Awakening Editor

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Here's a small awakening editor, used to edit/add awakenings to the four base awakening scrolls (Green one, the two pet ones and the blessing).

Maples - Awakening Editor - RaGEZONE Forums


I believe it's kind of self-explanatory on how to use it. There's a right click menu on the second/third list of items, you might wanna check those out.

The program itself is written a bit rushy, not all errors are handled carefully and such, so you'll might encounter some little bugs on the run. But so far, all has been good. You can improve the program yourself, re-release it and do other things with it as I'll include the source.

Okay, so the last thing before you launch this application; you must place these two files in the same directory as the application:
  • randomoption.inc
  • defineAttribute.h
They can both be found in the resource folder of your server files. Not having these files present in the same directory of the application will not make you able to edit them, so make sure they're there.

NOTE: Some awakenings might not work on your server, I'm currently unsure why this occurs.

Download executable: Or View attachment RandomOption Editor Executable.rar
Download source: Or View attachment RandomOption Parser Source.rar

Have fun, leave some comments and hit me up if you got any problems!
 
Nice release dude, finaly someone releases something usefull again.
Maybe something for 'the next version': Maybe a 'help' button for the newbs around here? :)
 
Nice release dude, finaly someone releases something usefull again.
Maybe something for 'the next version': Maybe a 'help' button for the newbs around here? :)

If new people don't know how to edit randomoption.inc it's understandable, but if they can't use this editor then they either must be new to development in general or they aren't even trying.

Nevertheless, good editor, again. If you're making more still, why not combine them into one?
 
Thanks guys.

Making one application with multiple editors in one sounds like a good idea, thanks for that. I'm first finishing & releasing the propGiftbox editor, after that I'm going to see how I'm going to get it structured in one application. I seriously rewrote the propItem parser in this awakening editor, and I had to re-do it recently for the propGiftbox editor as I made a logic error which can lead to missing items. I'll try to get one steady (propItem) parser which I'll use in all programs.
 
Thanks guys.

Making one application with multiple editors in one sounds like a good idea, thanks for that. I'm first finishing & releasing the propGiftbox editor, after that I'm going to see how I'm going to get it structured in one application. I seriously rewrote the propItem parser in this awakening editor, and I had to re-do it recently for the propGiftbox editor as I made a logic error which can lead to missing items. I'll try to get one steady (propItem) parser which I'll use in all programs.
Did you make your editor check if the item is defined :P? Because it can cause crashes/errors if you add something not defined :P
 
Did you make your editor check if the item is defined :P? Because it can cause crashes/errors if you add something not defined :P

It basicly goes like this:

  1. Parse all lines from propItem.txt and convert them into objects
  2. Parse all lines from propItem.txt.txt
  3. Go through each item retrieved from propItem.txt and add the name & description (done through a join on the IDS's)
  4. Return propItem objects with a couple of properties; name/description/II_ definition etc.

With the old propItem loading method (used by this editor), I basicly did a for-loop through all lines in propItem.txt.txt, took an even (like 8) line + the odd (like 9) line and made an object from those two lines, where the even line was the name and the odd line the description. This clearly fails when there is an IDS item defined in the file that has the description on another place and not on the odd line (there is exactly one I believe).

That's why I really need to make one parser instead of three different ones.

Anyways, this editor (also the Collecting Area Item editor) works with the principe of taking items only when there's one found in propItem.txt which has a name and optional description defined. So you can't say II_Blabla and expect the program to crash as the item is excluded. It ain't any good to keep the item (in some sort of temporary storage) cause it'll only cause problems with the server/client.
 
You misunderstood what Jomex said. What you need to do, is go through defineItem.h at some point, to get a list of what's actually defined. That way you can make the program ignore stuff in propItem.txt/Spec_Item.txt and propItem.txt.txt that it didn't find in defineItem.h
 
Oh I see, it was getting late last night. I thought he ment existing items in propItem.txt/Spec_Item.txt, not defineItem.h. Makes sense now, I'll take a look at it soon.
 
how to use ? it is a a chances to get you desire stats in awakening ? i don't comprehend it .. can u explain it .. thank you im a newbie here ..
 
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