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[INFO]Pet Belt Passives
Discussion on [INFO]Pet Belt Passives within the Rappelz Private Server forum part of the Rappelz category.
09/10/2013, 01:44
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#1
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[INFO]Pet Belt Passives
I worked hard today with one of my trainee gm's (skrillex) on completely mapping the belt passive var fields (var1-20) after about 4+ hours of work we have figured out the following:
Code:
Note: All pet belt-passives are based on % not raw value
e.g. (1.0000 = 100% / 0.1000 = 10% / 0.0100 = 1% / 0.0010 = .1%)
----------------------------
Effect Type: 10042 (stats)
----------------------------
var1 = str
var2 = vit
var3 = agi
var4 = dex
var5 = int
var6 = wis
var7 = luck
----------------------------
Effect Type: 10043 (basic stats)
----------------------------
var1 = p.atk
var2 = p.def
var3 = m.atk
var4 = m.def
var5 = atk.spd
var6 = mov.spd
var7 = p.acc
var8 = m.acc
var9 = eva
var10 = m.res
----------------------------
Effect Type: 10044 (expanded stats)
----------------------------
var2 = hp.rec
var4 = mp.rec
(got to tired to finish up 10044 my eyes burn and I have restarted my client a jillion times today :P)
This post is simply to give other developers some insight into how skills work when attached to items. In the skillresource there is a field "effect_type" who says what kind of skill you are creating, for example type 10044 only boosts the "expanded abilities" stats (e.g. Crit Ratio, HP.Rec etc..)
There are however many many more types of skills which can be created, the list is available in the captainherlock.h (spoiler below)
EF_MISC = 0x0,
EF_PASSIVE_PARAMETER_INCREASE = 0x3,
EF_PASSIVE_PARAMETER_AMPLIFY = 0x4,
EF_PHYSICAL_SINGLE_DAMAGE_T1 = 0x65,
EF_PHYSICAL_MULTIPLE_DAMAGE_T1 = 0x66,
EF_PHYSICAL_SINGLE_DAMAGE_T2 = 0x67,
EF_PHYSICAL_MULTIPLE_DAMAGE_T2 = 0x68,
EF_PHYSICAL_DIRECTIONAL_DAMAGE = 0x69,
EF_PHYSICAL_SINGLE_DAMAGE_T3 = 0x6A,
EF_PHYSICAL_MULTIPLE_DAMAGE_T3 = 0x6B,
EF_PHYSICAL_MULTIPLE_DAMAGE_TRIPLE_ATTACK = 0x6C,
EF_PHYSICAL_SINGLE_REGION_DAMAGE = 0x6F,
EF_PHYSICAL_MULTIPLE_REGION_DAMAGE = 0x70,
EF_PHYSICAL_SPECIAL_REGION_DAMAGE = 0x71,
EF_PHYSICAL_IGNORE_POWER_SHIELD_ATTACK = 0x75,
EF_PHYSICAL_ABSORB_DAMAGE = 0x79,
EF_PHYSICAL_SINGLE_DAMAGE_KNOCK_BACK = 0x83,
EF_PHYSICAL_SINGLE_REGION_DAMAGE_KNOCK_BACK = 0x84,
EF_PHYSICAL_MULTIPLE_DAMAGE_KNOCK_BACK = 0x85,
EF_PHYSICAL_MULTIPLE_REGION_DAMAGE_KNOCK_BACK = 0x86,
EF_PHYSICAL_SINGLE_DAMAGE_WITHOUT_WEAPON_RUSH_KNOC K_BACK = 0x97,
EF_PHYSICAL_SINGLE_DAMAGE_RUSH_KNOCK_BACK = 0x98,
EF_MAGIC_IMPROVED_SINGLE_DAMAGE_T1 = 0xC9,
EF_MAGIC_IMPROVED_SINGLE_REGION_DAMAGE = 0xD3,
EF_MAGIC_SINGLE_DAMAGE_T1 = 0xE7,
EF_MAGIC_MULTIPLE_DAMAGE_T1 = 0xE8,
EF_MAGIC_MULTIPLE_DAMAGE_T1_DEAL_SUMMON_HP = 0xE9,
EF_MAGIC_SINGLE_DAMAGE_DEAD = 0xEA,
EF_MAGIC_SINGLE_ABSORPTION_DAMAGE = 0xEB,
EF_MAGIC_SINGLE_HPRATE_DAMAGE = 0xEC,
EF_MAGIC_SINGLE_MP_HP_DAMAGE = 0xED,
EF_MAGIC_REGION_DAMAGE = 0x105,
EF_MAGIC_SPECIAL_REGION_DAMAGE = 0x106,
EF_MAGIC_MULTIPLE_REGION_DAMAGE = 0x107,
EF_MAGIC_MULTIPLE_SINGLE_HPRATE_DAMAGE = 0x108,
EF_MAGIC_CORPSE_EXPLOSION = 0x109,
EF_MAGIC_CREATURE_SUICIDAL_EXPLOSION = 0x10B,
EF_MAGIC_SINGLE_WORLD_REGION_DAMAGE = 0x10F,
EF_MAGIC_SINGLE_WORLD_REGION_DAMAGE_RECOVERY = 0x110,
EF_MAGIC_SINGLE_WORLD_REGION_DAMAGE_RECOVERY_T2 = 0x111,
EF_ADD_STATE = 0x12D,
EF_ADD_STATE_REGION = 0x12E,
EF_ADD_STATE_WHEN_CASTING_CANCELED = 0x130,
EF_ADD_STATE_WHEN_RACE_IS_FIT = 0x133,
EF_ADD_STATE_308 = 0x134,
EF_ADD_STATE_309 = 0x135,
EF_PHYSICAL_SINGLE_DAMAGE_AND_ADD_STATE = 0x137,
EF_PHYSICAL_MULTIPLE_DAMAGE_AND_ADD_STATE = 0x138,
EF_MAGICAL_SINGLE_DAMAGE_AND_ADD_STATE = 0x141,
EF_MAGICAL_MULTIPLE_DAMAGE_AND_ADD_STATE = 0x142,
EF_AREA_EFFECT_HEAL = 0x161,
EF_TRAP_PHYSICAL_DAMAGE_ADD_STATE = 0x17D,
EF_TRAP_MAGICAL_DAMAGE_ADD_STATE = 0x17E,
EF_TRAP_MAGICAL_CONTINUOUS_DAMAGE_ADD_STATE = 0x180,
EF_REMOVE_BAD_STATE = 0x191,
EF_REMOVE_GOOD_STATE = 0x192,
EF_ADD_HP = 0x1F5,
EF_ADD_MP = 0x1F6,
EF_ADD_SP = 0x1F7,
EF_RESURRECTION = 0x1F8,
EF_ADD_HP_MP = 0x1F9,
EF_ADD_HP_MP_BY_SUMMON_DAMAGE = 0x1FA,
EF_ADD_HP_MP_BY_SUMMON_DEAD = 0x1FB,
EF_ADD_HP_MP_REGION = 0x1FC,
EF_ADD_HP_BY_ITEM = 0x1FD,
EF_ADD_MP_BY_ITEM = 0x1FE,
EF_CORPSE_ABSORB = 0x1FF,
EF_ADD_HP_MP_BY_STEAL_SUMMON_HP_MP = 0x200,
EF_ADD_HP_TARGET_REGION = 0x209,
EF_SUMMON = 0x259,
EF_UNSUMMON = 0x25A,
EF_TAMING = 0x25B,
EF_RECALL_CREATURE_WITH_STATE = 0x25D,
EF_TOGGLE_AURA = 0x2BD,
EF_TOGGLE_DISTRIBUTIVE_AURA = 0x2BE,
EF_ADD_HATE = 0x384,
EF_REDUCE_HATE = 0x387,
EF_ADD_SEQ_STATE = 0x388,
EF_CORPSE_EXPLOSION = 0x3E9,
EF_CREATE_ITEM = 0x2329,
EF_WEAPON_MASTERY = 0x2711,
EF_BATTLE_PARAMTER_INCREASE = 0x2712,
EF_BLOCK_INCREASE = 0x2713,
EF_ATTACK_RANGE_INCREASE = 0x2714,
EF_RESISTANCE_INCREASE = 0x2715,
EF_MAGIC_REGISTANCE_INCREASE = 0x2716,
EF_SPECIALIZE_ARMOR = 0x2717,
EF_BASIC_MASTERY = 0x2718,
EF_EXTENDED_MASTERY = 0x2719,
EF_FIT_ARMOR_MASTERY = 0x271A,
EF_AMPLIFY_BASIC_MASTERY = 0x271B,
EF_MAGIC_TRAINING = 0x271C,
EF_HUNTING_TRAINING = 0x271D,
EF_BOW_TRAINING = 0x271E,
EF_IMPROVE_STAT = 0x271F,
EF_PARAMETER_INCREASE = 0x2725,
EF_PARAMETER_AMPLIFY = 0x2726,
EF_HEALING_AMPLIFY = 0x2727,
EF_SUMMON_PARAMETER_INCREASE = 0x272F,
EF_SUMMON_PARAMETER_AMPLIFY = 0x2730,
EF_CREATURE_ASSIGNMENT_INCREASE = 0x2731,
EF_CREATURE_ACQUIREMENT_INCREASE = 0x2732,
EF_BELT_ON_PARAMETER_INC = 0x2733,
EF_CREATURE_CARD_AMPLIFY_STAT_WHEN_EQUIPPED = 0x273A,
EF_CREATURE_CARD_AMPLIFY_BASIC_STAT_WHEN_EQUIPPED = 0x273B,
EF_CREATURE_CARD_AMPLIFY_EXPAN_STAT_WHEN_EQUIPPED = 0x273C,
EF_CREATURE_CARD_AMPLIFY_HP_MP_WHEN_EQUIPPED = 0x273D,
EF_PHYSICAL_ATTACK = 0x7531,
EF_PHYSICAL_ATTACK_WITH_ABSORB_HP_AND_MP = 0x7532,
EF_PHYSICAL_ATTACK_RUSH = 0x7534,
EF_PHYSICAL_ATTACK_KNOCK_BACK = 0x7536,
EF_PHYSICAL_ATTACK_KNOCK_BACK_REGION = 0x7538,
EF_PHYSICAL_ATTACK_MULTI_STEP_HIT = 0x7539,
EF_PHYSICAL_ATTACK_REGION_AROUND_TARGET = 0x753B,
EF_PHYSICAL_ATTACK_MULTI_STEP_HIT_REGION_AROUND_TA RGET = 0x753C,
EF_PHYSICAL_ATTACK_PARTICULAR_REGION = 0x753D,
EF_PHYSICAL_ATTACK_MULTI_STEP_HIT_PARTICULAR_REGIO N_AROUND_TARGET = 0x753E,
EF_PHYSICAL_ATTACK_MULTI_STEP_HIT_IGNORE_DELAY = 0x7540,
EF_PHYSICAL_ATTACK_MULTI_STEP_HIT_WITH_KNOCK_BACK = 0x7541,
EF_RESURRECTION_ANEW = 0x7725,
EF_REMOVE_STATE_BY_GROUP = 0x7789,
EF_AMPLIFY_WEAPON_MASTERY = 0x7919,
EF_AMPLIFY_EXTENDED_MASTERY = 0x791B,
EF_AMPLIFY_CREATURE_EXP = 0x7D01,
* of course the flag is in native hex, just use to translate the actual effect_type to use in skillresource
p.s.
You can find a complete version of the sframe and captainherlock header files
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09/17/2013, 07:22
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#2
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And var fields set item?
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09/26/2013, 02:26
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#3
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I think it is wrong
var1 = str sample: value = .060 ( %6 )
var2 = next value sample: value = .0100 ( %7 = var1+ or *var2 value )
var3 = vit
var4 = next value
should
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09/26/2013, 15:32
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#4
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Actually I had a feeling that's how it went when I was doing the whole thing, just was too tired to finish it up. Feel free to send me any updated info and I will update this thread.
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