)
        fade so final localangleY = random(400,600)
        
        }
        
        eventsequence "light2" {
        sourceblendmode = BLEND_LAMP
        particleType = TYPE_THREE
        numparticles = 10
        gravity = XYZ(0,0,0)
        delay = 0.3
        emitrate = 80
        loops = 1
        emitradius = xyz(random(-10,10),0,random(-10,10))
        lifetime = 1
        texture = "effect\\particle\\flare.tga"
        initial size = random(5,10)
        initial sizeext = random(200,250)
        initial color = rgba(255,255,255,255)
        initial LocalAngleY = 0
        initial velocity = XYZ(0,0,0)
        fade so final color = rgba(0,0,0,0)
        fade so final localangleY = random(400,600)
        }
    
        eventsequence "light2" {
        sourceblendmode = BLEND_LAMP
        numparticles = 20
        gravity = XYZ(0,0,0)
        emitrate = 30
        loops = 1
        emitradius = xyz(random(-40,40),random(-20,20),random(-40,40))
        lifetime = 1.5
        texture = "effect\\particle\\flare.tga"
        initial size = random(10,15)
        initial color = rgba(random(0,255),150,80,255)
        initial LocalAngleY = 0
        initial velocity = XYZ(0,0,0)
        fade so final color = rgba(0,0,0,0)
        fade so final localangleY = random(300,500)
        }
        
        eventsequence "light2" {
        sourceblendmode = BLEND_LAMP
        numparticles = 20
        gravity = XYZ(0,0,0)
        emitrate = 30
        loops = 1
        emitradius = xyz(random(-20,20),random(-20,20),random(-20,20))
        lifetime = 1.3
        texture = "effect\\particle\\flare.tga"
        initial size = random(5,10)
        initial color = rgba(random(0,255),random(0,255),random(0,255),255)
        initial LocalAngleY = 0
        initial velocity = XYZ(0,0,0)
        fade so final color = rgba(0,0,0,0)
        fade so final localangleY = random(1000,1200)
        }
    
    }
    LUA scripts for the newer effects.
    Spoiler:
    Eg. \Effect\NewEffect\ValentoBody_1.Lua
    Code:
    -- 메시 하나 출력
    Begin("Parent");
    InitPos(0, 0, 0);
    End();
    
    
    
    Begin("ParticleSystem");
    InitTextureName("Res\\TextureHit\\star02Y_04.bmp");
    InitPos(0,2,0);
    InitVelocity(-5,5,30,60,-5,5);
    InitLoop(0);
    InitSize(5,5);
    InitSpawnBoundingDoughnut(15,15,10,10);
    InitColor(123,50,132,255);
    InitParticleNum(30);
    InitEmitRate(30);
    InitEndTime(1,2);
    End();
    
    Begin("CreateMesh");
    InitTextureName("Res\\Texture\\flare.bmp");
    InitPos(0,10,0);
    InitColor(123,45,132,255);
    InitSize(180,180);
    InitLoop(0);
    InitEndTime(1);
    EventFadeColor(0,   123,45,132,150);
    EventFadeColor(0.4,123,45,132,255);
    EventFadeColor(0.6,123,45,132,255);
    EventFadeColor(1,   123,45,132,150);
    End();
    
    Begin("ParticleSystem");
    InitTextureName("Res\\TextureHit\\wind4_101.bmp");
    InitPos(0,58,0);
    InitSize(0.2,2,3,40);
    InitEndTime(0.8,1);
    InitLoop(0);
    InitSpawnBoundingSphere(1,1);
    InitVelocity(2,0.1,-3,3,-3,3);
    InitColor(255,255,255,0);
    InitEmitRate(30);
    InitParticleType("BillboardAxial");
    InitVelocityType("curpos");
    InitStartDelayTime(1);
    EventFadeColor(0,   255,150,50,0);
    EventFadeColor(0.3,255,150,50,255);
    EventFadeColor(0.7,255,150,50,255);
    EventFadeColor(1,   255,150,50,0);
    End();
    
    Begin("Billboard");
    InitPos(0,58,0);
    InitTextureName("Res\\TextureHit\\circle_009.bmp");
    InitColor(255,255,255,255);
    InitSize(30,30);
    InitEndTime(1);
    InitLoop(0);
    InitStartDelayTime(1);
    EventFadeColor(0,   255,255,50,150);
    EventFadeColor(0.4,255,255,50,255);
    EventFadeColor(0.6,255,255,50,255);
    EventFadeColor(1,   255,255,50,150);
    End();
    
    Begin("ParticleSystem");
    InitPos(0,50,-5);
    InitSize(40,40);
    InitVelocity(-10,10,-10,45,-10,10);
    InitTextureName("Res\\TextureHit\\Fire5_101.bmp");
    InitLoop(0);
    InitSpawnBoundingBox(-7, 7, -10, 10, 8, 8);
    InitColor(55,255,55,150);
    InitParticleNum(20);
    InitEmitRate(20);
    End();
    
    Begin("ParticleSystem");
    InitPos(0,50,-5);
    InitSize(30,30);
    InitVelocity(-10,10,-10,35,-10,10);
    InitTextureName("Res\\TextureHit\\Fire5_101.bmp");
    InitLoop(0);
    InitSpawnBoundingBox(-7, 7, -10, 20, 8, 8);
    InitColor(255,0,0,250);
    InitParticleNum(15);
    InitEmitRate(15);
    End();
    A kind of special one off .txt file.
    Spoiler:
    \image\Sinimage\PetData\PetMessage.txt
    Code:
    *PetKind
    "Fire Dragon   ASTERYAN"
    "Water Dragon  KRONAPSYS"
    "Wind Dragon   RINDBEOR"
    "Earth Dragon BAHAMUT"
    end
    
    *PetName
    "Terry"
    "Napsys"
    "EOR"
    "Mut"
    end
    
    *Welcom_ALL
    "Nice to meet you! I am a descendant of( %s )."
    "I don't have a name yet, but You just call me like( %s )."
    "I heard you're one of selected warriors, but you seem to be weak." 
    "That's fine~ Human and Dragon grow together" 
    "Don't worry, I can help you. Learn together"
    end
    
    *Welcom_Tems
    "Welcome to PristonTale." 
    "This is Ricarten town, it's located South of Priston Land." 
    "You can buy any equipments for hunting." 
    "The low level players should come in the shops frequently." 
    "First, you look around Ricarten Town and talk with citizens."
    end
    
    *Welcom_Mora
    "Welcome to PristonTale." 
    "This is Phillai town, it's located North of Priston Land." 
    "You can buy any equipments for hunting." 
    "The low level players should come in the shops frequently" 
    "First, look around in this town and talk with citizens."
    end
    
    
    *ChatBox
    "You can see our chatting"
    "What do you want to ask?"
    "Can we talk now?"
    "Just type what do you want to talk?"
    end
    
    
    *ChatTab_All
    "Do you want talk with eveyone?"
    "Everyone listens to you"
    "Do you want more infomation?"
    end
    
    
    *ChatTab_Clan
    "Do you want to talk with your clan?"
    "Only clan players listen to you."
    "Do you want more infomation?"
    end
    
    
    *ChatTab_Party
    "Do you want to talk with your party players?"
    "Only party members listen to you."
    "I'm your party player too^^"
    end
    
    
    *ChatTab_Trade
    "It's so convenient when you sell or buy something."
    "Write down what you want to trade."
    "Do you want to sell your equipments?"
    end
    
    
    *ChatTab_Whisper
    "Do you want to talk with particular person?"
    "Only a person listens to you."
    "whispering whispering..."
    end
    
    
    *Bar_Stamina
    "You see your Stamina at sight."
    "The Stamina will be decreased when you run or move."
    "Can you run with me?"
    end
    
    
    *Bar_Life
    "You see your HP at sight."
    "The HP Will be decreased when a Monster attacks you."
    "If you don't have enough HP, will fell down.-_-"
    end
    
    
    *LeftSkill
    "You can use the skill by cliking the left mouse."
    "¡®Punch¡¯ the image is for the Normal ATK."
    "Oops!, Don't attack me!"
    end
    
    
    *RightSkill
    "You can use the skill by clicking the right mouse."
    "After learning the skill, you register here and use it easily."
    "After level 10, you can learn a skill."
    end
    
    
    *Bar_Mana
    "You see your Mana at sight."
    "MA will be decreaed when you use Skill or Magic."
    "You can't buy MA in any store."
    end
    
    
    *DayandNight
    "This bar is for real time of Priston Land."
    "If you see Sun, it means a daytime.."
    "IF you see Moon, it means a night-_-"
    end
    
    
    *Bar_Exp
    "You see your Exp at sight."
    "If the bar is filled with, you level up!!"
    "How long I have to wait for next level up?"
    end
    
    
    *Exp_Num
    "You can see your level EXP(%)."
    "When you reach the Exp of 100%, it means level up!"
    "Is it far to level up?"
    end
    And a nearly but not quite readable file /image/Curse.cht
    Spoiler:
    Code:
    굉꽥, 껀붚왝
    웬껀, 뮬얩
    집껀갯뗌, 뮬얩죌빅
    집껀, 뮬얩
    죌셋깼, 죌꿍쉴
    굉빌깼, 껀붚왝
    윽껀균, 뭏죌
    집껀균, 옳잉
    으뤼, 뮬얩
    옜메, 짊떠
    룻메, 응옳
    온, 겔
    빌깼, 옳죌
    솝깼, 옳죌
    랩깼, 왝
    슨섶, 좋좋
    닦유, 겔뭐퍄
    쟤륏, 셜
    득겝죌쟤, 득쒔팡쟤
    뭔멨, 득쒔
    쟝던, 쟝쥑죕
    깆던울, 깆댐팩빠죌
    깆던, 깆댐팩빠
    잗던, 잗팩빠
    곤듦, 런답
    곤듭, 런닸
    두맹, 풝죌
    둬겹맹, 풝죌
    채유, 뷸뤼유
    읍멨, 뭐뭐
    왝삽, 옳생
    왝맹, 웍뭍
    웸멨, 뭐뭐
    보춤, 울빕
    뵈줅, 쿋쥑
    옳줅, 쿋쥑
    웬멨, 뭐뭐
    솽, 짊떠
    온, 궂겹
    읊, 짊겹
    읍, 짊겹
    읒, 짊겹
    윷곤, 짊떠
    짊곤, 짊떠
    쳰곤풉, 옵응좀
    웬굇좀, 옵응좀
    웬콬풉, 옵응좀
    쟤륏, 죌떠
    췹륏, 죌떠
    굉빌, 껀붚
    굉뻘쟤, 껀붚
    왝맹뻘쟤, 껀붚
    굉슬, 껀붚
    굉샹, 껀붚
    굉줆, 껀붚
    셧빌, 껀붚
    셧샹, 껀붚
    온빌, 껀붚
    온샹, 껀붚
    셧랩깼, 껀붚왝
    셧렘깼, 껀붚왝
    룻메, 쳄
    룻며, 쳄
    룻뫈, 쳄
    룻뿐, 쳄
    룻쁑, 쳄
    룻핀, 쳄
    룻했, 쳄
    룻특, 쳄
    룻죌메, 쳄
    룻죌며, 쳄
    룻죌뫈, 쳄
    룻죌뿐, 쳄
    룻죌쁑, 쳄
    룻죌핀, 쳄
    룻죌했, 쳄
    룻죌특, 쳄
    셋뫈, 쳄
    셋쁑, 쳄
    셋핀, 쳄
    셋했, 쳄
    셋특, 쳄
    셋죌메, 쳄
    셋죌뫈, 쳄
    셋죌뿐, 쳄
    셋죌쁑, 쳄
    셋죌핀, 쳄
    셋죌했, 쳄
    셋죌특, 쳄
    서메, 쳄
    서뫈, 쳄
    서뿐, 쳄
    서쁑, 쳄
    서틺, 쳄
    서핀, 쳄
    서했, 쳄
    서특, 쳄
    서죌메, 쳄
    서죌며, 쳄
    서죌뫈, 쳄
    서죌뿐, 쳄
    서죌쁑, 쳄
    서죌틺, 쳄
    서죌핀, 쳄
    서죌했, 쳄
    서죌특, 쳄
    옜메, 쳄
    옜뫈, 쳄
    옜뿐, 쳄
    옜쁑, 쳄
    옜틺, 쳄
    옜핀, 쳄
    옜했, 쳄
    옜특, 쳄
    엿뫈, 쳄
    엿뿐, 쳄
    엿졸뫈, 쳄
    옜죌메, 쳄
    옜죌며, 쳄
    옜죌뫈, 쳄
    옜죌뿐, 쳄
    옜죌쁑, 쳄
    옜죌틺, 쳄
    옜죌핀, 쳄
    옜죌했, 쳄
    옜죌특, 쳄
    엶메, 쳄
    엶며, 쳄
    엶뫈, 쳄
    엶뿐, 쳄
    엶쁑, 쳄
    엶틺, 쳄
    엶핀, 쳄
    엶했, 쳄
    엶특, 쳄
    엶죌메, 쳄
    엶죌며, 쳄
    엶죌뫈, 쳄
    엶죌뿐, 쳄
    엶죌쁑, 쳄
    엶죌틺, 쳄
    엶죌핀, 쳄
    엶죌했, 쳄
    엶죌특, 쳄
    빌깼, 옳죌
    빌낀, 옳죌
    슬깼, 옳죌
    빕깼, 옳죌
    슨섶, 좋좋
    솜엿, 좋좋
    슨엿, 좋좋
    샷섶, 좋좋
    뻐셍, 죌떠
    굉뀜, 옳죌
    굉꿔, 옳죌
    굉샹묻, 옳죌
    굉엷묻, 옳죌
    맹큅뀜, 껀붚왝
    맹쯩뀜, 껀붚왝
    맹큅꿔, 껀붚왝
    맹쯩꿔, 껀붚왝
    솖꿔, 껀붚왝
    솖꽐, 껀붚왝
    짙꿍, 껀붚왝
    두겹맹, 죌떠
    둬겹맹, 죌떠
    왝줆!!!!큅갯
    ⅦΑ줆!!큅갯
    ⅦΑⅩ¥씽ː¹
    Ⅶ!Α줆!큅갯
    윽껀, 뮬얩
    To get the file to read like that, Hex replace 08 with 2C 20, and 0B with 0D 0A... but that's how it look in English!!!! It's not translatable, but looks like some of the insults monsters shout at you as you try attack them. I'm not sure how it's meant to be read.

  9. #9
    Professional Aussie SunnyZ is online now
    True MemberRank
    Jul 2006 Join Date
    AustraliaLocation
    615Posts

    Re: [Documentation] All types of readable data files

    Could some mod sticky this please?
    it is very helpful!




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