I have seen a lot of rdb struct
but in different topics so i started this topic to collect all of them
to help ppl that want to make a rdb tool or anything else
and for all of the ppl how have rdb struct in there pc please share it with us
struct posted by sadkingbilly
SummonResource (db_creature.rdb)
Code:
u32 id; u32 model_id; u32 name_id; u32 type; u32 magic_type; u8 rate; u32 stat_id; float size; float scale; float target_fx_size; u32 standard_walk_speed; u32 standard_run_speed; u32 riding_speed; u32 run_speed; u8 is_riding_only; u32 riding_motion_type; u32 attack_range_read; u32 walk_type; u32 slant_type; u32 material; u32 weapon_type; u32 attack_motion_speed; u32 form; u32 evolve_target; i32 camera_x [hidden]; i32 camera_y [hidden]; i32 camera_z [hidden]; float target_x [hidden]; float target_y [hidden]; float target_z [hidden]; str model[len=0x100]; u32 motion_file_id; u32 face_id; str face_file_name[len=0x100]; u32 card_id; str illust_file_name[len=0x100]; u32 text_feature_id; str stuff5[len=52, hidden];
StatResource (db_basicstat.rdb)
Code:
u16 index; u16 id; u16 str; u16 vit; u16 dex; u16 agi; u16 men; u16 luk;
ItemResource (db_item.rdb)
Code:
u32 id; u32 name_id; i32 type; i32 group; i32 class; i32 set_id; i32 set_part_flag; i8 grade; i32 rank; i32 level; i32 enhance; i32 socket; i32 status_flag; i8 job_depth; i32 use_min_level; i32 use_max_level; i32 target_min_level; i32 target_max_level; i32 range_read; float weight; i32 price; i32 huntaholic_point; i32 ethereal_durability; i32 endurance; i32 wear_type; bitfield (2) { i8 limit_fighter[frombit = 10, tobit = 10];//0000010000011100 i8 limit_hunter[frombit = 11, tobit = 11]; i8 limit_magician[frombit = 12, tobit = 12]; //0001000000011100 i8 limit_summoner[frombit = 13, tobit = 13];//0010000000000100 i8 limit_deva[frombit = 2, tobit = 2]; i8 limit_asura[frombit = 3, tobit = 3]; i8 limit_gaia[frombit = 4, tobit = 4]; } i16 limits_remainder; u32 item_use_flag; i32 item_use_flag_COPY; i32 material; i32 summon_id; i32 throw_range; i16 base_type_0; i16 base_type_1; i16 base_type_2; i16 base_type_3; double opt_var1_0; double opt_var1_1; double opt_var1_2; double opt_var1_3; double opt_var2_0; double opt_var2_1; double opt_var2_2; double opt_var2_3; i16 opt_type_0; i16 opt_type_1; i16 opt_type_2; i16 opt_type_3; double base_var1_0; double base_var2_0; double base_var1_1; double base_var2_1; double base_var1_2; double base_var2_2; double base_var1_3; double base_var2_3; i32 effect_id; i16 enhance_0_id; i16 enhance_1_id; float enhance_0_01; float enhance_0_02; float enhance_0_03; float enhance_0_04; float enhance_1_01; float enhance_1_02; float enhance_1_03; float enhance_1_04; i32 skill_id; i32 state_id; i32 state_level; i32 state_time; i32 cool_time; i16 cool_time_group; i32 available_period; i16 decrease_type; str unk0x3100[len=2]; i32 model_type_dem; i32 model_type_def; i32 model_type_asm; i32 model_type_asf; i32 model_type_gam; i32 model_type_gaf; i8 deco_model_change; str model_00[len=0x100]; str model_01[len=0x100]; str model_02[len=0x100]; str model_03[len=0x100]; str model_04[len=0x100]; str model_05[len=0x100]; str model_06[len=0x100]; str model_07[len=0x100]; str model_08[len=0x100]; str model_09[len=0x100]; str model_10[len=0x100]; str model_11[len=0x100]; str model_12[len=0x100]; str model_13[len=0x100]; str model_14[len=0x100]; str model_15[len=0x100]; str model_16[len=0x100]; str model_17[len=0x100]; str texture_filename[len=0x100]; str drop_type[len=0x100]; str unkCat[len=3]; i32 icon_id; str icon_file_name[len=0x100]; str script_text[len=0x200]; u32 tooltip_id;
WorldLocation ( db_worldlocation(ascii).rdb)
Code:
u32 id; u32 stringId; u32 x; u32 y; u32 preloading_distance; u32 apply_location_name; u32 apply_light; u32 apply_bgm; u32 location_type; u32 fog_application; i32 time_id; i32 weather_id; i32 cloud_ratio; u32 weather_change_time; u32 weather_ratio; u32 sky_start_a; u32 sky_start_r; u32 sky_start_g; u32 sky_start_b; u32 sky_mid_a; u32 sky_mid_r; u32 sky_mid_g; u32 sky_mid_b; u32 sky_end_a; u32 sky_end_r; u32 sky_end_g; u32 sky_end_b; decimal10_3 sky_mid_rate; u32 diffuse_a; u32 diffuse_r; u32 diffuse_g; u32 diffuse_b; u32 ambient_a; u32 ambient_r; u32 ambient_g; u32 ambient_b; u32 specular_a; u32 specular_r; u32 specular_g; u32 specular_b; u32 fog_a; u32 fog_r; u32 fog_g; u32 fog_b; decimal10_3 v_start; decimal10_3 v_end; decimal10_3 h_start; decimal10_3 h_end; u16 fixed_terrain_distance; u32 cloud_a; u32 cloud_r; u32 cloud_g; u32 cloud_b; decimal10_3 land_specular; decimal10_3 character_diffuse; decimal10_3 character_ambient; str sun_texture_file[len=0x100]; str moon_texture_file[len=0x100]; str cloud_texture_file[len=0x100]; u32 bgm1_ID; u32 bgm2_ID; u32 bgm3_ID; u32 bgm1_ratio; u32 bgm2_ratio; u32 bgm3_ratio; u32 environmental_sound1_ID; u32 environmental_sound2_ID; u32 environmental_sound3_ID; u32 environmental_sound4_ID; u32 environmental_sound1_ratio; u32 environmental_sound2_ratio; u32 environmental_sound3_ratio; u32 environmental_sound4_ratio; u32 environmental_sound_reverb; u32 environmental_sound_volume; u8 environmental_sound_equalizer; u32 minimap_ani_file_ID; u32 worldmap_ani_file_ID; u32 zoom_map_type; u32 display_positoin_x; u32 display_positoin_y; u32 zoom_x; u32 offset_x; u32 offset_y; u32 size_x; u32 size_y; u32 blank_resource_ID; u32 blank_a; u32 blank_r; u32 blank_g; u32 blank_b; u32 zoom_minimap; u32 precipitation_min; u32 precipitation_max; float aurora_t; float aurora_a; float aurora_s; float aurora_h;
struct posted by Skamorzo
StringResource (db_string(ascii).rdb)
Code:
u32 code; i32 group_id; str [len=1024] name_id; str [len=1024] value;
struct by me :P ( never posted it)
SkillTreeDisplay (db_skilltreedisplay.rdb)
Code:
i32 job_id; i32 slot_v; i32 skill1_id; i32 skill2_id; i32 skill3_id; i32 skill4_id; i32 skill5_id;
DecomposeResource (db_decompose.rdb)
Code:
i32 id; i32 decompose_type; i32 needed_price; i32 type_value_01; i32 type_value_02; i32 type_value_03; i32 type_value_04; i32 type_value_05; i32 type_value_06; i32 material_type_01; i32 material_value_01; i32 material_type_02; i32 material_value_02; i32 material_type_03; i32 material_value_03; i32 material_type_04; i32 material_value_04; i32 material_type_05; i32 material_value_05;
MixResource (db_combineres.rdb)
Code:
i32 id; i32 mix_type; i32 mix_value_01; i32 mix_value_02; i32 mix_value_03; i32 mix_value_04; i32 mix_value_05; i32 mix_value_06; i32 sub_material_count; i32 main_type_01; i32 main_value_01; i32 main_type_02; i32 main_value_02; i32 main_type_03; i32 main_value_03; i32 main_type_04; i32 main_value_04; i32 main_type_05; i32 main_value_06; i32 sub01_type_01; i32 sub01_type_02; i32 sub01_type_03; i32 sub01_type_04; i32 sub01_type_05; i32 sub01_value_01; i32 sub01_value_02; i32 sub01_value_03; i32 sub01_value_04; i32 sub01_value_05; i32 sub02_type_01; i32 sub02_type_02; i32 sub02_type_03; i32 sub02_type_04; i32 sub02_type_05; i32 sub02_value_01; i32 sub02_value_02; i32 sub02_value_03; i32 sub02_value_04; i32 sub02_value_05; i32 sub03_type_01; i32 sub03_type_02; i32 sub03_type_03; i32 sub03_type_04; i32 sub03_type_05; i32 sub03_value_01; i32 sub03_value_02; i32 sub03_value_03; i32 sub03_value_04; i32 sub03_value_05; i32 sub04_type_01; i32 sub04_type_02; i32 sub04_type_03; i32 sub04_type_04; i32 sub04_type_05; i32 sub04_value_01; i32 sub04_value_02; i32 sub04_value_03; i32 sub04_value_04; i32 sub04_value_05; i32 sub05_type_01; i32 sub05_type_02; i32 sub05_type_03; i32 sub05_type_04; i32 sub05_type_05; i32 sub05_value_01; i32 sub05_value_02; i32 sub05_value_03; i32 sub05_value_04; i32 sub05_value_05; i32 sub06_type_01; i32 sub06_type_02; i32 sub06_type_03; i32 sub06_type_04; i32 sub06_type_05; i32 sub06_value_01; i32 sub06_value_02; i32 sub06_value_03; i32 sub06_value_04; i32 sub06_value_05; i32 sub07_type_01; i32 sub07_type_02; i32 sub07_type_03; i32 sub07_type_04; i32 sub07_type_05; i32 sub07_value_01; i32 sub07_value_02; i32 sub07_value_03; i32 sub07_value_04; i32 sub07_value_05; i32 sub08_type_01; i32 sub08_type_02; i32 sub08_type_03; i32 sub08_type_04; i32 sub08_type_05; i32 sub08_value_01; i32 sub08_value_02; i32 sub08_value_03; i32 sub08_value_04; i32 sub08_value_05; i32 sub09_type_01; i32 sub09_type_02; i32 sub09_type_03; i32 sub09_type_04; i32 sub09_type_05; i32 sub09_value_01; i32 sub09_value_02; i32 sub09_value_03; i32 sub09_value_04; i32 sub09_value_05;
BattleArena (db_battlearena.rdb)
Code:
i32 id; i32 type; i8 team_count; i8 min_member; i8 max_member; i32 objective_point; i32 min_playtime; i32 region_left; i32 region_top; i32 region_right; i32 region_buttom; i32 count_down; i32 battle_duration;
CreatureEnhanche (db_creatureenhanche.rdb)
Code:
i16 creature_enhanche; float stat_amplify; i16 card_durability; i16 slot_amount; i16 jp_addetion;
i will be giving some thanks for my Friend KTS for his help
and for every one who have found some thing wrong with my struct or any other struct posted please post here or pm me
and yes i know it's a useless topic for some but it's usefull for the others
Greats ,
HawasMan