Embergarde Server Files + Source Code

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  1. #121
    RaiderZ Mod cmb is offline
    DeveloperRank
    Mar 2007 Join Date
    863Posts

    Re: Embergarde Server Files + Source Code

    Quote Originally Posted by Elssair View Post
    We are looking for a *.db edit tool (No OBjedit) and we don't pay for this, ty for advance.

    Greetings,
    Elssair.
    One does not exist, you will have to write your own unless you want to try and get the ObjEdit working.

  2. #122
    Azure subscription Hycker is online now
    SubscriberRank
    Dec 2010 Join Date
    /root/gameguardLocation
    1,446Posts

    Re: Embergarde Server Files + Source Code

    @DjFerry your inbox is full QQ
    PW SCAMMERS SKYPE:mendax_mad, alexdevmmo
    im looking for that game: https://www.youtube.com/watch?v=UfB-l7ueyOg
    pick me on skype
    Spoiler:
    hyckerdev

  3. #123
    Member beardilus is online now
    MemberRank
    Oct 2017 Join Date
    57Posts

    Re: Embergarde Server Files + Source Code

    I have one that reads out the contents from the DB files and will allow you to edit items but you'll have to add your own adding method you should be able to use it to recreate needed for the object editor

  4. #124
    Member beardilus is online now
    MemberRank
    Oct 2017 Join Date
    57Posts

    Re: Embergarde Server Files + Source Code

    it uses the game engine and libraries it's essentially just a rapper to get the information from the DB files
    http://chickenpickle.ninja/dp/DP-DB-Tool.rar


    Code:
    #include "stdafx.h"
    
    
    
    
    void DragonTools(INIReader reader)
    {
    	CreateObjectFileClass	save;
    	ObjFileHeadInfo			info;
    
    
    	int start = EM_ObjectClassType_Dragon * Def_ObjectClass_BlockSize + 1;
    	int end = start + g_ObjectData->GetObjTypeTotalCnt( EM_ObjectClassType_Dragon );
    	save.OpenFile( "Dragons.db" , g_ObjectData->GetObjTypeTotalCnt( EM_ObjectClassType_Dragon ) , g_ObjectData->GetObjReader( start ) , info );
    	
    	int ead = end +1;
    	for (int i = start; i < ead; ++i ) 
    	{      
    		//printf("%i of %i\n", i, ead);  
    		GameObjDbStructEx *objDb = g_ObjectData->GetObj(i);
    		if(objDb){
    			//printf("ObjID:	%i\n", objDb->ObjID);  
    			//printf("Name:	%S\n", objDb->GetName());
    
    
    			add_log(".\\Dragon.log", "\n");
    			add_log(".\\Dragon.log", "==========================================================\n");
    			add_log(".\\Dragon.log", "ID:						%i\n",	i);
    			add_log(".\\Dragon.log", "Name:						%S\n",	objDb->GetName());
    			add_log(".\\Dragon.log", "TagID:					%i\n",	objDb->TagID);
    			add_log(".\\Dragon.log", "ObjID:					%i\n",	objDb->ObjID);
    			add_log(".\\Dragon.log", "Classification:			%i\n",	objDb->Classification);
    			add_log(".\\Dragon.log", "ImageID:					%i\n",	objDb->ImageID );
    			add_log(".\\Dragon.log", "GameNote:					%S\n",	objDb->GameNote);
    			add_log(".\\Dragon.log", "DesignNote:				%S\n",	objDb->DesignNote);
    			add_log(".\\Dragon.log", "ACTField:					%s\n",	objDb->ACTField );
    			add_log(".\\Dragon.log", "ACTWorld:					%s\n",	objDb->ACTWorld );
    			add_log(".\\Dragon.log", "CheckTag:					%i\n",	objDb->CheckTag);
    			add_log(".\\Dragon.log", "==========================================================\n");
    			add_log(".\\Dragon.log", "objDb->NPC\n");
    			add_log(".\\Dragon.log", "==========================================================\n");
    			add_log(".\\Dragon.log", "NickName:					%S\n",	objDb->NPC->NickName );
    			add_log(".\\Dragon.log", "ModelSize:				%i\n",	objDb->NPC->ModelSize );
    			add_log(".\\Dragon.log", "PetSize:					%i\n",	objDb->NPC->PetSize );
    			add_log(".\\Dragon.log", "RideSize:					%i\n",	objDb->NPC->RideSize );
    			add_log(".\\Dragon.log", "BoundRadiusX:				%f\n",	objDb->NPC->BoundRadiusX );
    			add_log(".\\Dragon.log", "BoundRadiusY:				%f\n",	objDb->NPC->BoundRadiusY );
    			add_log(".\\Dragon.log", "BoundHeight:				%f\n",	objDb->NPC->BoundHeight );
    			add_log(".\\Dragon.log", "BoundBack:				%f\n",	objDb->NPC->BoundBack );
    			add_log(".\\Dragon.log", "BoundCollisionPower:		%f\n",	objDb->NPC->BoundCollisionPower );
    			add_log(".\\Dragon.log", "BoundUseBone:				%i\n",	objDb->NPC->BoundUseBone );
    			add_log(".\\Dragon.log", "Shadow:					%i\n",	objDb->NPC->Shadow );
    			add_log(".\\Dragon.log", "Race:						%i\n",	objDb->NPC->Race );
    			add_log(".\\Dragon.log", "Job:						%i\n",	objDb->NPC->Job );
    			add_log(".\\Dragon.log", "Sex:						%i\n",	objDb->NPC->Sex );
    			add_log(".\\Dragon.log", "Physique:					%i\n",	objDb->NPC->Physique );
    			add_log(".\\Dragon.log", "StarLv:					%i\n",	objDb->NPC->StarLv );
    			add_log(".\\Dragon.log", "ExpRate:					%i\n",	objDb->NPC->ExpRate );
    			add_log(".\\Dragon.log", "ModelType:				%i\n",	objDb->NPC->ModelType );
    			add_log(".\\Dragon.log", "MinLevel:					%i\n",	objDb->NPC->MinLevel );
    			add_log(".\\Dragon.log", "MaxLevel:					%i\n",	objDb->NPC->MaxLevel );
    			add_log(".\\Dragon.log", "MoveSpeed:				%i\n",	objDb->NPC->MoveSpeed );
    			add_log(".\\Dragon.log", "SkySpeed:					%i\n",	objDb->NPC->SkySpeed );
    			add_log(".\\Dragon.log", "WaterSpeed:				%i\n",	objDb->NPC->WaterSpeed );
    			add_log(".\\Dragon.log", "SearchRange:				%i\n",	objDb->NPC->SearchRange );
    			add_log(".\\Dragon.log", "SearchRangeY:				%i\n",	objDb->NPC->SearchRangeY );
    			add_log(".\\Dragon.log", "KeepDistance:				%i\n",	objDb->NPC->KeepDistance );
    			add_log(".\\Dragon.log", "FollowRange:				%i\n",	objDb->NPC->FollowRange );
    			add_log(".\\Dragon.log", "FollowRangeY:				%i\n",	objDb->NPC->FollowRangeY );
    			add_log(".\\Dragon.log", "RotateTime:				%f\n",	objDb->NPC->RotateTime );
    			add_log(".\\Dragon.log", "RotateAngle:				%i\n",	objDb->NPC->RotateAngle );
    			add_log(".\\Dragon.log", "RotateNoVDA:				%i\n",	objDb->NPC->RotateNoVDA );
    			add_log(".\\Dragon.log", "StartMoveDist:			%i\n",	objDb->NPC->StartMoveDist );
    			add_log(".\\Dragon.log", "CampID:					%i\n",	objDb->NPC->CampID );
    			add_log(".\\Dragon.log", "TitleName:				%S\n",	objDb->NPC->TitleName );
    			add_log(".\\Dragon.log", "ReviveTime:				%i\n",	objDb->NPC->ReviveTime );
    			add_log(".\\Dragon.log", "Collections:				%i\n",	objDb->NPC->Collections );
    
    
    
    
    			add_log(".\\Dragon.log", "SearchGroupID:			%i\n",	objDb->NPC->SearchGroupID );
    			add_log(".\\Dragon.log", "SearchEnemyType:			%i\n",	objDb->NPC->SearchEnemyType );
    			add_log(".\\Dragon.log", "HelpType:					%i\n",	objDb->NPC->HelpType );
    			add_log(".\\Dragon.log", "RaceGroupType:			%i\n",	objDb->NPC->RaceGroupType );
    			add_log(".\\Dragon.log", "RaiseChangeNPCID[0]:		%i\n",	objDb->NPC->RaiseChangeNPCID[0] );
    			add_log(".\\Dragon.log", "RaiseChangeNPCID[1]:		%i\n",	objDb->NPC->RaiseChangeNPCID[1] );
    			add_log(".\\Dragon.log", "RaiseChangeRate[0]:		%i\n",	objDb->NPC->RaiseChangeRate[0] );
    			add_log(".\\Dragon.log", "RaiseChangeRate[1]:		%i\n",	objDb->NPC->RaiseChangeRate[1] );
    			add_log(".\\Dragon.log", "PhyResistRate[0]:			%i\n",	objDb->NPC->PhyResistRate[0] );
    			add_log(".\\Dragon.log", "PhyResistRate[1]:			%i\n",	objDb->NPC->PhyResistRate[1] );
    			add_log(".\\Dragon.log", "PhyResistRate[2]:			%i\n",	objDb->NPC->PhyResistRate[2] );
    			add_log(".\\Dragon.log", "Resist[0]:				%i\n",	objDb->NPC->Resist[0] );
    			add_log(".\\Dragon.log", "Resist[1]:				%i\n",	objDb->NPC->Resist[1] );
    			add_log(".\\Dragon.log", "Resist[2]:				%i\n",	objDb->NPC->Resist[2] );
    
    
    
    
    			add_log(".\\Dragon.log", "DeadDropPlot:				%s\n",	objDb->NPC->DeadDropPlot );
    			add_log(".\\Dragon.log", "MainHandEQ[0]:			%i\n",	objDb->NPC->MainHandEQ[0] );
    			add_log(".\\Dragon.log", "MainHandEQ[1]:			%i\n",	objDb->NPC->MainHandEQ[1] );
    			add_log(".\\Dragon.log", "MainHandEQ[2]:			%i\n",	objDb->NPC->MainHandEQ[2] );
    			add_log(".\\Dragon.log", "MainHandEQ[3]:			%i\n",	objDb->NPC->MainHandEQ[3] );
    			add_log(".\\Dragon.log", "MainHandEQ[4]:			%i\n",	objDb->NPC->MainHandEQ[4] );
    
    
    			add_log(".\\Dragon.log", "SecHandEQ[0]:				%i\n",	objDb->NPC->MainHandEQ[0] );
    			add_log(".\\Dragon.log", "SecHandEQ[1]:				%i\n",	objDb->NPC->MainHandEQ[1] );
    			add_log(".\\Dragon.log", "SecHandEQ[2]:				%i\n",	objDb->NPC->MainHandEQ[2] );
    			add_log(".\\Dragon.log", "SecHandEQ[3]:				%i\n",	objDb->NPC->MainHandEQ[3] );
    			add_log(".\\Dragon.log", "SecHandEQ[4]:				%i\n",	objDb->NPC->MainHandEQ[4] );
    
    
    
    
    
    
    			add_log(".\\Dragon.log", "ScriptMode:				%i\n",	objDb->NPC->ScriptMode );
    			add_log(".\\Dragon.log", "ObjType:					%i\n",	objDb->NPC->ObjType );
    			add_log(".\\Dragon.log", "MapIcon:					%i\n",	objDb->NPC->MapIcon );
    			add_log(".\\Dragon.log", "ActionTip:				%i\n",	objDb->NPC->ActionTip );
    
    
    
    
    			add_log(".\\Dragon.log", "LandNPCStorage:			%i\n",	objDb->NPC->LandNPCStorage );
    
    
    			add_log(".\\Dragon.log", "Enemy_EnemyGroupSet:		%i\n",	objDb->NPC->Enemy_EnemyGroupSet );
    			add_log(".\\Dragon.log", "Enemy_MyGroupSet:			%i\n",	objDb->NPC->Enemy_MyGroupSet );
    			add_log(".\\Dragon.log", "MaxAttackRange:			%i\n",	objDb->NPC->MaxAttackRange );
    			add_log(".\\Dragon.log", "SendAttackRange:			%i\n",	objDb->NPC->SendAttackRange );
    
    
    			add_log(".\\Dragon.log", "BallTNP2Set[0]:			%i\n",	objDb->NPC->BallTNP2Set[0] );
    			add_log(".\\Dragon.log", "BallTNP2Set[1]:			%i\n",	objDb->NPC->BallTNP2Set[1] );
    			add_log(".\\Dragon.log", "BallTNP2Set[2]:			%i\n",	objDb->NPC->BallTNP2Set[2] );
    			add_log(".\\Dragon.log", "BallTNP2Set[3]:			%i\n",	objDb->NPC->BallTNP2Set[3] );
    			add_log(".\\Dragon.log", "BallTNP2Set[4]:			%i\n",	objDb->NPC->BallTNP2Set[4] );
    			add_log(".\\Dragon.log", "BallTNP2Set[5]:			%i\n",	objDb->NPC->BallTNP2Set[5] );
    			add_log(".\\Dragon.log", "BallTNP2Set[6]:			%i\n",	objDb->NPC->BallTNP2Set[6] );
    			add_log(".\\Dragon.log", "BallTNP2Set[7]:			%i\n",	objDb->NPC->BallTNP2Set[7] );
    			add_log(".\\Dragon.log", "BallTNP2Set[8]:			%i\n",	objDb->NPC->BallTNP2Set[8] );
    			add_log(".\\Dragon.log", "BallTNP2Set[9]:			%i\n",	objDb->NPC->BallTNP2Set[9] );
    
    
    
    
    			add_log(".\\Dragon.log", "TrainNodeCount:			%i\n",	objDb->NPC->TrainNodeCount );
    			add_log(".\\Dragon.log", "MobTalentGroupID:			%i\n",	objDb->NPC->MobTalentGroupID );
    
    
    			add_log(".\\Dragon.log", "PetTalentGroupID:			%i\n",	objDb->NPC->PetTalentGroupID );
    			add_log(".\\Dragon.log", "DropType[0]:				%i\n",	objDb->NPC->DropType[0] );
    			add_log(".\\Dragon.log", "DropType[1]:				%i\n",	objDb->NPC->DropType[1] );
    			add_log(".\\Dragon.log", "DropType[2]:				%i\n",	objDb->NPC->DropType[2] );
    			
    			add_log(".\\Dragon.log", "DropRate[0]:				%f\n",	objDb->NPC->DropRate[0] );
    			add_log(".\\Dragon.log", "DropRate[1]:				%f\n",	objDb->NPC->DropRate[1] );
    			add_log(".\\Dragon.log", "DropRate[2]:				%f\n",	objDb->NPC->DropRate[2] );
    
    
    			add_log(".\\Dragon.log", "SearchType:				%i\n",	objDb->NPC->SearchType );
    			add_log(".\\Dragon.log", "SearchRate:				%i\n",	objDb->NPC->SearchRate );
    			add_log(".\\Dragon.log", "DecorateFee:				%i\n",	objDb->NPC->DecorateFee );
    
    
    
    
    			add_log(".\\Dragon.log", "UseCommonDrop:			%i\n",	objDb->NPC->UseCommonDrop );
    			add_log(".\\Dragon.log", "CannonACTWorld:			%s\n",	objDb->NPC->CannonACTWorld );
    			add_log(".\\Dragon.log", "RaceGroup:				%i\n",	objDb->NPC->RaceGroup );
    			add_log(".\\Dragon.log", "MobTalentBeginFightPlot:	%s\n",	objDb->NPC->MobTalentBeginFightPlot );
    
    
    			add_log(".\\Dragon.log", "SpiritShieldRate:			%i\n",	objDb->NPC->SpiritShieldRate );
    
    
    			add_log(".\\Dragon.log", "Damage[0]:				%f\n",	objDb->NPC->Damage[0] );
    			add_log(".\\Dragon.log", "Damage[1]:				%f\n",	objDb->NPC->Damage[1] );
    			add_log(".\\Dragon.log", "Damage[2]:				%f\n",	objDb->NPC->Damage[2] );
    
    
    
    
    
    
    			add_log(".\\Dragon.log", "==========================================================\n");
    			add_log(".\\Dragon.log", "objDb->NPC->Paperdoll\n");
    			add_log(".\\Dragon.log", "==========================================================\n");
    
    
    			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[0].PartName );
    			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[1].PartName );
    			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[2].PartName );
    			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[3].PartName );
    			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[4].PartName );
    			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[5].PartName );
    			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[6].PartName );
    			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[7].PartName );
    			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[8].PartName );
    			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[9].PartName );
    			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[10].PartName );
    			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[11].PartName );
    
    
    			add_log(".\\Dragon.log", "ComponentName[0]:				%s\n",	objDb->NPC->Paperdoll->Part[0].ComponentName);
    			add_log(".\\Dragon.log", "ComponentName[1]:				%s\n",	objDb->NPC->Paperdoll->Part[1].ComponentName );
    			add_log(".\\Dragon.log", "ComponentName[2]:				%s\n",	objDb->NPC->Paperdoll->Part[2].ComponentName );
    			add_log(".\\Dragon.log", "ComponentName[3]:				%s\n",	objDb->NPC->Paperdoll->Part[3].ComponentName );
    			add_log(".\\Dragon.log", "ComponentName[4]:				%s\n",	objDb->NPC->Paperdoll->Part[4].ComponentName);
    			add_log(".\\Dragon.log", "ComponentName[5]:				%s\n",	objDb->NPC->Paperdoll->Part[5].ComponentName );
    			add_log(".\\Dragon.log", "ComponentName[6]:				%s\n",	objDb->NPC->Paperdoll->Part[6].ComponentName );
    			add_log(".\\Dragon.log", "ComponentName[7]:				%s\n",	objDb->NPC->Paperdoll->Part[7].ComponentName );
    			add_log(".\\Dragon.log", "ComponentName[8]:				%s\n",	objDb->NPC->Paperdoll->Part[8].ComponentName);
    			add_log(".\\Dragon.log", "ComponentName[9]:				%s\n",	objDb->NPC->Paperdoll->Part[9].ComponentName);
    			add_log(".\\Dragon.log", "ComponentName[10]:			%s\n",	objDb->NPC->Paperdoll->Part[10].ComponentName );
    			add_log(".\\Dragon.log", "ComponentName[11]:			%s\n",	objDb->NPC->Paperdoll->Part[11].ComponentName );
    
    
    
    
    			add_log(".\\Dragon.log", "==========================================================\n");
    			add_log(".\\Dragon.log", "objDb->NPC->Dragon\n");
    			add_log(".\\Dragon.log", "==========================================================\n");
    			add_log(".\\Dragon.log", "RunSpeedLimit:			%i\n",	objDb->NPC->Dragon->RunSpeedLimit );
    			add_log(".\\Dragon.log", "RunSpeedInitialValue:		%i\n",	objDb->NPC->Dragon->RunSpeedInitialValue );
    			add_log(".\\Dragon.log", "AcquiredPointDiscount:	%i\n",	objDb->NPC->Dragon->AcquiredPointDiscount );
    			add_log(".\\Dragon.log", "ExtraAcquiredPoint:		%i\n",	objDb->NPC->Dragon->ExtraAcquiredPoint );
    			add_log(".\\Dragon.log", "IntelligenceInitValSeed:	%i\n",	objDb->NPC->Dragon->IntelligenceInitValSeed );
    			add_log(".\\Dragon.log", "OrgTacit:					%i\n",	objDb->NPC->Dragon->OrgTacit );
    			add_log(".\\Dragon.log", "ResistValue:				%i\n",	objDb->NPC->Dragon->ResistValue );
    			add_log(".\\Dragon.log", "Type:						%i\n",	objDb->NPC->Dragon->Type );
    			add_log(".\\Dragon.log", "Class:					%i\n",	objDb->NPC->Dragon->Class );
    			add_log(".\\Dragon.log", "BaseSkill:				%i\n",	objDb->NPC->Dragon->BaseSkill );
    			add_log(".\\Dragon.log", "MinSkillNum:				%i\n",	objDb->NPC->Dragon->DSkillDrop.MinSkillNum );
    			add_log(".\\Dragon.log", "MaxSkillNum:				%i\n",	objDb->NPC->Dragon->DSkillDrop.MaxSkillNum );
    			add_log(".\\Dragon.log", "BeforeContractScript:		%s\n",	objDb->NPC->Dragon->BeforeContractScript );
    			add_log(".\\Dragon.log", "AfterContractScript:		%s\n",	objDb->NPC->Dragon->AfterContractScript );
    			add_log(".\\Dragon.log", "FailContractScript:		%s\n",	objDb->NPC->Dragon->FailContractScript );
    			add_log(".\\Dragon.log", "CustomizeScript:			%s\n",	objDb->NPC->Dragon->CustomizeScript );
    			add_log(".\\Dragon.log", "==========================================================\n");
    			add_log(".\\Dragon.log", "objDb->NPC->Wagon\n");
    			add_log(".\\Dragon.log", "==========================================================\n");
    			add_log(".\\Dragon.log", "WagonCount:				%i\n",	objDb->NPC->Wagon->Count);
    			add_log(".\\Dragon.log", "WagonType:				%i\n",	objDb->NPC->Wagon->Type);
    			add_log(".\\Dragon.log", "WagonOnOffLuaScript:		%s\n",	objDb->NPC->Wagon->OnOffLuaScript);
    			add_log(".\\Dragon.log", "WagonCheckLuaScript:		%s\n",	objDb->NPC->Wagon->CheckLuaScript);
    			add_log(".\\Dragon.log", "WagonFlag:				%i\n",	objDb->NPC->Wagon->Mode);
    			add_log(".\\Dragon.log", "WagonReinX:				%f\n",	objDb->NPC->Wagon->ReinX);
    			add_log(".\\Dragon.log", "WagonReinY:				%f\n",	objDb->NPC->Wagon->ReinY);
    			add_log(".\\Dragon.log", "WagonReinZ:				%f\n",	objDb->NPC->Wagon->ReinZ);
    			add_log(".\\Dragon.log", "PetSaddleSize:			%f\n",	objDb->NPC->Wagon->PetSaddleSize);
    			add_log(".\\Dragon.log", "PetArmorSize:				%f\n",	objDb->NPC->Wagon->PetArmorSize);
    			add_log(".\\Dragon.log", "PetLimbAnnulusSize:		%f\n",	objDb->NPC->Wagon->PetLimbAnnulusSize);
    			add_log(".\\Dragon.log", "ActionID[0]:				%i\n",	objDb->NPC->Wagon->Node[0].ActionID );
    			add_log(".\\Dragon.log", "ActionID[1]:				%i\n",	objDb->NPC->Wagon->Node[1].ActionID );		
    			add_log(".\\Dragon.log", "ActionID[2]:				%i\n",	objDb->NPC->Wagon->Node[2].ActionID );
    			add_log(".\\Dragon.log", "ActionID[3]:				%i\n",	objDb->NPC->Wagon->Node[3].ActionID );	
    			add_log(".\\Dragon.log", "ActionID[4]:				%i\n",	objDb->NPC->Wagon->Node[4].ActionID );	
    			add_log(".\\Dragon.log", "Point[0]:					%s\n",	objDb->NPC->Wagon->Node[0].Point );
    			add_log(".\\Dragon.log", "Point[1]:					%s\n",	objDb->NPC->Wagon->Node[1].Point );		
    			add_log(".\\Dragon.log", "Point[2]:					%s\n",	objDb->NPC->Wagon->Node[2].Point );
    			add_log(".\\Dragon.log", "Point[3]:					%s\n",	objDb->NPC->Wagon->Node[3].Point );	
    			add_log(".\\Dragon.log", "Point[4]:					%s\n",	objDb->NPC->Wagon->Node[4].Point );			
    			add_log(".\\Dragon.log", "_Mode[0]:					%i\n",	objDb->NPC->Wagon->Node[0]._Mode );
    			add_log(".\\Dragon.log", "_Mode[1]:					%i\n",	objDb->NPC->Wagon->Node[1]._Mode );		
    			add_log(".\\Dragon.log", "_Mode[2]:					%i\n",	objDb->NPC->Wagon->Node[2]._Mode );
    			add_log(".\\Dragon.log", "_Mode[3]:					%i\n",	objDb->NPC->Wagon->Node[3]._Mode );	
    			add_log(".\\Dragon.log", "_Mode[4]:					%i\n",	objDb->NPC->Wagon->Node[4]._Mode );				
    			add_log(".\\Dragon.log", "==========================================================\n");
    			add_log(".\\Dragon.log", "\n");
    			
    			int ModeTheDragon = reader.GetInteger("tools", "ModeTheDragon", 0);
    			if(ModeTheDragon  == 1){
    				int DragonID = reader.GetInteger("tools", "DragonID", 11000007);
    				if(i == DragonID){
    					int newStarLv = reader.GetInteger("Dragon", "StarLv", 0);
    					if(newStarLv != 0)
    						objDb->NPC->StarLv = newStarLv;
    
    
    					int newExpRate = reader.GetInteger("Dragon", "ExpRate", 0);
    					if(newExpRate != 0)
    						objDb->NPC->ExpRate = newExpRate;
    
    
    					int newMoveSpeed = reader.GetInteger("Dragon", "MoveSpeed", 0);
    					if(newMoveSpeed != 0)
    						objDb->NPC->MoveSpeed = newMoveSpeed;
    
    
    					int newSkySpeed = reader.GetInteger("Dragon", "SkySpeed", 0);
    					if(newMoveSpeed != 0)
    						objDb->NPC->SkySpeed = newSkySpeed;
    
    
    					int newWaterSpeed = reader.GetInteger("Dragon", "WaterSpeed", 0);
    					if(newWaterSpeed != 0)
    						objDb->NPC->WaterSpeed = newWaterSpeed;
    
    
    					int newRunSpeedLimit = reader.GetInteger("Dragon", "RunSpeedLimit", 0);
    					if(newRunSpeedLimit != 0)
    						objDb->NPC->Dragon->RunSpeedLimit = newRunSpeedLimit;
    
    
    					int newRunSpeedInitialValue = reader.GetInteger("Dragon", "RunSpeedInitialValue", 0);
    					if(newRunSpeedInitialValue != 0)
    						objDb->NPC->Dragon->RunSpeedInitialValue = newRunSpeedInitialValue;
    
    
    					int newAcquiredPointDiscount = reader.GetInteger("Dragon", "AcquiredPointDiscount", 0);
    					if(newAcquiredPointDiscount != 0)
    						objDb->NPC->Dragon->AcquiredPointDiscount = newAcquiredPointDiscount;
    					
    					int newExtraAcquiredPoint = reader.GetInteger("Dragon", "ExtraAcquiredPoint", 0);
    					if(newExtraAcquiredPoint != 0)
    						objDb->NPC->Dragon->ExtraAcquiredPoint = newExtraAcquiredPoint;
    
    
    					int newIntelligenceInitValSeed = reader.GetInteger("Dragon", "IntelligenceInitValSeed", 0);
    					if(newIntelligenceInitValSeed != 0)
    						objDb->NPC->Dragon->IntelligenceInitValSeed = newIntelligenceInitValSeed;
    
    
    					int newOrgTacit = reader.GetInteger("Dragon", "OrgTacit", 0);
    					if(newOrgTacit != 0)
    						objDb->NPC->Dragon->OrgTacit = newOrgTacit;
    
    
    					int newResistValue = reader.GetInteger("Dragon", "ResistValue", 0);
    					if(newResistValue != 0)
    						objDb->NPC->Dragon->ResistValue = newResistValue;
    
    
    					int newType = reader.GetInteger("Dragon", "Type", 0);
    					if(newType != 0)
    						objDb->NPC->Dragon->Type = newType;
    
    
    					int newClass = reader.GetInteger("Dragon", "Class", 0);
    					if(newClass != 0)
    						objDb->NPC->Dragon->Class = newClass;
    
    
    					int newBaseSkill = reader.GetInteger("Dragon", "BaseSkill", 0);
    					if(newBaseSkill != 0)
    						objDb->NPC->Dragon->BaseSkill = newBaseSkill;
    
    
    					int newMinSkillNum = reader.GetInteger("Dragon", "MinSkillNum", 0);
    					if(newMinSkillNum != 0)
    						objDb->NPC->Dragon->DSkillDrop.MinSkillNum = newMinSkillNum;
    					
    					int newMaxSkillNum = reader.GetInteger("Dragon", "MaxSkillNum", 0);
    					if(newMaxSkillNum != 0)
    						objDb->NPC->Dragon->DSkillDrop.MaxSkillNum = newMaxSkillNum;
    
    
    
    
    					std::string newComponentName0 = reader.Get("Dragon", "ComponentName0", "0");
    					if(newComponentName0 != "0")
    						objDb->NPC->Paperdoll->Part[0].ComponentName = (char * __ptr64)newComponentName0.c_str();
    
    
    					std::string newComponentName1 = reader.Get("Dragon", "ComponentName1", "0");
    					if(newComponentName1 != "0")
    						objDb->NPC->Paperdoll->Part[1].ComponentName = (char * __ptr64)newComponentName1.c_str();
    
    
    					std::string newComponentName2 = reader.Get("Dragon", "ComponentName2", "0");
    					if(newComponentName2 != "0")
    						objDb->NPC->Paperdoll->Part[2].ComponentName = (char * __ptr64)newComponentName2.c_str();
    
    
    					std::string newComponentName3 = reader.Get("Dragon", "ComponentName3", "0");
    					if(newComponentName3 != "0")
    						objDb->NPC->Paperdoll->Part[3].ComponentName = (char * __ptr64)newComponentName3.c_str();
    
    
    					std::string newComponentName4 = reader.Get("Dragon", "ComponentName4", "0");
    					if(newComponentName4 != "0")
    						objDb->NPC->Paperdoll->Part[4].ComponentName = (char * __ptr64)newComponentName4.c_str();
    
    
    					std::string newComponentName5 = reader.Get("Dragon", "ComponentName5", "0");
    					if(newComponentName5 != "0")
    						objDb->NPC->Paperdoll->Part[5].ComponentName = (char * __ptr64)newComponentName5.c_str();
    
    
    					std::string newComponentName6 = reader.Get("Dragon", "ComponentName6", "0");
    					if(newComponentName6 != "0")
    						objDb->NPC->Paperdoll->Part[6].ComponentName = (char * __ptr64)newComponentName6.c_str();
    
    
    					std::string newComponentName7 = reader.Get("Dragon", "ComponentName7", "0");
    					if(newComponentName7 != "0")
    						objDb->NPC->Paperdoll->Part[7].ComponentName = (char * __ptr64)newComponentName7.c_str();
    
    
    					std::string newComponentName8 = reader.Get("Dragon", "ComponentName8", "0");
    					if(newComponentName8 != "0")
    						objDb->NPC->Paperdoll->Part[8].ComponentName = (char * __ptr64)newComponentName8.c_str();
    
    
    					std::string newComponentName9 = reader.Get("Dragon", "ComponentName9", "0");
    					if(newComponentName9 != "0")
    						objDb->NPC->Paperdoll->Part[9].ComponentName = (char * __ptr64)newComponentName9.c_str();
    
    
    					std::string newComponentName10 = reader.Get("Dragon", "ComponentName10", "0");
    					if(newComponentName10 != "0")
    						objDb->NPC->Paperdoll->Part[10].ComponentName = (char * __ptr64)newComponentName10.c_str();
    
    
    					std::string newComponentName11 = reader.Get("Dragon", "ComponentName11", "0");
    					if(newComponentName11 != "0")
    						objDb->NPC->Paperdoll->Part[11].ComponentName = (char * __ptr64)newComponentName11.c_str();
    
    
    				}
    			}
    			save.SaveObject( objDb );
    		}else{
    			if(i != end){
    				printf("i:	%i\n", i);
    				GameObjDbStructEx *objDb2 = g_ObjectData->GetObj(11000007);
    				objDb2->ObjID = i;
    				save.SaveObject( objDb2 );
    			}
    		}
    		int addnew = reader.GetInteger("tools", "AddNewDragon", 0);
    		if(addnew == 1){
    			if(i == ead -1){
    				int OLDObj = reader.GetInteger("tools", "OLDDragonID", 11000007);
    				printf("added new ID:%i OLD ID:%i\n", i, OLDObj);
    				GameObjDbStructEx *objDb2 = g_ObjectData->GetObj(OLDObj);
    				objDb2->ObjID = i;
    
    
    				int newStarLv = reader.GetInteger("Dragon", "StarLv", 0);
    				if(newStarLv != 0)
    					objDb2->NPC->StarLv = newStarLv;
    
    
    				int newExpRate = reader.GetInteger("Dragon", "ExpRate", 0);
    				if(newExpRate != 0)
    					objDb2->NPC->ExpRate = newExpRate;
    
    
    				int newMoveSpeed = reader.GetInteger("Dragon", "MoveSpeed", 0);
    				if(newMoveSpeed != 0)
    					objDb2->NPC->MoveSpeed = newMoveSpeed;
    
    
    				int newSkySpeed = reader.GetInteger("Dragon", "SkySpeed", 0);
    				if(newMoveSpeed != 0)
    					objDb2->NPC->SkySpeed = newSkySpeed;
    
    
    				int newWaterSpeed = reader.GetInteger("Dragon", "WaterSpeed", 0);
    				if(newWaterSpeed != 0)
    					objDb2->NPC->WaterSpeed = newWaterSpeed;
    
    
    				int newRunSpeedLimit = reader.GetInteger("Dragon", "RunSpeedLimit", 0);
    				if(newRunSpeedLimit != 0)
    					objDb2->NPC->Dragon->RunSpeedLimit = newRunSpeedLimit;
    
    
    				int newRunSpeedInitialValue = reader.GetInteger("Dragon", "RunSpeedInitialValue", 0);
    				if(newRunSpeedInitialValue != 0)
    					objDb2->NPC->Dragon->RunSpeedInitialValue = newRunSpeedInitialValue;
    
    
    				int newAcquiredPointDiscount = reader.GetInteger("Dragon", "AcquiredPointDiscount", 0);
    				if(newAcquiredPointDiscount != 0)
    					objDb2->NPC->Dragon->AcquiredPointDiscount = newAcquiredPointDiscount;
    				
    				int newExtraAcquiredPoint = reader.GetInteger("Dragon", "ExtraAcquiredPoint", 0);
    				if(newExtraAcquiredPoint != 0)
    					objDb2->NPC->Dragon->ExtraAcquiredPoint = newExtraAcquiredPoint;
    
    
    				int newIntelligenceInitValSeed = reader.GetInteger("Dragon", "IntelligenceInitValSeed", 0);
    				if(newIntelligenceInitValSeed != 0)
    					objDb2->NPC->Dragon->IntelligenceInitValSeed = newIntelligenceInitValSeed;
    
    
    				int newOrgTacit = reader.GetInteger("Dragon", "OrgTacit", 0);
    				if(newOrgTacit != 0)
    					objDb2->NPC->Dragon->OrgTacit = newOrgTacit;
    
    
    				int newResistValue = reader.GetInteger("Dragon", "ResistValue", 0);
    				if(newResistValue != 0)
    					objDb2->NPC->Dragon->ResistValue = newResistValue;
    
    
    				int newType = reader.GetInteger("Dragon", "Type", 0);
    				if(newType != 0)
    					objDb2->NPC->Dragon->Type = newType;
    
    
    				int newClass = reader.GetInteger("Dragon", "Class", 0);
    				if(newClass != 0)
    					objDb2->NPC->Dragon->Class = newClass;
    
    
    				int newBaseSkill = reader.GetInteger("Dragon", "BaseSkill", 0);
    				if(newBaseSkill != 0)
    					objDb2->NPC->Dragon->BaseSkill = newBaseSkill;
    
    
    				int newMinSkillNum = reader.GetInteger("Dragon", "MinSkillNum", 0);
    				if(newMinSkillNum != 0)
    					objDb2->NPC->Dragon->DSkillDrop.MinSkillNum = newMinSkillNum;
    				
    				int newMaxSkillNum = reader.GetInteger("Dragon", "MaxSkillNum", 0);
    				if(newMaxSkillNum != 0)
    					objDb2->NPC->Dragon->DSkillDrop.MaxSkillNum = newMaxSkillNum;
    
    
    
    
    				std::string newComponentName0 = reader.Get("Dragon", "ComponentName0", "0");
    				if(newComponentName0 != "0")
    					objDb2->NPC->Paperdoll->Part[0].ComponentName = (char * __ptr64)newComponentName0.c_str();
    
    
    				std::string newComponentName1 = reader.Get("Dragon", "ComponentName1", "0");
    				if(newComponentName1 != "0")
    					objDb2->NPC->Paperdoll->Part[1].ComponentName = (char * __ptr64)newComponentName1.c_str();
    
    
    				std::string newComponentName2 = reader.Get("Dragon", "ComponentName2", "0");
    				if(newComponentName2 != "0")
    					objDb2->NPC->Paperdoll->Part[2].ComponentName = (char * __ptr64)newComponentName2.c_str();
    
    
    				std::string newComponentName3 = reader.Get("Dragon", "ComponentName3", "0");
    				if(newComponentName3 != "0")
    					objDb2->NPC->Paperdoll->Part[3].ComponentName = (char * __ptr64)newComponentName3.c_str();
    
    
    				std::string newComponentName4 = reader.Get("Dragon", "ComponentName4", "0");
    				if(newComponentName4 != "0")
    					objDb2->NPC->Paperdoll->Part[4].ComponentName = (char * __ptr64)newComponentName4.c_str();
    
    
    				std::string newComponentName5 = reader.Get("Dragon", "ComponentName5", "0");
    				if(newComponentName5 != "0")
    					objDb2->NPC->Paperdoll->Part[5].ComponentName = (char * __ptr64)newComponentName5.c_str();
    
    
    				std::string newComponentName6 = reader.Get("Dragon", "ComponentName6", "0");
    				if(newComponentName6 != "0")
    					objDb2->NPC->Paperdoll->Part[6].ComponentName = (char * __ptr64)newComponentName6.c_str();
    
    
    				std::string newComponentName7 = reader.Get("Dragon", "ComponentName7", "0");
    				if(newComponentName7 != "0")
    					objDb2->NPC->Paperdoll->Part[7].ComponentName = (char * __ptr64)newComponentName7.c_str();
    
    
    				std::string newComponentName8 = reader.Get("Dragon", "ComponentName8", "0");
    				if(newComponentName8 != "0")
    					objDb2->NPC->Paperdoll->Part[8].ComponentName = (char * __ptr64)newComponentName8.c_str();
    
    
    				std::string newComponentName9 = reader.Get("Dragon", "ComponentName9", "0");
    				if(newComponentName9 != "0")
    					objDb2->NPC->Paperdoll->Part[9].ComponentName = (char * __ptr64)newComponentName9.c_str();
    
    
    				std::string newComponentName10 = reader.Get("Dragon", "ComponentName10", "0");
    				if(newComponentName10 != "0")
    					objDb2->NPC->Paperdoll->Part[10].ComponentName = (char * __ptr64)newComponentName10.c_str();
    
    
    				std::string newComponentName11 = reader.Get("Dragon", "ComponentName11", "0");
    				if(newComponentName11 != "0")
    					objDb2->NPC->Paperdoll->Part[11].ComponentName = (char * __ptr64)newComponentName11.c_str();
    
    
    				add_log(".\\Dragon.log", "\n");
    				add_log(".\\Dragon.log", "==========================================================\n");
    				add_log(".\\Dragon.log", "New Dragon added (ID) %i\n", i);
    				add_log(".\\Dragon.log", "==========================================================\n");
    				add_log(".\\Dragon.log", "StarLv:					%i\n",	objDb2->NPC->StarLv );
    				add_log(".\\Dragon.log", "ExpRate:					%i\n",	objDb2->NPC->ExpRate );
    				add_log(".\\Dragon.log", "MoveSpeed:				%i\n",	objDb2->NPC->MoveSpeed );
    				add_log(".\\Dragon.log", "SkySpeed:					%i\n",	objDb2->NPC->SkySpeed );
    				add_log(".\\Dragon.log", "WaterSpeed:				%i\n",	objDb2->NPC->WaterSpeed );
    
    
    				add_log(".\\Dragon.log", "RunSpeedLimit:			%i\n",	objDb2->NPC->Dragon->RunSpeedLimit );
    				add_log(".\\Dragon.log", "RunSpeedInitialValue:		%i\n",	objDb2->NPC->Dragon->RunSpeedInitialValue );
    				add_log(".\\Dragon.log", "AcquiredPointDiscount:	%i\n",	objDb2->NPC->Dragon->AcquiredPointDiscount );
    				add_log(".\\Dragon.log", "ExtraAcquiredPoint:		%i\n",	objDb2->NPC->Dragon->ExtraAcquiredPoint );
    				add_log(".\\Dragon.log", "IntelligenceInitValSeed:	%i\n",	objDb2->NPC->Dragon->IntelligenceInitValSeed );
    
    
    				add_log(".\\Dragon.log", "OrgTacit:					%i\n",	objDb2->NPC->Dragon->OrgTacit );
    				add_log(".\\Dragon.log", "ResistValue:				%i\n",	objDb2->NPC->Dragon->ResistValue );
    				add_log(".\\Dragon.log", "Type:						%i\n",	objDb2->NPC->Dragon->Type );
    				add_log(".\\Dragon.log", "Class:					%i\n",	objDb2->NPC->Dragon->Class );
    				add_log(".\\Dragon.log", "BaseSkill:				%i\n",	objDb2->NPC->Dragon->BaseSkill );
    
    
    				add_log(".\\Dragon.log", "MinSkillNum:				%i\n",	objDb2->NPC->Dragon->DSkillDrop.MinSkillNum );
    				add_log(".\\Dragon.log", "MaxSkillNum:				%i\n",	objDb2->NPC->Dragon->DSkillDrop.MaxSkillNum );
    				add_log(".\\Dragon.log", "==========================================================\n");
    				add_log(".\\Dragon.log", "BeforeContractScript:		%s\n",	objDb2->NPC->Dragon->BeforeContractScript );
    				add_log(".\\Dragon.log", "AfterContractScript:		%s\n",	objDb2->NPC->Dragon->AfterContractScript );
    				add_log(".\\Dragon.log", "FailContractScript:		%s\n",	objDb2->NPC->Dragon->FailContractScript );
    				add_log(".\\Dragon.log", "CustomizeScript:			%s\n",	objDb2->NPC->Dragon->CustomizeScript );
    				add_log(".\\Dragon.log", "==========================================================\n");
    				add_log(".\\Dragon.log", "ImageID:					%i\n",	objDb2->ImageID );
    				add_log(".\\Dragon.log", "ACTField:					%s\n",	objDb2->ACTField );
    				add_log(".\\Dragon.log", "ACTWorld:					%s\n",	objDb2->ACTWorld );
    				add_log(".\\Dragon.log", "==========================================================\n");
    				add_log(".\\Dragon.log", "\n");
    
    
    
    
    				save.SaveObject( objDb2 );
    			}
    		}
    	} 
    
    
    	save.SaveToFile();
    	save.CloseFile();
    
    
    
    
    }

  5. #125
    Member DjFerry is offline
    MemberRank
    Dec 2014 Join Date
    75Posts

    Re: Embergarde Server Files + Source Code

    really apreciate, works perfect i just tested now and it exports all the dragon.db , really thnx for this.

  6. #126
    Newbie straider1020 is offline
    MemberRank
    Apr 2018 Join Date
    2Posts

    Re: Embergarde Server Files + Source Code

    Hello peoples,

    Beardius hacked my pc, this link contains virus... trust me, i not liar... he its hacker, he show me proof in discord... and he have acess much users, trust me! Be careful...

  7. #127
    Member beardilus is online now
    MemberRank
    Oct 2017 Join Date
    57Posts

    Re: Embergarde Server Files + Source Code

    no exe so how can it be a virus only code you are a joke yes im a hacker i do not do virus lol i do not need to im not 10

  8. #128
    Member chaosfirer is offline
    MemberRank
    Aug 2012 Join Date
    25Posts

    Re: Embergarde Server Files + Source Code

    Quote Originally Posted by straider1020 View Post
    Hello peoples,

    Beardius hacked my pc, this link contains virus... trust me, i not liar... he its hacker, he show me proof in discord... and he have acess much users, trust me! Be careful...
    lol, this db tool is very useful,you can compile it by yourself or check each line of codes. no virus.
    btw, @beardilus, thanks.

  9. #129
    Newbie straider1020 is offline
    MemberRank
    Apr 2018 Join Date
    2Posts

    Re: Embergarde Server Files + Source Code

    Quote Originally Posted by beardilus View Post
    no exe so how can it be a virus only code you are a joke yes im a hacker i do not do virus lol i do not need to im not 10
    i don't care, you are hacker and hacked my pc ! You make a url virus, i know how to make this... just enter in url and hacked pc haha i'm not a noob bro :)

  10. #130
    Azure subscription Hycker is online now
    SubscriberRank
    Dec 2010 Join Date
    /root/gameguardLocation
    1,446Posts

    Re: Embergarde Server Files + Source Code

    Quote Originally Posted by straider1020 View Post
    i don't care, you are hacker and hacked my pc ! You make a url virus, i know how to make this... just enter in url and hacked pc haha i'm not a noob bro :)
    Actually you're wrong kiddo. You are a noob

    Sent from my SM-N910F using Tapatalk
    PW SCAMMERS SKYPE:mendax_mad, alexdevmmo
    im looking for that game: https://www.youtube.com/watch?v=UfB-l7ueyOg
    pick me on skype
    Spoiler:
    hyckerdev

  11. #131
    King of the bongo Denied is offline
    True MemberRank
    Oct 2009 Join Date
    RomaniaLocation
    1,006Posts

    Re: Embergarde Server Files + Source Code

    Anyone working on these server files? I'm planning something, pm me anyone who has made progress with these files, we will discuss there more

  12. #132
    Ultimate Member AnthonyX is offline
    MemberRank
    Sep 2013 Join Date
    /etc/build.xmlLocation
    173Posts

    Re: Embergarde Server Files + Source Code

    Quote Originally Posted by chaosfirer View Post
    lol, this db tool is very useful,you can compile it by yourself or check each line of codes. no virus.
    btw, @beardilus, thanks.
    Quote Originally Posted by straider1020 View Post
    i don't care, you are hacker and hacked my pc ! You make a url virus, i know how to make this... just enter in url and hacked pc haha i'm not a noob bro :)
    Quote Originally Posted by straider1020 View Post
    Hello peoples,

    Beardius hacked my pc, this link contains virus... trust me, i not liar... he its hacker, he show me proof in discord... and he have acess much users, trust me! Be careful...
    LOL, what the hell is going on? @straider1020 lmao

  13. #133
    Newbie HxD is offline
    MemberRank
    Mar 2018 Join Date
    1Posts

    Re: Embergarde Server Files + Source Code

    Quote Originally Posted by Denied View Post
    Anyone working on these server files? I'm planning something, pm me anyone who has made progress with these files, we will discuss there more
    Just to be realistic, there may not be anyone who will Pm you.
    There are many people who want to work on the Files, most people like me, just for testing, have a look at the files.
    Trust me, there may not many helping people when its about this game..

  14. #134
    Azure subscription Hycker is online now
    SubscriberRank
    Dec 2010 Join Date
    /root/gameguardLocation
    1,446Posts

    Re: Embergarde Server Files + Source Code

    its not about who wanna help or not. so far I know in that thread there is like 4 competive guy who is working on this game. they are helpfull at all, and contributed a lot (right now its doesnt matter this contribution is positive or negative tho), but some of them just respect eachother and wont fuck up YEARS of coding and ass-off-work

    edit: i dont say names directly to avoid shitshow and offense for anyone
    PW SCAMMERS SKYPE:mendax_mad, alexdevmmo
    im looking for that game: https://www.youtube.com/watch?v=UfB-l7ueyOg
    pick me on skype
    Spoiler:
    hyckerdev

  15. #135
    Account Upgraded | Title Enabled! Elssair is offline
    True MemberRank
    Dec 2013 Join Date
    315Posts

    Re: Embergarde Server Files + Source Code

    At the moment @beardilus or @theDomo's tool works very well, and his tool source haven't got any viruses or backdoor, please don't fault when ppl only trys to help us.

    Tool Log example:
    Spoiler:
    ==========================================================
    ACTField: interface\icons\common\common_antiquea01.dds
    ACTWorld:
    CheckTag: 0
    Classification: 2
    DesignNote:
    GameNote:
    ID: 20000001
    ImageID: 0
    Name:
    ObjID: 20000001
    TagID: 0
    ==========================================================
    objDb->ITEM
    ==========================================================
    Class: 0
    ItemType: 0
    ItemMode: 32
    ReferenceLv: 1
    Cost: 5
    PutSound: 3
    RefModel: 0
    SuitGroup: 0
    ==========================================================
    objDb->ITEM->Ability
    ==========================================================
    Abi_EqType[0]: 0
    Abi_EqType[1]: 0
    Abi_EqType[2]: 0
    Abi_EqType[3]: 0
    Abi_EqType[4]: 0
    Abi_EqType[5]: 0
    Abi_EqType[6]: 0
    Abi_EqType[7]: 0
    Abi_EqType[8]: 0
    Abi_EqType[9]: 0
    Abi_EqType[10]: 0
    Abi_EqTypeValue[0]: 0.000000
    Abi_EqTypeValue[1]: 0.000000
    Abi_EqTypeValue[2]: 0.000000
    Abi_EqTypeValue[3]: 0.000000
    Abi_EqTypeValue[4]: 0.000000
    Abi_EqTypeValue[5]: 0.000000
    Abi_EqTypeValue[6]: 0.000000
    Abi_EqTypeValue[7]: 0.000000
    Abi_EqTypeValue[8]: 0.000000
    Abi_EqTypeValue[9]: 0.000000
    Abi_EqTypeValue[10]: 0.000000
    ==========================================================
    objDb->ITEM->Decompose
    ==========================================================
    DecomposeItemID[0]: 0
    DecomposeItemID[1]: 0
    DecomposeItemID[2]: 0
    DecomposeItemID[3]: 0
    DecomposeItemID[4]: 0
    DecomposeItemID[5]: 0
    DecomposeItemID[6]: 0
    DecomposeItemID[7]: 0
    DecomposeItemID[8]: 0
    DecomposeItemID[9]: 0
    DecomposeItemID[10]: 0
    DecomposeItemNum[0]: 0
    DecomposeItemNum[1]: 0
    DecomposeItemNum[2]: 0
    DecomposeItemNum[3]: 0
    DecomposeItemNum[4]: 0
    DecomposeItemNum[5]: 0
    DecomposeItemNum[6]: 0
    DecomposeItemNum[7]: 0
    DecomposeItemNum[8]: 0
    DecomposeItemNum[9]: 0
    DecomposeItemNum[10]: 0
    DecomposeRate[0]: 0
    DecomposeRate[1]: 0
    DecomposeRate[2]: 0
    DecomposeRate[3]: 0
    DecomposeRate[4]: 0
    DecomposeRate[5]: 0
    DecomposeRate[6]: 0
    DecomposeRate[7]: 0
    DecomposeRate[8]: 0
    DecomposeRate[9]: 0
    DecomposeRate[10]: 0
    ==========================================================
    objDb->ITEM->ITEMBASE
    ==========================================================
    IB_Rare: 2
    IB_ContentID: 0
    IB_LiveTimeType: 0
    IB_LiveTime: 0
    IB_MaxHeap: 1
    IB_BuyUnit: 10
    IB_BodyMaxCount: 0
    IB_OnDestroyScript:
    IB_OnFightAddExp:
    IB_UseCount: 0
    ==========================================================
    objDb->ITEM->ITEMBASE->LIMIT
    ==========================================================
    IBL_Job: -1
    IBL_Race: -1
    IBL_Sex: -1
    IBL_Level: 1
    IBL_STR: 0
    IBL_VIT: 0
    IBL_FOC: 0
    IBL_INT: 0
    IBL_SUR: 0
    ==========================================================
    objDb->ITEM->UseInfo
    ==========================================================
    UseTarget: 0
    UseOnItemSub: 0
    UseType: 2
    CastingTime: 0
    CheckUseScript:
    UseScript:
    UseOKScript:
    UseAskScript:
    IncMagic_Onuse: 0
    IncMagicLV: 0
    UseOnItemEffect: 0
    MinChangeRate: 0
    MaxChangeRate: 0
    RefQuestID: 0
    upMinLv: 0
    upMaxLv: 0
    RarityUp: 0
    LvUpNum: 0
    Bounling_MinRare: 0
    Bounling_MaxRare: 0
    ColorID: -1
    EffectID: 0
    WeaponLv: 0
    ClientUseAskIdx: 0
    RelateQuestID: 0
    ==========================================================
    objDb->ITEM->SubItem
    ==========================================================
    SubType: 0
    SubGroup: 0
    ConsumeType: 0
    StorageCount: 0
    BuildSpace: 0
    ForceUpgrade: 0
    UpgradeValue: 0
    FurnitureExtendX: 0.000000
    FurnitureExtendY: 0.000000
    FurnitureExtendZ: 0.000000
    StorageType: 0
    CatalystAbility: 0
    FurnitureFunc: 0
    ApartmentTypeNPC: 0
    ContrastNPC: 0
    DragonModelSize: 0
    DraSpirit: 0
    PetSkillID: 0
    SkillTP: 0
    LearnProb: 0
    EggBanRare: 0
    EnhanceRate: 0
    ==========================================================
    objDb->ITEM->DragonPet
    ==========================================================
    DN_Type: 0
    RequiredNestLvl: 2
    EnvironmentDelta: 0
    PlaceGUID: 0
    ==========================================================
    objDb->ITEM->FriendGiftPart
    ==========================================================
    Friendliness: 0
    ==========================================================
    objDb->ITEM->FurniturePart
    ==========================================================
    FurnitureLUA:
    ConsumeTimes: 0
    ConsumeID: 0
    ConsumeCount: 0
    AddFrequency: 0
    HomeOwner: 0
    UseDestroy: 0
    ==========================================================
    objDb->ITEM->ItemCatalytic
    ==========================================================
    ScoreMin: 0
    ScoreMax: 0
    MainCAbility: 0
    ==========================================================
    objDb->ITEM->RecipeBase
    ==========================================================
    ProduceSkill: 0
    ProduceSkillLV: 0
    ProduceTime: 0
    DisableCatalytic: 0
    AutoGet: 0
    ==========================================================
    objDb->ITEM->TitleItem
    ==========================================================
    TitleItemType: 0
    Upgrade2: 0.000000
    Upgrade3: 0.000000
    RedRate: 0.000000
    YellowRate: 0.000000
    GreenRate: 0.000000
    PurpleRate: 0.000000
    ==========================================================
    objDb->ITEM->MajorSkillBookPart
    ==========================================================
    MajorSkillID: 0
    ==========================================================
    objDb->ITEM->ItemDrop
    ==========================================================
    DropRuleMinLv: 0
    DropRuleMaxLv: 0
    DropRuleReqMember: 0
    DropRuleMode: -1
    BaseDropRecipe: 0
    CancelCalRecipe: 0
    ==========================================================
    objDb->ITEM->DiscountItem
    ==========================================================
    DiscountType: 0
    DiscountValue: 1
    DiscountValue2: 0
    DiscountValue3: 0
    ==========================================================
    objDb->ITEM->Incubate
    ==========================================================
    IncubateExp: 0
    ==========================================================


    Regards,
    Elssair.



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