Hello Guys ! I test some pservers and if i want to trade an item from my first account to my second but i cant, cauze theyre non-tradeable.. Now I will show you how to trade the non-tradeable Items ! But dont forget, i wouldnt trade the non-tradeable Items to other players, because if they are know its non-tradeable and you can trade its a bit confused and they could write to the Server's Staff.
Ok lets start
What you will need :
-Shaiya Data File Tool by LilProHacker ( -pserver-development/1665833-lilprohackers-data-file-tool.html)
-shStudio by Castor ( -pserver-development/1063024-release-shstudio-multi-purposes-editor.html) -> read the tutorial how to set it up right
1.) Open Shaiya Data File Tool (DFT) - > File -> Open and redirect to you Shaiya Client you want to edit and klick on the data.sah
2.) Now you have you Data folder open and you go to the folder named "Item"
3.) Here you will found the file "Item.SData" -> right-click -> extract -> and save it.
4.) Now you open shStudio and open the Item.SData you have extract.
5.) On the top you can choose different categories. If you want to make an accessorie tradeable, click on accessories and search your Item.
6.) doubleclick on it and a window for editing the Item will open. If you would change in example the atributes it will be only optical in your client. it wont really work because its not in the Database. So.. there will be a little box with the info "Tradable" Only make a tick and save.
7.) Go back to your DFT and rightclick on Item.SData -> Import -> and choose the Item.SData you just save.
You can also change the level of a lapis, for example to link it in lower gear. Make the same steps above from 1.) to 5.) and when you open the window to change the Item, change the min level field to 0 save it and import to your client (look step 7.)
We have been doing a lot since we took over Shaiya 6 months ago, such as sorting the client freezes, server stability, dozens of community requests or bug-fixing, more than ten content updates, including new maps, Read more
- Fixed an issue with spears not having the correct range.
- Raid leaders can now set one fixer per raid tab, this fixer will only have access to move players in the same raid tab. Moving the fixer outside of its tab will remove the role.
- Cape emblems are now Guild Emblems and can only be set by Guild Leaders. All members of the guild will have the same emblem design when they equip capes.
- Raid buffs that last 30 minutes will now remain after death. So you don't have to waste time rebuffing and crying.
- Spirit Surge is now a raid buff.
A spectral equine guardian with a demonic skull engulfed in eternal flames. Witness the fiery breath of the underworld as leaves dance beneath its hooves, embodying a demonic protector of the forest realms.
- Fixed disguise going bananas on players with body swap.
- Players will now get, on death, a list of the damage received since last full heal (no, you won't get a damage done list).
- Fixed ele icons on equipped items.
- Fixed quest zones not showing in map for quests that have hidden results.
- Fixed an issue that hid the death message when the killer was not in sight. You will now get either a backup name or the default death message.
- Fixed timed reward not showing sometimes.
- Players will now be able to use /shuffle command just like /auto but only in selected maps enabled by staff.
- Added a test +1 event on the following zones and schedules:
-- Monday (19 to 21hs), Proelium Frontier
-- Wednesday (19 to 21hs), Cantabilian
-- Sunday (18 to 20hs), The Mists
Our dear Cupid, the messenger of love, has been the target of unknown forces, an evil plan to destroy love almost succeeds in taking him out for good. He is now weak and unable to perform his tasks, but at least he is alive.
- Fixed warehouse sorting for dev client.
- Now when moving items to warehouse with right click, it will move it to the current tab if possible.
- Changed default key binds to switch to different skill bars to control + number, per request.
- Fixed several UI interactions that I've found annoying.
- Luminous Brigand has been removed. Quest involved in kill him will now require to kill Dios Exiel instead.
- New passive Relic Skill for Priest and Oracle that triggers a defensive buff to protect the user against lures when a lure expires or is dispelled. Has 60% chance to avoid being lured and lasts 2 seconds. 12s CD. (test stage)
- Available warehouse space expanded from 240 to 600 slots.
- Added a text field to warehouse to filter items by name, making it easier to find your noods.
- Fixed warehouse sorting function that was sometimes saying there was no more free slots.
- Added ability to lock warehouse bags from sorting (left control + mouse click) (same with inventory).
- Fixed inventory so you can drag and drop items around while warehouse is open (except to floor).
- Item info linking is now also possible in guild and whisper chats.
- Temp FC players are now allowed to take and complete quests from their original faction.
- Fixed chat so emotes from blocked players are not shown.
- Inventory can now be open when auction board is active.
- New settings to modify duration and speed of floating damage numbers.
- Waypoints can now be saved in dungeons except boss dungeons. List expanded to 10 saved locations.
- Skill Dispel: removed the 250 millisecond CD.
Note: warehouse expansion is a big change, I'll be monitoring it just in case something fails, but I've tested it a lot and found no issues. Just in case, I've saved an extra backup before updating.
Scouts have already found that our beloved Goddesses, once paragons of purity, have fallen prey to his corrupting influence. Veins once coursing with benevolence now carry the twisted essence of their captors, thus turning them against their own followers.
A small dungeon has been added to the Winters of Realms where you will find the Grinch and his minions.
Few new quests got included in this place to let you follow up on the Grinch plans.
A new boss mechanic is introduced where players from each faction will have to help each other in order to finish off the evil lurking within the Goddesses.
Along with their normal drops, Goddesses will also reward one player of each raid with access to a secret room within the dungeon, where they will find some extra rewards.
The dungeon also has a second floor, only accessible when both Goddesses are freed.
Ride into the realm of legends on the back of the Longma, a majestic fusion of dragon and horse. With scales glistening like precious gems and the fiery spirit of a mythical beast, this mount embodies the harmonious union of strength and grace, serving as a symbol of unparalleled power and fortune.
And if that is not enough, feel free to acquire your own personal companion and protector, Minna, a fierce guardian dog that will accompany you everywhere, biting the butt off your enemies.
Hack & Slash Shaiya Client is a private Shaiya client modded so that you can level up faster than you would on a original server, giving you the possibility to get in the action and play PVP without spending long hours to raise your character, also gaining powerful weapons and armor easier.
Shaiya Multi-Client is developed by mploded.com. The most popular version of this product among our users is 5.0. The name of the program executable file is multi-client.exe. The product will soon be reviewed by our informers.
Or is it more like using TCP where the Client requests that the server move the player. The server receives the request, moves the player and sends back to the client that the player is now at position xyz?
A lot of games use UDP for movement related activities--so, like, when you are walking, chances are, a bunch of UDP requests are being sent. The server still ultimately controls whether that's valid, but you don't necessarily care whether every single packet gets to the server. This is why a lot of game clients also use some kind of prediction mechanism.
In terms of your second mention, yes, it's very common for all control to be managed by the server. You don't want clients to be broadcasting anything to the server; you should do error and input handling server side to prevent people from hacking. You might also limit input per second.
The client should only send in requests for movements etc and the server needs to sanity check the requests to make sure that they don't violate the game rules. The server should only send data back that the client absolutely needs - you can't rely on the client to get a chunk of world data and just filter out everything that the player can't currently observe. Someone will get hold of the extra information and exploit it.
If the game needs to be 'real-time' then the client needs to assume that the server will allow the movement requests and update the display accordingly - and roll-back the movement if the server corrects it later. Under most conditions the client and server will agree and everything will flow smoothly. They won't agree when the client is attempting to cheat (which is their fault anyway) - or the client is lagging badly due to a poor connection (not much you can do about that).
I don't know any details other than observations as a player, but most game most definitely do not wait for a server reply to move a character, that would kill the user experience unless it was turn-based. What looks like happens is the movement is done client-side and sent to the server which then sends those messages to other players. At least in WoW, if a player is lagging you may see them still moving forward then magically appear at another location later, which says to me that the client receives more than location data, but also that they are moving and the direction they were moving and then extrapolates the movement in absence of further data.
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