Added MaxStackSize and STW Levels

This commit is contained in:
Asval 2019-05-24 19:31:08 +02:00
parent 8776f2062e
commit 84969dcdf3
4 changed files with 48 additions and 3 deletions

View File

@ -1545,6 +1545,20 @@ namespace FModel
AppendText("found", Color.Black, true);
}
} //ACTION
if (ExtractedFilePath.Contains("Items\\Consumables"))
{
try
{
g.DrawString("Max Stack Size: " + theItem.MaxStackSize, new Font(_pfc.Families[0], 13), new SolidBrush(Color.White), new Point(5, 500));
}
catch (NullReferenceException)
{
AppendText(ThePak.CurrentUsedItem + " ", Color.Red);
AppendText("No ", Color.Black);
AppendText("MaxStackSize ", Color.SteelBlue);
AppendText("found", Color.Black, true);
} //MAX STACK SIZE
}
if (theItem.AmmoData != null && theItem.AmmoData.AssetPathName.Contains("Ammo")) //TO AVOID TRIGGERING CONSUMABLES, NAME SHOULD CONTAIN "AMMO"
{
ItemIcon.GetAmmoData(theItem.AmmoData.AssetPathName, g);
@ -1623,6 +1637,17 @@ namespace FModel
AppendText("AttributeInitCategory ", Color.SteelBlue);
AppendText("found", Color.Black, true);
} //CHARACTER TYPE
try
{
g.DrawString("Power " + theItem.MinLevel + " to " + theItem.MaxLevel, new Font(_pfc.Families[0], 13), new SolidBrush(Color.White), new Point(5, 500));
}
catch (NullReferenceException)
{
AppendText(ThePak.CurrentUsedItem + " ", Color.Red);
AppendText("No ", Color.Black);
AppendText("Level ", Color.SteelBlue);
AppendText("found", Color.Black, true);
} //LEVEL
}
if (specialMode == "stwDefenders")
{
@ -1646,6 +1671,17 @@ namespace FModel
AppendText("NPC.CharacterType.Survivor.Defender ", Color.SteelBlue);
AppendText("found", Color.Black, true);
} //CHARACTER TYPE
try
{
g.DrawString("Power " + theItem.MinLevel + " to " + theItem.MaxLevel, new Font(_pfc.Families[0], 13), new SolidBrush(Color.White), new Point(5, 500));
}
catch (NullReferenceException)
{
AppendText(ThePak.CurrentUsedItem + " ", Color.Red);
AppendText("No ", Color.Black);
AppendText("Level ", Color.SteelBlue);
AppendText("found", Color.Black, true);
} //LEVEL
}
#endregion

View File

@ -34,9 +34,9 @@ namespace FModel
using (BinaryReader reader = new BinaryReader(File.Open(pakPath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite)))
{
reader.BaseStream.Seek(reader.BaseStream.Length - 40 - 160, SeekOrigin.Begin);
uint guid = reader.ReadUInt32();
uint version = reader.ReadUInt32();
return guid.ToString();
return version.ToString();
}
}
}

View File

@ -53,6 +53,15 @@ namespace FModel.Parser.Items
[JsonProperty("AttributeInitKey")]
public AttributeInitKey AttributeInitKey { get; set; }
[JsonProperty("MaxStackSize")]
public long MaxStackSize { get; set; }
[JsonProperty("MinLevel")]
public long MinLevel { get; set; }
[JsonProperty("MaxLevel")]
public long MaxLevel { get; set; }
}
public class GameplayTags

View File

@ -67,7 +67,7 @@ Also if you find this project useful, feel free to give it a :star: thank you :k
8. Load difference between current .PAK files and backup file
9. Load, Extract and Save Assets automatically between current .PAK files and backup file
### What i'm using
- C# bindings for the [Fortnite Asset Parser](https://github.com/SirWaddles/JohnWickParse)
- [Fortnite Asset Parser](https://github.com/SirWaddles/JohnWickParse) - *C# Bind*
- [AutoUpdater.NET](https://github.com/ravibpatel/AutoUpdater.NET)
- [JSON Parser](https://app.quicktype.io/)
- [ScintillaNET](https://www.nuget.org/packages/jacobslusser.ScintillaNET)