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[Item_Org] [Item_Ext] Column Details

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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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