This info can help
item code has 8 bits in hexa 12345678.
bits 678 correspond to ITEM ID. FROM 001 to DCB ITEM ID = 0 or ITEM ID>DCB will give you an error, an invisible item that you cant remove from inventory. (use extornia's list to transform item index from dec to hexa)
bits 45 correspond to UPGRADE from 00 to 1F. Values > 1F will give you an "abnormal item" you can sell these in npc description for item says "Oops this is an abnormal item!" In this case 00 to 1F give us 30 different values Pair values give us normal items (00 = +0 , 02 = +1) impair values give us Bind to account items (01 = +0 bind, 02 =+1 bind), This has a side effect in opt value, if the item is bind, the last slot of the item will be extended.
bits 123 correspond to item serial, bit 1 seems to do nothing and it can have only 2 values (0 or 1) >1 gives us numbers > int (MSSQL) default capacity
If bit 3 is pair item is normal, if it is impair item is "bind when equip"
If bit 2 is pair item is normal, if it is impair will be an "especial inventory item" and will dissapear after relog
so when you execute per example exec up_AddMyCashItemByItem query in item field u must create (per example in windows calculator) the item code in hexa and convert it to Dec to be used as a parameter of that query.
The same thig comes whit the option of the item it has 8 hexa bits.
12345678.
Bit 1 define the amount of slot that the item will have. Max value is 4, higher values will give you 0 slots.
Bit 2 defines the value of the 4th slot, can be only 1~F
The six last bits defines 3 propertys of the item, i explan it below.
Whit 2 bits combined you can get a property to the item. Craft or slot.
per example Bits 78
if bit 7 = 0, with any value for bit 8, the property will be empty.
if bit 7 = 1~7, The property will be an slot property. The property depends on bit 8. The value of it and the quantity of slot that it will fill (1~3) depends on bit 8.
values will vary depending on whether the item is bind (extended) or not
Suits:
X1-->HP
X2-->DEF
X3-->DEF RATE
X4-->MP
X5-->HP AUTO HEAL
X6-->2 Slot ITEM DROP
X7-->SKILL EXP
X8-->SWORD AMP
X9-->MAGIC AMP
XA-->ALL ATTACK UP
XB-->MP AUTO HEAL
XC-->MAX CRIT RATE
XD-->ALZ DROP AMOUNT
XE-->FLEE RATE
XF-->ALL SKILL AMP
Helm:
X1-->MP
X2-->DEF
X3-->DEF RATE
X4-->CRIT DMG
X5-->CRIT RATE
X6-->2SLOT DROP
X7-->SKILL EXP
X8-->SWORD SKILL AMP
X9-->MAGIC SKILL AMP
XA-->ALL ATTACK UP
XB-->MAX HP STEAL
XC-->MAX MP STEAL
XD-->ALZ DROP AMMOUNT
XE-->1 SLOT ITEM DROP
XF-->ALL SKILL AMP
Gloves:
X1-->DEF
X2-->ATT RATE
X3-->DEF RATE
X4-->ATTACK
X5-->HP AUTO HEAL
X6-->2 SLOT ITEM DROP
X7-->SKILL EXP
X8-->SWORD SKILL AMP
X9-->MAGIC SKILL AMP
XA-->ALL ATTACK UP
XB-->MP AUTO HEAL
XC-->MAX CRIT RATE
XD-->HP STEAL
XE-->MP STEAL
XF-->ALL SKILL AMP
Boots:
X1-->DEF
X2-->DEF RATE
X3-->HP
X4-->MP
X5-->HP AUTO HEAL
X6-->2 SLOT ITEM DROP
X7-->SKILL EXP
X8-->SWORD SKILL AMP
X9-->MAGIC SKILL AMP
XA-->ALL ATTACK UP
XB-->MP AUTO HEAL
XC-->MAX HP STEAL
XD-->ALZ DROP AMMOUNT
XE-->FLEE RATE
XF-->ALL SKILL AMP
Weapon:
X1-->ATTACK
X2-->MATTACK
X3-->ATTRATE
X4-->CRIT DMG
X5-->CRIT RATE
X6-->2 SLOT ITEM DROP
X7-->SKILL EXP
X8-->SWORD SKILL AMP
X9-->MAGIC SKILL AMP
XA-->ALL ATTACK UP
XB-->MIN DMG
XC-->ADD DMG
XD-->ALZ DROP
XE-->1 SLOT DROP
XF-->ALL SKILL AMP UP
X = 0, no effect like i said before.
X = 1 or X = 5 Item will have the value of 1 slot filled and the property will fill only 1 slot.
X = 2 or X = 6 Item will have the value of 2 slot filled and the property will fill 2 slots.
X = 3 or X = 7 Item will have the value of 3 slot filled and the property will fill 3 slots.
X = 4 Item will have an abnormal value (-1 for bind, 0 for not bind) and will fill 0 slots.
Remember in a not bind item helm per example, 25 will give you 2 slots of crit dmg = 20%, if the item is bind it will have 24%, and remember 3 filled slots of crit dmg has a maximum of 25%.
You can also use one or more of the three propertys (pairs of last bits) to create a craft option, the same way, lets continue whit bits 78 per example, (its only an example you could use bits 56 or 34 to)
To have a craft effect, bit 7 must be 7~F, and bit 8 1~F
Bit 8 define the craft tipe and bit 7 define the craft value.
Values of bit 7: if bit 7 = 8 will give us a negative abnormal value. If bit 7 = 9~B item will have a green name, If Bit 7 = C~F will have a purple name. Value = D is max craft you can obtain from professional craft, and Value = F is the max drop craft value you can get.
About craft tipe definied by bit 8:
Boots:
1-->guard/protective (def)
2-->guard/protective (def rate)
3-->will/Convictional (HP)
4-->will/Convictional (MP)
5-->Restoration/Anabiotic (HP)
6-->Luck/Miraculous(2 item drop)
7-->Adept/Skilled
8-->AMP (SSA)
9-->AMP (MSA)
A-->Destruction/Destructive (All Attack UP)
B-->Restoration/Anabiotic (MP)
C-->Absorption/Bloodsucking (MAX HP STEAL)
D-->Luck/Miraculous(ALZ)
E-->guard/protective(Flee rate)
F-->AMP (All Skill Amp)
helm:
1-->will/Convictional (MP)
2-->guard/protective (def)
3-->guard/protective (def rate)
4-->Death blow/fatal (Crit DMG)
5-->Death blow/fatal (Crit rate)
6-->Luck/Miraculous(2 item drop)
7-->Adept/Skilled
8-->AMP (SSA)
9-->AMP (MSA)
A-->Destruction/Destructive (All Attack UP)
B-->Absorption/Bloodsucking (MAX HP STEAL)
C-->Absorption/Bloodsucking (MAX MP STEAL)
D-->Luck/Miraculous(ALZ)
E-->Luck/Miraculous(1 item drop)
F-->AMP (All Skill Amp)
weapon:
1-->Destruction/Destructive(Attack)
2-->Destruction/Destructive(Magic)
3-->Destruction/Destructive(Att rate)
4-->Death blow/fatal (Crit DMG)
5-->Death blow/fatal (Crit rate)
6-->Luck/Miraculous(2 item drop)
7-->Adept/Skilled
8-->AMP (SSA)
9-->AMP (MSA)
A-->Destruction/Destructive (All Attack UP)
B-->Destruction/Destructive (min dmg)
C-->Destruction/Destructive (add dmg)
D-->Luck/Miraculous(ALZ)
E-->Luck/Miraculous(1 item drop)
F-->AMP (All Skill Amp)
Suits:
1-->will/Convictional (HP)
2-->guard/protective (def)
3-->guard/protective (def rate)
4-->will/Convictional (MP)
5-->Restoration/Anabiotic (HP)
6-->Luck/Miraculous(2 item drop)
7-->Adept/Skilled
8-->AMP (SSA)
9-->AMP (MSA)
A-->Destruction/Destructive (All Attack UP)
B-->Restoration/Anabiotic (MP)
C-->Death Blow/fatal (MAX CRIT RATE)
D-->Luck/Miraculous(ALZ)
E-->guard/protective(Flee rate)
F-->AMP (All Skill Amp)
Gloves:
1-->guard/protective (def)
2-->Destruction/Destructive(att rate)
3-->guard/protective (def rate)
4-->Destruction/Destructive(attack)
5-->Restoration/Anabiotic (HP)
6-->Luck/Miraculous(2 item drop)
7-->Adept/Skilled
8-->AMP (SSA)
9-->AMP (MSA)
A-->Destruction/Destructive (All Attack UP)
B-->Restoration/Anabiotic (MP)
C-->Death Blow/Fatal (MAX CRIT RATE)
D-->Absorption/Bloodsucking (HP STEAL)
E-->Absorption/Bloodsucking (MP STEAL)
F-->AMP (All Skill Amp)
NOTE: you can also use the 3 propertys to have the effect of 3 slots in each one and the bit number 2 to have an extra effect, so you can have a maximum of 10 slot filled but you will see only 4 slots. (You can also have the values and 0 slots if you put a zero in bit 1)
Here is an example of a query for a +15 forcium orb whit 3 slots (extended) max craft and real max upgrade from slot.
The obvious part is that u may have to convert from hexa to dec, and put it in the ints values,
USE [CabalCash]
GO
DECLARE @return_value int
EXEC @return_value = [dbo].[up_AddMyCashItemByItem]
@UserNum = 4,
@TranNo = 1,
@ServerIdx = 1,
@ItemIdx = 127001,
@ItemOpt = 821302628,
@DurationIdx = 0
SELECT 'Return Value' = @return_value
GO
And here the result:
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