Does anyone know where to get a list of Item Random Options?

03/20/2019 04:03 MrStubborn#1
Hello everyone, I was messing around with 9.5.2 files, and while browsing GameServer commands I found this:
Code:
set_item_random_option()
after some searching a found that this function is around from Epic 8, but not much resources about what effects it offer.

I looked in the database but could not find list of effects, all I know that:
130 and 131 are for stone slots in gears.
133 for skills.
96 for effects with fixed value.
97 for effects with percentage values.

but where to find a list of these effects? I could not find any clue.
03/20/2019 04:36 InkDevil#2
Quote:
Originally Posted by MrStubborn View Post
Hello everyone, I was messing around with 9.5.2 files, and while browsing GameServer commands I found this:
Code:
set_item_random_option()
after some searching a found that this function is around from Epic 8, but not much resources about what effects it offer.

I looked in the database but could not find list of effects, all I know that:
130 and 131 are for stone slots in gears.
133 for skills.
96 for effects with fixed value.
97 for effects with percentage values.

but where to find a list of these effects? I could not find any clue.
Hm, I only made a simple tool for creating commands for it.
But it's just in german, sry :/

It's very simple and still has a small bug when switching the Options from Part 1 to 2, but if you want....
[Only registered and activated users can see links. Click Here To Register...]
Added as attachment.

Just select the values you want, then use 'Calc Options' to create the option-value.
If you want to copy the opt-value, just click on the button where it's displayed.
The value itself for percentage already calculates the final one (so if you type in 3 for 3%, it uses 0.03).
That tool was never supposed to come here, so maybe bit confusing for someone xD
03/20/2019 05:14 MrStubborn#3
Quote:
Originally Posted by InkDevil View Post
Hm, I only made a simple tool for creating commands for it.
But it's just in german, sry :/

It's very simple and still has a small bug when switching the Options from Part 1 to 2, but if you want....
[Only registered and activated users can see links. Click Here To Register...]
Added as attachment.

Just select the values you want, then use 'Calc Options' to create the option-value.
If you want to copy the opt-value, just click on the button where it's displayed.
The value itself for percentage already calculates the final one (so if you type in 3 for 3%, it uses 0.03).
That tool was never supposed to come here, so maybe bit confusing for someone xD
Thank you very much, I really appreciate your help, but actually I am making a list of effects, so if you could help me figure out where to extract them?

in the last couple hours I was exploring sql, and figured out that all effects are inside ItemEffectResource, but looks like they are all mixed in that table.

I have created this SQL query which filters only skills:
Code:
SELECT String.value, Effect.id, Effect.effect_id, Effect.effect_type
FROM StringResource AS String, ItemEffectResource AS Effect
WHERE String.code = Effect.tooltip_id AND Effect.effect_id = 203
03/20/2019 05:34 InkDevil#4
Quote:
Originally Posted by MrStubborn View Post
Thank you very much, I really appreciate your help, but actually I am making a list of effects, so if you could help me figure out where to extract them?

in the last couple hours I was exploring sql, and figured out that all effects are inside ItemEffectResource, but looks like they are all mixed in that table.

I have created this SQL query which filters only skills:
Code:
SELECT String.value, Effect.id, Effect.effect_id, Effect.effect_type
FROM StringResource AS String, ItemEffectResource AS Effect
WHERE String.code = Effect.tooltip_id AND Effect.effect_id = 203
opt_type 133 always links to an ItemEffectResource-entry.
If that ItemEffect is a skill-increasement or something else, does not matter.

so according to this syntax
set_item_random_option(item_handle,line, type , option_value, x-var)
I know following types:

96 for fix basic-value-options,
97 for fix additional-value-options,
98 for percentage basic-value options,
99 for percentage additional-value-options.
130 and 131 are for sockets.

for 9.4+ only :
- 140 with option_value 10002 increases the change for an additional hit by X-var percent.
- 141 with option_value 10000 reduces the cooldown by x-var percent
- 142 with option_value 10001 increases the castspeed by x-var percent
- 143 with option_value 10003 reduces debuff-time on your character by x-var percent
- 144 with option_value 10004 increases creature abilities by X-var percent
03/20/2019 05:42 MrStubborn#5
Quote:
Originally Posted by InkDevil View Post
opt_type 133 always links to an ItemEffectResource-entry.
If that ItemEffect is a skill-increasement or something else, does not matter.

opt_type 130 and 131 are for sockets.
96 for fix basic-value-options,
97 for fix additional-value-options,
98 for percentage basic-value options,
99 for percentage additional-value-options.
Does that mean that every thing in ItemEffectResource will only work with 133?
/run set_item_random_option(get_wear_item_handle(0), '1', '133', 'id_here', '0')

if that is true, then where can I find 96, 97, 98 and 99?

and about this:
Code:
SELECT effect_id from ItemEffectResource GROUP BY effect_id
These are the results:
0
46
201
109
3206
26
86
2001
3209
49
3201
38
1
41
3207
4
3205
36
116
39
102
2
117
203
34
40
111
91
10001
37

Do you know what are they? does they effect "set_item_random_option()" function? or all of them will work with 133?
03/20/2019 05:44 InkDevil#6
Quote:
Originally Posted by MrStubborn View Post
Does that mean that every thing in ItemEffectResource will only work with 133?
/run set_item_random_option(get_wear_item_handle(0), '1', '133', 'id_here', '0')

if that is true, then where can I find 96, 97, 98 and 99?

and about this:
Code:
SELECT effect_id from ItemEffectResource GROUP BY effect_id
These are the results:
0
46
201
109
3206
26
86
2001
3209
49
3201
38
1
41
3207
4
3205
36
116
39
102
2
117
203
34
40
111
91
10001
37

Do you know what are they? does they effect "set_item_random_option()" function? or all of them will work with 133?
Random option does not care about the effect-types of the item-effects.
It just links the effect to your item via type 133.
The effect itself can be whatever.

By the way, edited my last post.
03/20/2019 05:54 MrStubborn#7
Quote:
Originally Posted by InkDevil View Post
Random option does not care about the effect-types of the item-effects.
It just links the effect to your item via type 133.
The effect itself can be whatever.

By the way, edited my last post.
So all 133 effects are listed inside ItemEffectResource, what about others?


By the way those did not work:
Quote:
for 9.4+ only :
- 140 with option_value 10002 increases the change for an additional hit by X-var percent.
- 141 with option_value 10000 reduces the cooldown by x-var percent
- 142 with option_value 10001 increases the castspeed by x-var percent
- 143 with option_value 10003 reduces debuff-time on your character by x-var percent
- 144 with option_value 10004 increases creature abilities by X-var percent
Here is the code:
/run set_item_random_option(get_wear_item_handle(0), '1', '140', '10002', '1')

it does not show anything on the weapon.
03/20/2019 06:01 InkDevil#8
Quote:
Originally Posted by MrStubborn View Post
So all 133 effects are listed inside ItemEffectResource, what about others?


By the way those did not work:


Here is the code:
/run set_item_random_option(get_wear_item_handle(0), '1', '140', '10002', '1')

it does not show anything on the weapon.
They work. They're just not displayed, but active ^^

The others (96-99) I have already explained above,
You can also use my tool to create the option_values.
Just some bit-setting :D
03/20/2019 07:57 MrStubborn#9
Quote:
Originally Posted by InkDevil View Post
They work. They're just not displayed, but active ^^

The others (96-99) I have already explained above,
You can also use my tool to create the option_values.
Just some bit-setting :D
You said:
Quote:
96 for fix basic-value-options,
97 for fix additional-value-options,
98 for percentage basic-value options,
99 for percentage additional-value-options.
But where are whose "basic-value-options" and "additional-value-options"?
are they stored in SQL?

=======================================
UPDATE:

After making some SQL queries, I think this is the best one I came with so far:
Code:
SELECT '133' AS 'Type', Effect.id AS 'Value1', '0' AS 'Value2', String.value AS 'Effect'
FROM StringResource AS String, ItemEffectResource AS Effect
WHERE String.code = Effect.tooltip_id
OR to get the GM command directly:
Code:
SELECT '/run set_item_random_option(get_wear_item_handle(0), "1", "133", "' + CAST(Effect.id AS varchar) + '", "0") -- ' + String.value
FROM StringResource AS String, ItemEffectResource AS Effect
WHERE String.code = Effect.tooltip_id
You can save the result to text file so you can search inside it and get the code directly, or use the first query to to get a table, which can be used in application (may be a tool later?!).

But the main question is, where can I get the basic stats ("basic-value-options" and "additional-value-options")?

=======================================
UPDATE:
Someone have sent me this on Private message:
[Only registered and activated users can see links. Click Here To Register...]

I don't know why he didn't post it here, but thanks to him.

Quote:
2^0 = 1 ===> Strength
2^1 = 2 ===> Vitality
2^2 = 4 ===> Agility
2^3 = 8 ===> Dexterity
2^4 = 16 ===> Intelligence
2^5 = 32 ===> Wisdom
2^6 = 64 ===> Luck
2^7 = 128 ===> Physical Attack
2^8 = 256 ===> Magical Attack
2^9 = 512 ===> Physical Defense
2^10 = 1024 ===> Magical Defense
2^11 = 2048 ===> Attack Speed
2^12 = 4096 ===> Cast Speed
2^13 = 8192 ===> Move Speed
2^14 = 16384 ===> Physical Accuracy
2^15 = 32768 ===> Magical Accuracy
2^16 = 65536 ===> Critical Rate
2^17 = 131072 ===> Block Chance
2^18 = 262144 ===> Block Defense
2^19 = 524288 ===> Evasion
2^20 = 1048576 ===> Magic Resist
2^21 = 2097152 ===> Max HP
2^22 = 4194304 ===> Max MP
2^23 = 8388608 ===> Max SP(didn't find any use of this)
2^24 = 16777216 ===> HP Recove
2^25 = 33554432 ===> MP Recove
2^26 = 67108864 ===> SP Recove(didn't find any use of this)
2^27 = 134217728 ===> Weight
2^28 = 268435456 ===> HP Reg Ratio(didn't find any use of this)
2^29 = 536870912 ===> MP Reg Ratio(didn't find any use of this)
Basically 26 different values to use...