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ItemType.dat Values
Discussion on ItemType.dat Values within the Conquer Online 2 forum part of the MMORPGs category.
01/09/2007, 06:21
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#1
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Join Date: Jul 2006
Posts: 97
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Okay, this is in the main discussion because it is not actually a release of anything, but a BIG time saver for anyone wishing to modify the itemtype.dat. The different columns are mapped out. Each column in itemtype.dat (after decrypted) is a row here.
Quote:
A ID
B NAME
C CLASS
D PROF
E LVL
F 0
G RequiredStrength
H RequiredAgility
I 0
J 0
K Tradeable
L ?
M Price
N Usage
O MAX
P MIN
Q DEF
R +Agility
S DODGE
T HEALTH
U MANA
V Dura?
W Dura?
X 0
Y 0
Z 0
AA ArrowEffect
AB 0
AC ?
AD M-Attack
AE M-Defence
AF RANGE?
AG Frequency?
AH 0
AI 0
AJ %
AK #
AL TYPE
AM Description
Dura? = Max Dura 4 digit numbers, both the same 4 digit number, first 2 digits are the dura -1, last 2 digits are either 99 or 98.
99 is fixed, 98 is normal. Correct me if I'm wrong but fixed items don't loose max dura, but normals can loose their max dura.
Range? = it's weird, all kinds of values come up for armours etc., but mainly it's on the weapons that matters...
Frequency? = frequency, usualy 1000=100%, look at 2 hander weapons like poleaxe. Starts at 1000 then goes to 1250, which is slower. Bows start at 1000 then go to 500, which is faster. Also look at dagger. The only one that is screwy is tro armours.
% = has a few items as 1 like shampoo and potion packs, also dances and nightdevil, everything else is 0.
# = has 5 items with values... It's strange, but those are the values that I found in a bit of research with the new currency (for the db and met).
PRICE = Price is BUY from store price. With full durability, it will sell for 1/3rd of the buy price. For all you miners, the selling price of each ore is 1/3rd of the price listed.
Thanks a1blaster
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ANY help on improving this list, is with much appreciation. If this saved you time, spend a second or two with +karma. If not, wait until someone else helps you save time (stupid leecher...)
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01/09/2007, 06:43
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#2
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elite*gold: 20
Join Date: Jun 2005
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If you looked at my old ItemType editor source, you could probably pick out a few more columns from the old binary structure..
Quote:
Public Type item_struct
item_id As Long
item_name(0 To 15) As Byte
profession As Byte
prof_req As Byte
lvl_req As Integer
str_req As Integer
dex_req As Integer
stam_req As Integer '//always zero :S
mana_req As Integer ' //also zero always
unknown1 As Integer '//tradeable
unknown2 As Integer '//Zero on all but SurrenderLt
price As Long
unknown(0 To 3) As Byte '//non-zero on scrolls/skillbooks etc,
max_atk As Integer
min_atk As Integer
defense As Integer
dexterty As Integer
dodge As Integer
health As Integer
magic As Integer
unknown3 As Integer '//max dura
unknown4 As Integer '//max_dura
unknown5 As Integer '//always zero i think?
unknown6 As Integer '//non-zero on all arrows
unknown7 As Integer '//non zero on crafstone(s), goldbullion, redpacket, some chinese name iems.
mag_atk As Integer
mag_def As Integer
range As Integer
frequency As Integer
description(0 To 127) As Byte
End Type
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01/09/2007, 06:45
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#3
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elite*gold: 0
Join Date: Jan 2006
Posts: 3,487
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AG=fequency, usealy 1000=100%, look at 2 hander wepons like poleaxe. Starts at 1000 then goes to 1250, which is slower. Bow starts 1000 then goes to 500, which is faster. Also look at dagger. The only one that is screwy is tro armors.
AF=Range, 1=1hnder,2=2hnder, Bow goes 8 to 25.
V an W= Max Dura 4 digit numbers, both the same 4 digit number, first 2 digits are the dura -1, last 2 digits are either 99 or 98.
99 is fixed, 98 is normal. Corect me if I'm wrong but fixed items don't loose max dura, but normals can loose there max dura.
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01/09/2007, 07:51
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#4
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elite*gold: 0
Join Date: Jul 2006
Posts: 97
Received Thanks: 1
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Ty a1blaster, I added the extra information. And about the range, the reason I put a question mark, is because of all the junk values for armour etc.
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01/09/2007, 15:07
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#5
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elite*gold: 0
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G= Strength required to use wepon.
AC= Only found 2 items. >
722903 RedPacket ... 7 0 0 0 0 0 0 0 0 QuestItem Spring~Festival.~Get~money~from~it
722904 GoldBullion ... 8 0 0 0 0 0 0 0 0 QuestItem Spring~Festival.~Get~money~from~it
L= 0, didn't find any.
Ak= is the CP price, Confirmed today 01/11/07, after having problem reported with my ItemType edits.
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07/23/2013, 10:35
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#6
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elite*gold: 0
Join Date: Apr 2009
Posts: 133
Received Thanks: 96
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This thread has been quiet for quite long, but i would like to know the values in the itemtype.dat file. So far i have:
Quote:
0 ID
1 name
2 profession
3 Proficiency
4 level
5 Gender
6 Str
7 - Range?
8 - Always "0"
9 - Always "0"
10 - either 3, 8, 9, 10 or 11 on normally on quest items
11 - either 1 or 100 on normally on Gifts and food
12 Price
13 - Some kind of ID
14 Damage min
15 Damage max
16 Defence
17 Dex
18 dodge
19 HP
20 MP
21 Durability
22 Durability Max
23 - Always "0"
24 - Always "0"
25 - Always "0"
26 - non-zero on arrows and purification items
27 - non-zero on purification items
28 - non-zero on Stones
29 - 1, 10, 100 or 1000 normally on purification items
30 MagicDamage
31 MagicDefence
32 - tradable?
33 - Attack Speed?
34 - 2 for garments
35 - 2 for garments and 3 on cups
36 - 1 on random items
37 - cpPrice?
38 - cpPrice?
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53 Type
54 Description
55
56
57
58
59 - Equip Slot
60 - Always 500
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Any help would be appreciated.
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07/23/2013, 12:45
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#7
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elite*gold: 83
Join Date: May 2011
Posts: 11,029
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If still needed, it would be better if you created a new topic for that, as you pushed a 5 year thread
#closed
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