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[request] help pls with setitemeffectresource

Discussion on [request] help pls with setitemeffectresource within the Rappelz Private Server forum part of the Rappelz category.

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Exclamation [request] help pls with setitemeffectresource

Good day, everyone
Please help me solve a problem. I added new weapon and armor textures to the game and decided to create a new set for them (like the one with 150–160 items). I added new lines with new stats in the client and in arcadia/setitemeffectresource
and it seems like everything is fine, BUT—there’s always a “but”—
the set isn’t adding stats. Where it shows in green which items should be equipped for the full set, it says “empty string: 0”
I looked everywhere I could to find where this empty string comes from, but couldn’t find it. I only found the lines tooltip_7ranksetitem9601-9615 in db_string, where the old set names (150-160) are displayed, but I couldn’t find where to enter the new names for the new set
I tried using the next number (9616)—it doesn’t work, but the most surprising thing is that if I create a new string with code 0 in db_string, it displays exactly what’s written in the value
Please advise—maybe I’m missing something, or maybe the set needs to be registered somewhere else?
In the item dbp\rdb and setitemeffectresource dbo\rdb, all values for the sets are set on the new items.

Client/Server 6.2

Thanks in advance to everyone.

Translated with DeepL.com (free version)
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Code:
set_id - Unique identifier used by this set (all set items must use this id)
set_part_id - Bit flag value indicating set part (see flag values below)
text_id - stringcode for this set effect name
tooltip_id - string code for this set effect tooltip
base_type_0/1/2 | base_var1_0-2_2 - Unused (Contains basic stat amplifications, like armor p.def+)
opt_type_0/1/2 | opt_var1_0-2_2 - Optional stat amplifications
effect_type - Linked effect (See ItemEffectResource)
Code:
set_part_id	| effect | gear | flags 
-------------------------------------------------------------
61	| void warp buff, stat increase, max_mp/hp	| weapon, armor, helm, boots, gloves	| 1,4,8,16,32
13	| stat increase					| weapon, armor, helm			| 1,4,8
12	| max_mp					| armor, helm				| 4,8 (for test change to 2,16)
5	| max_hp					| weapon, armor				| 1,4


set_part_flag
-------------
1 = weapon
2 = shield
4 = armor
8 = Helm
16 = Gloves
32 = Boots

- each possible effect must have an SetItemEffectResource entry per piece of gear
- each possible effect must have unique set_part_id per entry
- matching set_id will inherit lower set_part_id that contains matching flags (e.g. 61 will inherit 13, 12 and 5 and 13 will inherit 12 and 5 etc)
- set_part_id is sum of equipped set_part_flags
If memory serves opt_type 96 is flat + increase, 98 is % increase

opt_var*_* Flags (You can find these in tools like Grimoire)
Code:
FLAG_STR        = ( 1 << 0 ),	// 힘
FLAG_VIT        = ( 1 << 1 ),	// 체력
FLAG_AGI        = ( 1 << 2 ),	// 민첩
FLAG_DEX        = ( 1 << 3 ),	// 집중
FLAG_INT        = ( 1 << 4 ),	// 지능
FLAG_MEN        = ( 1 << 5 ),	// 정신
FLAG_LUK        = ( 1 << 6 ),
FLAG_ATTACK_POINT      = ( 1 << 7 ),	// 물리 공격력
FLAG_MAGIC_POINT      = ( 1 << 8 ),	// 마법 공격력
FLAG_DEFENCE       = ( 1 << 9 ),		// 물리 방어력
FLAG_MAGIC_DEFENCE      = ( 1 << 10 ),// 마법 방어력
FLAG_ATTACK_SPEED      = ( 1 << 11 ),	// 공격속도
FLAG_CAST_SPEED       = ( 1 << 12 ),	// 시전속도
FLAG_MOVE_SPEED       = ( 1 << 13 ),	// 이동속도
FLAG_ACCURACY       = ( 1 << 14 ),		// 명중
FLAG_MAGIC_ACCURACY      = ( 1 << 15 ),	// 마법명중
FLAG_CRITICAL       = ( 1 << 16 ),
FLAG_BLOCK        = ( 1 << 17 ),
FLAG_BLOCK_DEFENCE      = ( 1 << 18 ),
FLAG_AVOID        = ( 1 << 19 ),			// 회피
FLAG_MAGIC_RESISTANCE     = ( 1 << 20 )	// 마법저항
FLAG_MAX_HP        = ( 1 << 21 ),
FLAG_MAX_MP        = ( 1 << 22 ),
FLAG_MAX_SP        = ( 1 << 23 ),
FLAG_HP_REGEN_ADD      = ( 1 << 24 ),
FLAG_MP_REGEN_ADD      = ( 1 << 25 ),
FLAG_SP_REGEN_ADD      = ( 1 << 26 ),
FLAG_HP_REGEN_RATIO
FLAG_MP_REGEN_RATIO
FLAG_CRITICAL_DAMAGE_BACKUP
FLAG_MAX_WEIGHT
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Quote:
Originally Posted by FractalSmile View Post
Code:
set_id - Unique identifier used by this set (all set items must use this id)
set_part_id - Bit flag value indicating set part (see flag values below)
text_id - stringcode for this set effect name
tooltip_id - string code for this set effect tooltip
base_type_0/1/2 | base_var1_0-2_2 - Unused (Contains basic stat amplifications, like armor p.def+)
opt_type_0/1/2 | opt_var1_0-2_2 - Optional stat amplifications
effect_type - Linked effect (See ItemEffectResource)
Code:
set_part_id	| effect | gear | flags 
-------------------------------------------------------------
61	| void warp buff, stat increase, max_mp/hp	| weapon, armor, helm, boots, gloves	| 1,4,8,16,32
13	| stat increase					| weapon, armor, helm			| 1,4,8
12	| max_mp					| armor, helm				| 4,8 (for test change to 2,16)
5	| max_hp					| weapon, armor				| 1,4


set_part_flag
-------------
1 = weapon
2 = shield
4 = armor
8 = Helm
16 = Gloves
32 = Boots

- each possible effect must have an SetItemEffectResource entry per piece of gear
- each possible effect must have unique set_part_id per entry
- matching set_id will inherit lower set_part_id that contains matching flags (e.g. 61 will inherit 13, 12 and 5 and 13 will inherit 12 and 5 etc)
- set_part_id is sum of equipped set_part_flags
If memory serves opt_type 96 is flat + increase, 98 is % increase

opt_var*_* Flags (You can find these in tools like Grimoire)
Code:
FLAG_STR        = ( 1 << 0 ),	// 힘
FLAG_VIT        = ( 1 << 1 ),	// 체력
FLAG_AGI        = ( 1 << 2 ),	// 민첩
FLAG_DEX        = ( 1 << 3 ),	// 집중
FLAG_INT        = ( 1 << 4 ),	// 지능
FLAG_MEN        = ( 1 << 5 ),	// 정신
FLAG_LUK        = ( 1 << 6 ),
FLAG_ATTACK_POINT      = ( 1 << 7 ),	// 물리 공격력
FLAG_MAGIC_POINT      = ( 1 << 8 ),	// 마법 공격력
FLAG_DEFENCE       = ( 1 << 9 ),		// 물리 방어력
FLAG_MAGIC_DEFENCE      = ( 1 << 10 ),// 마법 방어력
FLAG_ATTACK_SPEED      = ( 1 << 11 ),	// 공격속도
FLAG_CAST_SPEED       = ( 1 << 12 ),	// 시전속도
FLAG_MOVE_SPEED       = ( 1 << 13 ),	// 이동속도
FLAG_ACCURACY       = ( 1 << 14 ),		// 명중
FLAG_MAGIC_ACCURACY      = ( 1 << 15 ),	// 마법명중
FLAG_CRITICAL       = ( 1 << 16 ),
FLAG_BLOCK        = ( 1 << 17 ),
FLAG_BLOCK_DEFENCE      = ( 1 << 18 ),
FLAG_AVOID        = ( 1 << 19 ),			// 회피
FLAG_MAGIC_RESISTANCE     = ( 1 << 20 )	// 마법저항
FLAG_MAX_HP        = ( 1 << 21 ),
FLAG_MAX_MP        = ( 1 << 22 ),
FLAG_MAX_SP        = ( 1 << 23 ),
FLAG_HP_REGEN_ADD      = ( 1 << 24 ),
FLAG_MP_REGEN_ADD      = ( 1 << 25 ),
FLAG_SP_REGEN_ADD      = ( 1 << 26 ),
FLAG_HP_REGEN_RATIO
FLAG_MP_REGEN_RATIO
FLAG_CRITICAL_DAMAGE_BACKUP
FLAG_MAX_WEIGHT
coudnt explain that better, good job!
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