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Araştırmada 1 sonuç bulundu

  1. Item_Org uInt32 - The Item's ID. Note that if the Item you want to add is an upgradeable item, you have to put it like xxxxxx000, because this Table is a basic table only. Byte 1 - The Item's Type. For example 0 => Dagger. 26 => Sword etc. NOTE: CLIENT SIDE! (Info for the EXT files) Byte 2 - The Item's Name. Byte 3 - The Item's Description. Note that if the Item you wanna add is upgradeable, the Description will count for ALL items that are based on this ID. Byte 4 - The Item's Group. Meaning: Set it to 1 if your desire Item should be Unique (else set it to 0). Byte 5 - This one I'm not sure of, and since I dont want to give wrong Info I will leave it. Byte 6 - Animation of the Item, links to the Item folder. Byte 7 - The Item's Icon. Byte 8 - An Additional Information to uInt32. Used for defining the item's +10 ID. So it's like xxxxxxByte 8 Byte 9 - An Additional Information to uInt32. Used for defining the Item's +1 ID. So it's like xxxxxxByte 9 Byte 10 - The Item's Type. Server Side! (You will find the column under: ItemKind in Database) Byte 11 - Im not sure, but from what I've found out it's 1 for all mage's pauldrons that need master quest. Byte 12 - This one I'm not sure of. Byte 13 - I don't have the slightest clue of this Column. Byte 14 - The Item's required Class, not sure though. Byte 15 - Item's Attack Power at +0. However, I'd strongly recommand setting this value to 0 because it multiplies with the EXT files. Byte 16 - Delay between each 'R' skill. Byte 17 - The basic Fire Damage at +0. But as I said you shouldn't use this value, but the EXT value. Byte 18 - The Item's weight. Byte 19 - The Item's basic Durability. Byte 20 - The Item's Purchasing Price at NPC. Byte 21 - The Item's Selling Price at NPC. Byte 22 - The Item's basic Defense. Byte 23 - Set it to 1 to make it Stackable. ( 0 to disable it) Byte 24 - The Item's Skill ID (Effect1 in Database.) Byte 25 - The Item's Effect. (Effect2 in Database.) Byte 26 - The Item's minimum level for using or equiping. Byte 27 - Not sure but I think the maximum level for using or equiping. Byte 28 - The Item's required Authority. (For example: 1 = King) Byte 29 - This one I'm not sure of. Byte 30 - Item's required Strength. Byte 31 - Item's required Health Points. Byte 32 - Item's required Dexterity. Byte 33 - Item's required Intelligence. Byte 34 - Item's Required Magic Power. Byte 35 - The Item's Selling Group. Has to match with Database to make it work properly. Byte 36 - This one I'm not sure of. Item_Org (6)1 = Not exactly sure what this is (something to do with first digits) (7)2 = Name of Item (6)3 = Number of item located at your Item_org_us.tbl (7)4 = Depends of item class. (6)5 = Elemental glow that item get since (+6). Example in (item_ext_30_us) hell breaker (4) is 12060 , here "12" refer into the ITEM kind.. and "060" to the color of the glow in this case (fire elemental) (6)6 = Not exactly sure what this is for , but I recommend to SET Value 0 (6)7 = Not exactly sure what this is for , but I recommend to SET Value 0 (2)8 = ItemType, value is located at your database table. (3)9 = % of probabilities that item get broke when u try to up it on anvil. (3)10 = 100% this value match directly with the column (3)9 (3)11 = Something to do with rebith (prolly can find it out on deaths guide on rebith) (3)12 = EvasionRate of the item, value is located at your Database (3)13 = Duration of the item from 5000-9500 (3)14 = Value 1 (3)15 = AC(defense) that items carry (like rol : 50 ring of magic : 50 roc : 50) (3)16 = Dagger AC (3)17 = Sword AC (3)18 = Mace AC (3)19 = Axe AC (3)20 = Spear AC (3)21 = Arrow AC (2)22 = Flame Damage,weapon glows fire (2)23 = Glacier Damage, weapon glows ice (2)24 = Lighting Damage, weapon glows lighting (2)25 = Poison Damage, weapon glows poison (2)26 = HP Drain it should work like scorpion schyte HP absorve! (2)27 = MP Damage (2)28 = MP Drain (2)29 = Mirron Damage (2)30 = Since (+7) the item value change from 0 to 1 (3)31 = Str bonus that the item gives (3)32 = Health bonus that the item gives (3)33 = Dextery bonus that the item gives (3)34 = Intelligence bonus that the item gives (3)35 = Magic Power bonus that the item gives (3)36 = Max HP Bonus, this value could be possitive or negative! (either "+100") (3)37 = Max MP Bonus, this value could be possitive or negative! (or "-100") (3)38 = Fire Resistance that the item gives (3)39 = Glacier Resistance that the item gives (3)40 = Lighting Resistance that the item gives (3)41 = Magic Resistance that the item gives (3)42 = Poison Resistance that the item gives (3)43 = Curse Resistance that the item gives (6)44 = EFFECT 1, match somewere in dbo.magic_tables (6)45 = EFFECT 2 , match somewere in dbo.magic_tables (3)46 = something to do with rebith (read more from death's guide) (3)47 = something to do with rebith (read more from death's guide) (3)48 = something to do with rebith (read more from death's guide) (3)49 = Str bonus requirement when item get upgraded, It starts with value 0 in (+1) and it ends with value 36 in (+10) it has arithmetic progression in 4 (3)50 = Health bonus requirement when item get upgraded, It starts with value 0 in (+1) and it ends with value 36 in (+10) it has arithmetic progression in 4 (3)51 = Dextery bonus requirement when item get upgraded, It starts with value 0 in (+1) and it ends with value 36 in (+10) it has arithmetic progression in 4 (3)52 = Intelligence bonus requirement when item get upgraded, It starts with value 0 in (+1) a
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