Sadly, TQ isn't creative enough to come up with a new encryption. They just reused an old one:
Deet is what you use to get rid of mosquitoes.. my bad!
Anyway. If you want to make your own edits, you'll need rename your itemtype.dat as 'monster.dat'. Here's a copy of my little lecture on editing the new itemtype:
Howaboutno, on 4331's new itemtype.dat
We edit itemtype.dat to show Ref/Super/Fix etc. we can do this because these items have different fixed stats, and .dds pictures associated with them.
Allow me to dissect an example from the new itemtype.dat in patch 4331:
133305 DeerskinCoat 40 0 15 0 0 35 0 0 0 0 780 0 0 0 15 0 0 0 0 3599 3599 0 0 0 0 0 0 0 9 1 1000 0 0 0 0 Archer`sCoat None
133306 DeerskinCoat 40 0 15 0 0 35 0 0 0 0 780 0 0 0 17 0 0 0 0 3599 3599 0 0 0 0 0 0 0 10 1 1000 0 0 0 0 Archer`sCoat None
133405 DeerskinCoat 40 0 15 0 0 35 0 0 0 0 780 0 0 0 15 0 0 0 0 3599 3599 0 0 0 0 0 0 0 9 1 1000 0 0 0 0 Archer`sCoat None
133406 DeerskinCoat 40 0 15 0 0 35 0 0 0 0 780 0 0 0 17 0 0 0 0 3599 3599 0 0 0 0 0 0 0 10 1 1000 0 0 0 0 Archer`sCoat None
The first number '1bbXqY' defines the object. For example, 133406 above.
The
1 represents an item that is worn, but is not a weapon or a shield. Basically an armor.. other options are
4, for 1h weapons,
5 for 2h, and
9 for shield. Non-equip items have their own numbers as well.
bb tells us kind of armor it is. All regular archer armors are '33' regular tao armors '34'. 120 armors have their own number.. and all 120 headgear are '12'.
1
12949 UltimateCap 190 0
120 0
1
12983 MagicCoronet 15 0
120 0
I beleive this number tells the system what items can be combined.
In armors,
X represtents the color.
In the above examples, when X is 3, the color is orange. If X is 4, the colour is teal.
q always represents the level of the item. In this case, 0 represents lvl 15, but 0 can represent any level depending on the item.
133305 DeerskinCoat 40 0 15 0 0
(In weapons
X also represents the level, because there is a new weapon every 5 levels for most classes. 421143, for example, is a lvl 75 backsword)
421
143 LightBacksword 190 0
75 0
421
043 LunarBacksword 190 0
25 0
(There is a 50 lvl difference. With a new weapon every 5 levels, you divide 50/5 and get 10.. 4 + 10 = 14)
(In the case where a weapon skips levels.. for example, there is no lvl 30 Backsword, the numeration skips as well.. there is no item #421053)
Y represents the quality. Possible Qualities are as follows:
Y = 3 GradeC (Low quality normal gear)
Y = 4 GradeB (Mid quality normal gear)
Y = 5 GradeA (High quality normal gear)
Y = 6 Refined
Y = 7 Unique
Y = 8 Elite
Y = 9 Super
Y =0 Fixed
There is a slight difference in quality between regular gears. Usually it is fairly negligible.
130523 BreastPlate 11 0 32 0 0 0 0 0 0 0 1675 0 0 0
27 0
130524 BreastPlate 11 0 32 0 0 0 0 0 0 0 1675 0 0 0
28 0
A defensive bonus of 1... Whoopdeedoo.
Soooo... putting it all together...
133305 DeerskinCoat 40 0 15 0 0 35 0 0 0 0 780 0 0 0 15 0 0 0 0 3599 3599 0 0 0 0 0 0 0 9 1 1000 0 0 0 0 Archer`sCoat None
This is an archer armor, orange in color, lv 14, GradeA regular.
133406 DeerskinCoat 40 0 15 0 0 35 0 0 0 0 780 0 0 0 17 0 0 0 0 3599 3599 0 0 0 0 0 0 0 10 1 1000 0 0 0 0 Archer`sCoat None
This is an archer armor, teal in color, lvl 15, Refined.
Theoretically, by going like this:
133406
RefDeerskinCoat 40 0 15 0 0 35 0 0 0 0 780 0 0 0 17 0 0 0 0 3599 3599 0 0 0 0 0 0 0 10 1 1000 0 0 0 0 Archer`sCoat None
It will now show up on screen as 'RefDeersekinCoat'
Unfortunately, as none of these numbers represents +1s, there is nothing we can do to predict them.
(Please correct me if I'm wrong anywhere! )