Junior Spellweaver
- Joined
- Apr 5, 2012
- Messages
- 148
- Reaction score
- 5
Hi! Who can give me Store.dat and Item.dat For Npc Edit
Thanks!
Thanks!
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[filemask="Item.dat"]
struct ItemFile
{
seek(2);
u32 l00;
u32 o00;
u32 c00;
seek(o00+l00+10+2);
u32 l01;
u32 o01;
u32 c01;
seek(o01+l01+10+2);
u32 l02;
u32 o02;
u32 c02;
seek(o02+l02+10+2);
u32 l03;
u32 o03;
u32 c03;
seek(o03+l03+10+2);
u32 l04;
u32 o04;
u32 c04;
seek(o04+l04+10+2);
u32 l05;
u32 o05;
u32 c05;
seek(o05+l05+10+2);
u32 l06;
u32 o06;
u32 c06;
seek(o06+l06+10+2);
u32 l07;
u32 o07;
u32 c07;
seek(o07+l07+10+2);
u32 l08;
u32 o08;
u32 c08;
seek(o08+l08+10+2);
u32 l09;
u32 o09;
u32 c09;
seek(o09+l09+10+2);
u32 l0a;
u32 o0a;
u32 c0a;
seek(o0a+l0a+10+2);
u32 l0b;
u32 o0b;
u32 c0b;
seek(o0b+l0b+10+2);
u32 l0c;
u32 o0c;
u32 c0c;
seek(o0c+l0c+10+2);
u32 l0d;
u32 o0d;
u32 c0d;
seek(o0d+l0d+10+2);
u32 l0e;
u32 o0e;
u32 c0e;
seek(o0e+l0e+10+2);
u32 l0f;
u32 o0f;
u32 c0f;
seek(o0f+l0f+10+2);
u32 l10;
u32 o10;
u32 c10;
seek(o10+l10+10+2);
u32 l11;
u32 o11;
u32 c11;
seek(o11+l11+10+2);
u32 l12;
u32 o12;
u32 c12;
seek(o12+l12+10+2);
u32 l13;
u32 o13;
u32 c13;
seek(o13+l13+10+2);
u32 l14;
u32 o14;
u32 c14;
seek(o14+l14+10+2);
u32 l15;
u32 o15;
u32 c15;
seek(o15+l15+10+2);
u32 l16;
u32 o16;
u32 c16;
seek(o16+l16+10+2);
u32 l17;
u32 o17;
u32 c17;
seek(o17+l17+10+2);
u32 l18;
u32 o18;
u32 c18;
seek(o18+l18+10+2);
u32 l19;
u32 o19;
u32 c19;
seek(o19+l19+10+2);
u32 l1a;
u32 o1a;
u32 c1a;
seek(o1a+l1a+10+2);
u32 l1b;
u32 o1b;
u32 c1b;
seek(o1b+l1b+10+2);
u32 l1c;
u32 o1c;
u32 c1c;
seek(o1c+l1c+10+2);
u32 l1d;
u32 o1d;
u32 c1d;
seek(o1d+l1d+10+2);
u32 l1e;
u32 o1e;
u32 c1e;
seek(o1e+l1e+10+2);
u32 l1f;
u32 o1f;
u32 c1f;
seek(o1f+l1f+10+2);
u32 l20;
u32 o20;
u32 c20;
seek(o20+l20+10+2);
u32 l21;
u32 o21;
u32 c21;
seek(o21+l21+10+2);
u32 l22;
u32 o22;
u32 c22;
seek(o22+l22+10+2);
u32 l23;
u32 o23;
u32 c23;
seek(o23+l23+10+2);
u32 l24;
u32 o24;
u32 c24;
seek(o24+l24+10+2);
u32 l25;
u32 o25;
u32 c25;
seek(o25+l25+10+2);
u32 l26;
u32 o26;
u32 c26;
seek(o26+l26+10+2);
u32 l27;
u32 o27;
u32 c27;
seek(o27+l27+10+2);
u32 l28;
u32 o28;
u32 c28;
seek(o28+l28+10+2);
u32 l29;
u32 o29;
u32 c29;
seek(o29+l29+10+2);
u32 l2a;
u32 o2a;
u32 c2a;
seek(o2a+l2a+10+2);
u32 l2b;
u32 o2b;
u32 c2b;
seek(o2b+l2b+10+2);
u32 l2c;
u32 o2c;
u32 c2c;
seek(o2c+l2c+10+2);
u32 l2d;
u32 o2d;
u32 c2d;
seek(o2d+l2d+10+2);
u32 l2e;
u32 o2e;
u32 c2e;
seek(o2e+l2e+10+2);
u32 l2f;
u32 o2f;
skip (4);
u32 c2f;
local Zero [value=0];
repeat c2f
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset [value=Zero+o2f+22];
u32 c2f1;
repeat c2f1
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset1 [value=Zero+o2f+26];
u32 c2f2;
repeat c2f2
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset2 [value=Zero+o2f+30];
u32 c2f3;
repeat c2f3
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset3 [value=Zero+o2f+34];
u32 c2f4;
repeat c2f4
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset4 [value=Zero+o2f+38];
u32 c2f5;
repeat c2f5
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset5 [value=Zero+o2f+42];
u32 c2f6;
repeat c2f6
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset6 [value=Zero+o2f+46];
u32 c2f7;
repeat c2f7
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset7 [value=Zero+o2f+50];
u32 c2f8;
repeat c2f8
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset8 [value=Zero+o2f+54];
u32 c2f9;
repeat c2f9
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset9 [value=Zero+o2f+58];
u32 c2f10;
repeat c2f10
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset10 [value=Zero+o2f+62];
u32 c2f11;
repeat c2f11
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset11 [value=Zero+o2f+66];
u32 c2f12;
repeat c2f12
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset12 [value=Zero+o2f+70];
u32 c2f13;
repeat c2f13
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset13 [value=Zero+o2f+74];
u32 c2f14;
repeat c2f14
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset14 [value=Zero+o2f+78];
u32 c2f15;
repeat c2f15
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset15 [value=Zero+o2f+82];
u32 c2f16;
repeat c2f16
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset16 [value=Zero+o2f+86];
u32 c2f17;
repeat c2f17
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset17 [value=Zero+o2f+90];
u32 c2f18;
repeat c2f18
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset18 [value=Zero+o2f+94];
u32 c2f19;
repeat c2f19
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset19 [value=Zero+o2f+98];
u32 c2f20;
repeat c2f20
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset20 [value=Zero+o2f+102];
u32 c2f21;
repeat c2f21
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset21 [value=Zero+o2f+106];
u32 c2f22;
repeat c2f22
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset22 [value=Zero+o2f+110];
u32 c2f23;
repeat c2f23
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset23 [value=Zero+o2f+114];
u32 c2f24;
repeat c2f24
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset24 [value=Zero+o2f+118];
u32 c2f25;
repeat c2f25
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset25 [value=Zero+o2f+122];
u32 c2f26;
repeat c2f26
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset26 [value=Zero+o2f+126];
u32 c2f27;
repeat c2f27
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset27 [value=Zero+o2f+134];
skip (4);
u32 c2f28;
repeat c2f28
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset28 [value=Zero+o2f+138];
u32 c2f29;
repeat c2f29
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset29 [value=Zero+o2f+142];
u32 c2f30;
repeat c2f30
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset30 [value=Zero+o2f+146];
u32 c2f31;
repeat c2f31
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset31 [value=Zero+o2f+150];
u32 c2f32;
repeat c2f32
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset32 [value=Zero+o2f+154];
u32 c2f33;
repeat c2f33
{
skip (8);
u32 size;
skip size;
local Zero [value=Zero+size+12];
}
local Offset33 [value=Zero+o2f+158];
u32 c2f34;
seek(o2f+l2f+10+2);
u32 l30;
u32 o30;
u32 c30;
child Tools [group="Face", offset=(o00+18),count=c00];
child Armor [group="Upper", offset=(o01+18),count=c01];
child Armor [group="Lower", offset=(o02+18),count=c02];
child Armor [group="Gauntlet", offset=(o03+18),count=c03];
child Armor [group="Shoes", offset=(o04+18),count=c04];
child Armor [group="Helmet", offset=(o05+18),count=c05];
child Weapon [group="Weapon", offset=(o06+18),count=c06];
child Armor [group="Shields", offset=(o07+18),count=c07];
child Cloak [group="Cloak", offset=(o08+18),count=c08];
child Jewelry [group="Ring", offset=(o09+18),count=c09];
child Jewelry [group="Amulet", offset=(o0a+18),count=c0a];
child Ammo [group="Bullet", offset=(o0b+18),count=c0b];
child Tools [group="MakeTools", offset=(o0c+18),count=c0c];
child Potion [group="Potion", offset=(o0d+18),count=c0d];
child Tools [group="Bag", offset=(o0e+18),count=c0e];
child Mining [group="Battery", offset=(o0f+18),count=c0f];
child Ore [group="Ore", offset=(o10+18),count=c10];
child Resource [group="Resource", offset=(o11+18),count=c11];
child Force [group="ForceItem", offset=(o12+18),count=c12];
child Mau [group="UnitKey", offset=(o13+18),count=c13];
child Tools [group="Booty", offset=(o14+18),count=c14];
child Tcard [group="MapItem", offset=(o15+18),count=c15];
child TcardDesc [group="TownItem", offset=(o16+18),count=c16];
child Dangeon [group="DungeonKey", offset=(o17+18),count=c17];
child Tools [group="AnimusItem", offset=(o18+18),count=c18];
child Tower [group="Tower", offset=(o19+18),count=c19];
child Trap [group="Trap", offset=(o1a+18),count=c1a];
child Siege [group="Siege Kit", offset=(o1b+18),count=c1b];
child Ticket [group="Ticket", offset=(o1c+18),count=c1c];
child Tools [group="QuestItem", offset=(o1d+18),count=c1d];
child Recovery [group="Recovery", offset=(o1e+18),count=c1e];
child Box [group="Box", offset=(o1f+18),count=c1f];
child FireCracker [group="FireCracker", offset=(o20+18),count=c20];
child unmanned [group="Cash Mining", offset=(o21+18),count=c21];
child radar [group="Radar", offset=(o22+18),count=c22];
child npclink [group="Pager", offset=(o23+18),count=c23];
child Coupon [group="Coupon", offset=(o24+18),count=c24];
child MauArmor [group="MauHead", offset=(o25+18),count=c25];
child MauArmor [group="MauUpper", offset=(o26+18),count=c26];
child MauArmor [group="MauLower", offset=(o27+18),count=c27];
child MauWeapon [group="MauArms", offset=(o28+18),count=c28];
child MauWeapon [group="MauShoulder", offset=(o29+18),count=c29];
child MauBack [group="MauBack", offset=(o2a+18),count=c2a];
child MauBullets [group="MauBullets", offset=(o2b+18),count=c2b];
child ItemMakeData [group="ItemMakeData", offset=(o2c+18),count=c2c];
child ItemCombine [group="ItemCombine", offset=(o2d+18),count=c2d];
child unk3 [group="Unk3", offset=(o2e+10),count=(2)];
//faceitem description empty block
child Descript [group="Text Upper", offset=(o2f+18),count=c2f];
child Descript [group="Text Lower", offset=(Offset),count=c2f1];
child Descript [group="Text Gloves", offset=(Offset1),count=c2f2];
child Descript [group="Text Boots", offset=(Offset2),count=c2f3];
child Descript [group="Text Helmet", offset=(Offset3),count=c2f4];
child Descript [group="Text Weapon", offset=(Offset4),count=c2f5];
child Descript [group="Text Shield", offset=(Offset5),count=c2f6];
child Descript [group="Text Cloack", offset=(Offset6),count=c2f7];
child Descript [group="Text Ring", offset=(Offset7),count=c2f8];
child Descript [group="Text Amulet", offset=(Offset8),count=c2f9];
child Descript [group="Text Bullet", offset=(Offset9),count=c2f10];
child Descript [group="Text MakeTools", offset=(Offset10),count=c2f11];
child Descript [group="Text Potion", offset=(Offset11),count=c2f12];
child Descript [group="Text Bag", offset=(Offset12),count=c2f13];
child Descript [group="Text Battery", offset=(Offset13),count=c2f14];
child Descript [group="Text Ore", offset=(Offset14),count=c2f15];
child Descript [group="Text Resourse", offset=(Offset15),count=c2f16];
child Descript [group="Text ForceItem", offset=(Offset16),count=c2f17];
child Descript [group="Text UnitKey", offset=(Offset17),count=c2f18];
child Descript [group="Text Booty", offset=(Offset18),count=c2f19];
child Descript [group="Text MapItem", offset=(Offset19),count=c2f20];
child Descript [group="Text ScrollItem", offset=(Offset20),count=c2f21];
child Descript [group="Text DungeonItem", offset=(Offset21),count=c2f22];
child Descript [group="Text AnimusItem", offset=(Offset22),count=c2f23];
child Descript [group="Text Tower", offset=(Offset23),count=c2f24];
child Descript [group="Text Trap", offset=(Offset24),count=c2f25];
child Descript [group="Text Siege Kit", offset=(Offset25),count=c2f26];
child Descript [group="Text Ticket", offset=(Offset26),count=c2f27];
// event item description empty block
child Descript [group="Text Recovery", offset=(Offset27),count=c2f28];
child Descript [group="Text Box", offset=(Offset28),count=c2f29];
child Descript [group="Text FireCracker", offset=(Offset29),count=c2f30];
child Descript [group="Text Cash Mining", offset=(Offset30),count=c2f31];
child Descript [group="Text Radar", offset=(Offset31),count=c2f32];
child Descript [group="Text Pager", offset=(Offset32),count=c2f33];
child Descript [group="Text Coupon", offset=(Offset33),count=c2f34];
//unit part description empty block's
child Descript [group="Text DungeonQuest", offset=(o30+14),count=c30];
}
struct Armor [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="ItemGrade"] DWORD;
i32 [tag="25"] DWORD;
i32 [tag="Upgrade"] DWORD;
i32 [tag="27"] DWORD;
i32 [tag="DurUnit"] DWORD;
i8 [tag="Lv"];
i8 [tag="Expert1"];
i8 [tag="Expert2"];
i8 [tag="Expert1Val"];
i8 [tag="Expert2Val"];
i8 [tag="--"];
i8 [tag="--"];
i8 [tag="--"];
i32 [tag="GASpd"] DWORD;
i8 [tag="AbilityNum"];
i8 [tag="Ability1"];
i8 [tag="Ability2"];
i8 [tag="Ability3"];
i8 [tag="Ability4"];
i8 [tag="--"];
i8 [tag="--"];
i8 [tag="--"];
float [tag="Ability1Val"] DWORD;
float [tag="Ability2Val"] DWORD;
float [tag="Ability3Val"] DWORD;
float [tag="Ability4Val"] DWORD;
i32 [tag="DefEffType"] DWORD;
i32 [tag="ClassGradeLim"] DWORD;
i32 [tag="DefFc"] DWORD;
i16 [tag="Fire"];
i16 [tag="Water"];
i16 [tag="Soil"];
i16 [tag="Wind"];
float [tag="DefGap"] DWORD;
float [tag="DefFacing"] DWORD;
i32 [tag="59"] DWORD;
}
struct Weapon [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil"] DWORD;
x32 [tag="Civil"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="StdPrice"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exhange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Storage"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="Grade"] DWORD;
i32 [tag="25"] DWORD;
i32 [tag="Upgrade"] DWORD;
i32 [tag="27"] DWORD;
i32 [tag="DurUnit"] DWORD;
i8 [tag="LvLim"];
i8 [tag="Expert1"];
i8 [tag="Expert2"];
i8 [tag="Expert1Val"];
i8 [tag="Expert2Val"];
i8 [tag="--"];
i8 [tag="--"];
i8 [tag="--"];
i32 [tag="GASpd"] DWORD;
i8 [tag="EffNum"];
i8 [tag="Eff1"];
i8 [tag="Eff2"];
i8 [tag="Eff3"];
i8 [tag="Eff4"];
i8 [tag="--"];
i8 [tag="--"];
i8 [tag="--"];
float [tag="Eff1Val"] DWORD;
float [tag="Eff2Val"] DWORD;
float [tag="Eff3Val"] DWORD;
float [tag="Eff4Val"] DWORD;
i32 [tag="AttEffType"] DWORD;
i32 [tag="ClassGradeLim"] DWORD;
i32 [tag="Type"] DWORD;
i32 [tag="SubType"] DWORD;
x32 [tag="ClassLim"] DWORD;
float [tag="GADst"] DWORD;
i32 [tag="GAMinAF"] DWORD;
i32 [tag="GAMaxAF"] DWORD;
i32 [tag="MAMinAF"] DWORD;
i32 [tag="MAMaxAF"] DWORD;
i8 [tag="property?"];
i8 [tag="BulType1"];
i8 [tag="BulType2"];
i8 [tag="BulType3"];
i32 [tag="BulType4"] DWORD;
i32 [tag="BulTypeNum"] DWORD;
i32 [tag="ActiveType"] DWORD;
x32 [tag="ActiveCode"] DWORD;
i32 [tag="68"] DWORD;
}
struct Cloak [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvlLim"] DWORD;
i32 [tag="ItemGrade"] DWORD;
i32 [tag="25"] DWORD;
i32 [tag="Upgrade"] DWORD;
i32 [tag="27"] DWORD;
i32 [tag="DurUnit"] DWORD;
i8 [tag="Lv"];
i8 [tag="Expert1"];
i8 [tag="Expert2"];
i8 [tag="Expert1Val"];
i8 [tag="Expert2Val"];
i8 [tag="--"];
i8 [tag="--"];
i8 [tag="--"];
i32 [tag="GASpd"] DWORD;
i8 [tag="AbilityNum"];
i8 [tag="Ability1"];
i8 [tag="Ability2"];
i8 [tag="Ability3"];
i8 [tag="Ability4"];
i8 [tag="--"];
i8 [tag="--"];
i8 [tag="--"];
float [tag="Ability1Val"] DWORD;
float [tag="Ability2Val"] DWORD;
float [tag="Ability3Val"] DWORD;
float [tag="Ability4Val"] DWORD;
i32 [tag="DefEffType"] DWORD;
i32 [tag="ClassGradeLim"] DWORD;
i32 [tag="DefFc"] DWORD;
i16 [tag="Fire"];
i16 [tag="Water"];
i16 [tag="Soil"];
i16 [tag="Wind"];
float [tag="DefGap"] DWORD;
float [tag="DefFacing"] DWORD;
float [tag="BoostSpeed"] DWORD;
i32 [tag="-----"] DWORD;
}
struct Jewelry [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="ItemGrade"] DWORD;
i32 [tag="25"] DWORD;
i32 [tag="Upgrade"] DWORD;
i32 [tag="27"] DWORD;
i32 [tag="28"] DWORD;
i8 [tag="Lv"];
i8 [tag="Expert1"];
i8 [tag="Expert2"];
i8 [tag="Expert1Val"];
i8 [tag="Expert2Val"];
i8 [tag="--"];
i8 [tag="--"];
i8 [tag="--"];
i32 [tag="GASpd"] DWORD;
i8 [tag="AbilityNum"];
i8 [tag="Ability1"];
i8 [tag="Ability2"];
i8 [tag="Ability3"];
i8 [tag="Ability4"];
i8 [tag="--"];
i8 [tag="--"];
i8 [tag="--"];
float [tag="Ability1Val"] DWORD;
float [tag="Ability2Val"] DWORD;
float [tag="Ability3Val"] DWORD;
float [tag="Ability4Val"] DWORD;
i32 [tag="DefEffType"] DWORD;
i32 [tag="ClassGradeLim"] DWORD;
i16 [tag="Fire"];
i16 [tag="Water"];
i16 [tag="Soil"];
i16 [tag="Wind"];
i32 [tag="-----"] DWORD;
}
struct Ammo [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvlLim"] DWORD;
i8 [tag="Element"];
i8 [tag="--"];
i8 [tag="--"];
i8 [tag="--"];
float [tag="Power"] DWORD;
i32 [tag="Quantity"] DWORD;
i8 [tag="TypeNum"];
i8 [tag="Type1"];
i8 [tag="Type2"];
i8 [tag="Type3"];
i8 [tag="Type4"];
i8 [tag="--"];
i8 [tag="--"];
i8 [tag="--"];
i32 [tag="21"] DWORD;
i32 [tag="21"] DWORD;
i32 [tag="21"] DWORD;
i32 [tag="21"] DWORD;
i32 [tag="21"] DWORD;
i32 [tag="21"] DWORD;
i32 [tag="21"] DWORD;
i32 [tag="21"] DWORD;
i32 [tag="21"] DWORD;
i32 [tag="21"] DWORD;
i32 [tag="21"] DWORD;
i32 [tag="Debuff"] DWORD;
i32 [tag="21"] DWORD;
i32 [tag="21"] DWORD;
}
struct Tools [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="1"] DWORD;
}
struct Potion [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCashItem"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="LvLim"] DWORD;
i32 [tag="ActDelay"] DWORD;
i32 [tag="UseState"] DWORD;
x32 [tag="ActTarget"] DWORD;
x32 [tag="ActTarget"] DWORD;
i32 [tag="29"] DWORD;
i32 [tag="DelayType"] DWORD;
i32 [tag="UseRange"] DWORD;
i32 [tag="EffCode"] DWORD;
i32 [tag="EffArea"] DWORD;
i32 [tag="EffAreaVal"] DWORD;
i32 [tag="35"] DWORD;
i32 [tag="36"] DWORD;
}
struct Mining [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="TimeMining"] DWORD;
i32 [tag="1"] DWORD;
}
struct Ore [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i8 [tag="MinCRand"] DWORD;
i8 [tag="MaxCRand"] DWORD;
i16 [tag="1"] DWORD;
i32 [tag="procPrice"] DWORD;
i32 [tag="OreList"] DWORD;
i32 [tag="1"] DWORD;
}
struct Resource [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="EffNum"] DWORD;
repeat 5
{
i8 [tag="Ability"] DWORD;
i8 [tag="-----"] DWORD;
i16 [tag="-----"] DWORD;
float [tag="1 value"] DWORD;
float [tag="max Value"] DWORD;
}
i32 [tag="IsUpgrade"] DWORD;
i32 [tag="UpgradeType"] DWORD;
i8 [tag="Upper"] DWORD;
i8 [tag="Lower"] DWORD;
i8 [tag="Gloves"] DWORD;
i8 [tag="Shoes"] DWORD;
i8 [tag="Helmet"] DWORD;
i8 [tag="Meele"] DWORD;
i8 [tag="Shield"] DWORD;
i8 [tag="Missile"] DWORD;
i8 [tag="Unit"] DWORD;
i8 [tag="Cloack"] DWORD;
i16 [tag="UpgEffect"] DWORD;
float [tag="--+1--"] DWORD;
float [tag="--+2--"] DWORD;
float [tag="--+3--"] DWORD;
float [tag="--+4--"] DWORD;
float [tag="--+5--"] DWORD;
float [tag="--+6--"] DWORD;
float [tag="--+7--"] DWORD;
float [tag="JewelRate"] DWORD;
i32 [tag="EffType1"] DWORD;
i32 [tag="UiPrint"] DWORD;
i32 [tag="ItemUITip"] DWORD;
i32 [tag="-----"] DWORD;
i32 [tag="-----"] DWORD;
}
struct Force [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
x32 [tag="ForceKey"] DWORD;
i32 [tag="1"] DWORD;
}
struct Mau [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="Type"] DWORD;
float [tag="---"] DWORD;
float [tag="---"] DWORD;
i8 [tag="height"] DWORD;
i8 [tag="width"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="HP"] DWORD;
i32 [tag="RepPrice"] DWORD;
i32 [tag="Head"] DWORD;
i32 [tag="Upper"] DWORD;
i32 [tag="Lower"] DWORD;
i32 [tag="Arms"] DWORD;
i32 [tag="Shoulder"] DWORD;
i32 [tag="Back"] DWORD;
i32 [tag="Bullet"] DWORD;
i32 [tag="Bullet"] DWORD;
i32 [tag="IsDestroy"] DWORD;
i32 [tag="IsRepair"] DWORD;
i32 [tag="----"] DWORD;
}
struct Tcard [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
cstr [len=32] MapName;
cstr [len=32] MapName;
i32 [tag="PortLvLim"] DWORD;
i32 [tag="1111"] DWORD;
i32 [tag="1111"] DWORD;
}
struct TcardDesc [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
cstr [len=32] MapName;
cstr [len=32] MapName;
i32 [tag="PortLvLim"] DWORD;
i32 [tag="1111"] DWORD;
i32 [tag="1111"] DWORD;
}
struct Dangeon [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="IsQualification"] DWORD;
i32 [tag="TerminateTime"] DWORD;
i32 [tag="EndIF"] DWORD;
x32 [tag="MobID"] DWORD;
i32 [tag="MobCount"] DWORD;
i32 [tag="Exp"] DWORD;
i32 [tag="Dalant"] DWORD;
i32 [tag="Gold"] DWORD;
i32 [tag="1"] DWORD;
i32 [tag="1"] DWORD;
}
struct Tower [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="LvL"] DWORD;
x32 [tag="MeshID"] DWORD;
i32 [tag="MaxHP"] DWORD;
i32 [tag="LvLim"] DWORD;
float [tag="AttRadius"] DWORD;
i32 [tag="StartTime"] DWORD;
i32 [tag="--"] DWORD;
i32 [tag="--"] DWORD;
i32 [tag="--"] DWORD;
i8 [tag="Height"] DWORD;
i8 [tag="Width"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="AttackMin"] DWORD;
i32 [tag="AttackMax"] DWORD;
x32 [tag="-"] DWORD;
i32 [tag="DefFc"] DWORD;
i8 [tag="fire"] DWORD;
i8 [tag="water"] DWORD;
i8 [tag="soil"] DWORD;
i8 [tag="wind"] DWORD;
i32 [tag="Speed"] DWORD;
i8 [tag="NumItem"] DWORD;
i8 [tag="Item1Type(7)"] DWORD;
i8 [tag="Item2Type(7)"] DWORD;
i8 [tag="Item3Type(7)"] DWORD;
i8 [tag="Item4Type(7)?"] DWORD;
i8 [tag="Item5Type(7)?"] DWORD;
i16 [tag="--"] DWORD;
x32 [tag="Item1Index"] DWORD;
x32 [tag="Item2Index"] DWORD;
x32 [tag="Item3Index"] DWORD;
x32 [tag="Item4Index?"] DWORD;
x32 [tag="Item5Index?"] DWORD;
x32 [tag="Item1Code"] DWORD;
x32 [tag="Item2Code"] DWORD;
x32 [tag="Item3Code"] DWORD;
x32 [tag="Item4Code?"] DWORD;
x32 [tag="Item5Code?"] DWORD;
i32 [tag="Item1Num"] DWORD;
i32 [tag="Item2Num"] DWORD;
i32 [tag="Item3Num"] DWORD;
i32 [tag="Item4Num?"] DWORD;
i32 [tag="Item5Num?"] DWORD;
i32 [tag="AttEff"] DWORD;
i32 [tag="DefEff"] DWORD;
i32 [tag="--"] DWORD;
}
struct Trap [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="Lv"] DWORD;
x32 [tag="Mesh"] DWORD;
i32 [tag="MaxHP"] DWORD;
i8 [tag="LvLim"] DWORD;
i8 [tag="ExpLim"] DWORD;
i16 [tag="none"] DWORD;
float [tag="GaDst"] DWORD;
i32 [tag="ExpTimeSec"] DWORD;
i32 [tag="1"] DWORD;
i32 [tag="IsUseEffect"] DWORD;
i32 [tag="EffectCode"] DWORD;
i32 [tag="1"] DWORD;
}
struct Siege [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="ItemGrade"] DWORD;
i32 [tag="25"] DWORD;
i32 [tag="Upgrade"] DWORD;
i32 [tag="27"] DWORD;
i32 [tag="DurUnit"] DWORD;
i8 [tag="Lv"];
i8 [tag="Expert1"];
i8 [tag="Expert2"];
i8 [tag="Expert1Val"];
i8 [tag="Expert2Val"];
i8 [tag="--"];
i8 [tag="--"];
i8 [tag="--"];
i32 [tag="unk"] DWORD;
i8 [tag="AbilityNum"];
i8 [tag="Ability1"];
i8 [tag="Ability2"];
i8 [tag="Ability3"];
i8 [tag="Ability4"];
i8 [tag="--"];
i8 [tag="--"];
i8 [tag="--"];
float [tag="Ability1Val"] DWORD;
float [tag="Ability2Val"] DWORD;
float [tag="Ability3Val"] DWORD;
float [tag="Ability4Val"] DWORD;
i32 [tag="AttEffType"] DWORD;
i32 [tag="unk"] DWORD;
i8 [tag="UseType"];
i8 [tag="SubType"];
i16 [tag="---"];
float [tag="MinDst"];
float [tag="MaxDst"] DWORD;
float [tag="GAAF"] DWORD;
i32 [tag="GAcorSpd"] DWORD;
i32 [tag="-----"] DWORD;
}
struct Ticket [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
cstr [len=33] lable;
cstr [len=39] lable;
}
struct Recovery [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="Min"] DWORD;
i32 [tag="Max"] DWORD;
i32 [tag="1"] DWORD;
i32 [tag="1"] DWORD;
repeat 59
{
i32 [hidden=1] DWORD;
}
}
struct Box [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="Lv"] DWORD;
i32 [tag="hz"] DWORD;
i32 [tag="1"] DWORD;
i32 [tag="1"] DWORD;
repeat 59
{
i32 [hidden=1] DWORD;
}
}
struct FireCracker [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="7"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="1"] DWORD;
repeat 62
{
i32 [hidden=1] DWORD;
}
}
struct unmanned [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
x32 [tag="MeshID"] DWORD;
i8 [tag="Lv"] DWORD;
i8 [tag="LvLim"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="MaxHP"] DWORD;
i32 [tag="unk"] DWORD;
i32 [tag="unk"] DWORD;
i32 [tag="DefFc"] DWORD;
i8 [tag="Fire"] DWORD;
i8 [tag="Water"] DWORD;
i8 [tag="Soil"] DWORD;
i8 [tag="Wind"] DWORD;
i32 [tag="DefEffType"] DWORD;
i32 [tag="unk"] DWORD;
}
struct radar [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
float [tag="Delay"] DWORD;
i32 [tag="LvLim"] DWORD;
i32 [tag="IsAbr"] DWORD;
float [tag="EquipSpeed"] DWORD;
i32 [tag="SuccProb"] DWORD;
i32 [tag="Duration"] DWORD;
i8 [tag="NeedItemNum"];
i8 [tag="NdItemID1"];
i8 [tag="NdItemID2"];
i8 [tag="NdItemID3"];
x32 [tag="NdItemCode1"];
x32 [tag="NdItemCode2"];
x32 [tag="NdItemCode3"];
i8 [tag="NDI1Num"];
i8 [tag="NDI2Num"];
i8 [tag="NDI3Num"];
i8 [tag="---"];
i32 [tag="1"];
}
struct npclink [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="Lv"] DWORD;
x32 [tag="NPC"] DWORD;
i8 [tag="button1"];
i8 [tag="button2"];
i8 [tag="button3"];
i8 [tag="button4"];
i8 [tag="button5"];
i8 [tag="button6"];
i8 [tag="button7"];
i8 [tag="button8"];
i8 [tag="button9"];
i8 [tag="button10"];
i16 [tag="--"] DWORD;
i32 [tag="StoragePart"] DWORD;
i32 [tag="1"] DWORD;
}
struct Coupon [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i32 [tag="CouponItemPart"] DWORD;
i32 [tag="Discount"] DWORD;
i32 [tag="Point"] DWORD;
i32 [tag="StoragePart"] DWORD;
i32 [tag="Lv"] DWORD;
i32 [tag="1"] DWORD;
}
struct MauArmor [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i8 [tag="FixPart"] DWORD;
x32 [tag="DefFrame1"] DWORD;
x32 [tag="DefFrame2"] DWORD;
i8 [tag="none"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="DefFc"] DWORD;
i16 [tag="fire"] DWORD;
i16 [tag="water"] DWORD;
i16 [tag="soil"] DWORD;
i16 [tag="Wind"] DWORD;
i8 [tag="AttMastery"] DWORD; // no functionality
i8 [tag="DefMastery"] DWORD; // no functionality
i16 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i8 [tag="LvLim"] DWORD;
i8 [tag="ExpID1"] DWORD;
i8 [tag="ExpID2"] DWORD;
i8 [tag="ExpLim1"] DWORD;
i8 [tag="ExpLim2"] DWORD;
i8 [tag="none"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="RepPrice"] DWORD;
i32 [tag="AttEffType"] DWORD;
i32 [tag="DefEffType"] DWORD;
i32 [tag="none"] DWORD;
}
struct MauWeapon [preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i8 [tag="FixPart"] DWORD;
x32 [tag="DefFrame1"] DWORD;
x32 [tag="DefFrame2"] DWORD;
i8 [tag="none"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="DefFc"] DWORD;
i16 [tag="fire"] DWORD;
i16 [tag="water"] DWORD;
i16 [tag="soil"] DWORD;
i16 [tag="Wind"] DWORD;
i8 [tag="AttMastery"] DWORD; // no functionality
i8 [tag="DefMastery"] DWORD; // no functionality
i16 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i8 [tag="LvLim"] DWORD;
i8 [tag="ExpID1"] DWORD;
i8 [tag="ExpID2"] DWORD;
i8 [tag="ExpLim1"] DWORD;
i8 [tag="ExpLim2"] DWORD;
i8 [tag="none"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="RepPrice"] DWORD;
i32 [tag="AttEffType"] DWORD;
i32 [tag="DefEffType"] DWORD;
float [tag="AttRange"] DWORD;
i32 [tag="AttDelay"] DWORD;
i32 [tag="EffGroup"] DWORD;
i32 [tag="GAMinAF"] DWORD;
i32 [tag="GAMaxAF"] DWORD;
i32 [tag="WeapType"] DWORD;
i32 [tag="NeedBullet"] DWORD;
i32 [tag="BackSlot"] DWORD;
i32 [tag="none"] DWORD;
}
struct MauBack[preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i8 [tag="FixPart"] DWORD;
x32 [tag="DefFrame1"] DWORD;
x32 [tag="DefFrame2"] DWORD;
i8 [tag="none"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="DefFc"] DWORD;
i16 [tag="fire"] DWORD;
i16 [tag="water"] DWORD;
i16 [tag="soil"] DWORD;
i16 [tag="Wind"] DWORD;
i8 [tag="AttMastery"] DWORD; // no functionality
i8 [tag="DefMastery"] DWORD; // no functionality
i16 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i8 [tag="LvLim"] DWORD;
i8 [tag="ExpID1"] DWORD;
i8 [tag="ExpID2"] DWORD;
i8 [tag="ExpLim1"] DWORD;
i8 [tag="ExpLim2"] DWORD;
i8 [tag="none"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="RepPrice"] DWORD;
i32 [tag="AttEffType"] DWORD;
i32 [tag="DefEffType"] DWORD;
i32 [tag="BstCha"] DWORD;
i8 [tag="BstSpd"] DWORD;
i8 [tag="BackSlot"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
}
struct MauBullets[preload=1]
{
i32 nCount;
x32 [tag="ID"] DWORD;
cstr [len=64] ItemName;
x32 [tag="Model"] DWORD;
i32 [tag="Icon"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Type"] DWORD;
i8 [tag="Money"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="Price"] DWORD;
i32 [tag="PvPPrice"] DWORD;
i32 [tag="12"] DWORD;
i32 [tag="13"] DWORD;
i32 [tag="StorePrice"] DWORD;
i32 [tag="Exchange"] DWORD;
i32 [tag="Sell"] DWORD;
i32 [tag="Ground"] DWORD;
i32 [tag="Store"] DWORD;
i32 [tag="Description"] DWORD;
i32 [tag="IsExist"] DWORD;
i32 [tag="IsCash"] DWORD;
i32 [tag="IsTime"] DWORD;
i32 [tag="UpLvLim"] DWORD;
i8 [tag="FixPart"] DWORD;
x32 [tag="DefFrame1"] DWORD;
x32 [tag="DefFrame2"] DWORD;
i8 [tag="none"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="DefFc"] DWORD;
i16 [tag="fire"] DWORD;
i16 [tag="water"] DWORD;
i16 [tag="soil"] DWORD;
i16 [tag="Wind"] DWORD;
i8 [tag="AttMastery"] DWORD; // no functionality
i8 [tag="DefMastery"] DWORD; // no functionality
i16 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i32 [tag="none"] DWORD;
i8 [tag="LvLim"] DWORD;
i8 [tag="ExpID1"] DWORD;
i8 [tag="ExpID2"] DWORD;
i8 [tag="ExpLim1"] DWORD;
i8 [tag="ExpLim2"] DWORD;
i8 [tag="none"] DWORD;
i16 [tag="none"] DWORD;
i32 [tag="RepPrice"] DWORD;
i32 [tag="AttEffType"] DWORD;
i32 [tag="DefEffType"] DWORD;
i32 [tag="DurUnit"] DWORD;
i32 [tag="WeapType"] DWORD;
i32 [tag="IsAbr"] DWORD;
i32 [tag="EffectID"] DWORD;
i32 [tag="none"] DWORD;
}
struct ItemMakeData [preload=1]
{
i32 nCount;
i32 [tag="NewItemType"] DWORD;
i32 [tag="NewItemIndex"] DWORD;
x32 [tag="NewItemCode"] DWORD;
i32 [tag="Link"] DWORD; // to tool and list of tool
i32 [tag="PosInWindow"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="1"] DWORD;
i8 [tag="NumMaterial"] DWORD;
i8 [tag="MatType1"] DWORD;
i8 [tag="MatType2"] DWORD;
i8 [tag="MatType3"] DWORD;
i8 [tag="MatType4"] DWORD;
i8 [tag="MatType5"] DWORD;
i8 [tag="1"] DWORD;
i32 [tag="MatIndex1"] DWORD;
i32 [tag="MatIndex2"] DWORD;
i32 [tag="MatIndex3"] DWORD;
i32 [tag="MatIndex4"] DWORD;
i32 [tag="MatIndex5"] DWORD;
x32 [tag="MatCode1"] DWORD;
x32 [tag="MatCode2"] DWORD;
x32 [tag="MatCode3"] DWORD;
x32 [tag="MatCode4"] DWORD;
x32 [tag="MatCode5"] DWORD;
i32 [tag="MatNum1"] DWORD;
i32 [tag="MatNum2"] DWORD;
i32 [tag="MatNum3"] DWORD;
i32 [tag="MatNum4"] DWORD;
i32 [tag="MatNum5"] DWORD;
i32 [tag="1"] DWORD;
}
struct ItemCombine [preload=1]
{
i32 [tag="Count"] DWORD;
i32 [tag="ID"] DWORD;
i32 [tag="TakeType"] DWORD;
i32 [tag="TakeIndex"] DWORD;
x32 [tag="TakeCode"] DWORD;
u32 [tag="Fee(price)"] DWORD;
x32 [tag="Civil1"] DWORD;
x32 [tag="Civil2"] DWORD;
i8 [tag="Trade Money"] DWORD;
i8 [tag="--"] DWORD;
i16 [tag="--"] DWORD;
u32 [tag="TradeValue"] DWORD;
i8 [tag="NumMaterial"] DWORD;
i8 [tag="Type1"] DWORD;
i8 [tag="Type2"] DWORD;
i8 [tag="Type3"] DWORD;
i8 [tag="Type4"] DWORD;
i8 [tag="Type5"] DWORD;
i16 [tag="--"] DWORD;
i32 [tag="Index1"] DWORD;
i32 [tag="Index2"] DWORD;
i32 [tag="Index3"] DWORD;
i32 [tag="Index4"] DWORD;
i32 [tag="Index5"] DWORD;
x32 [tag="Code1"] DWORD;
x32 [tag="Code2"] DWORD;
x32 [tag="Code3"] DWORD;
x32 [tag="Code4"] DWORD;
x32 [tag="Code5"] DWORD;
i32 [tag="Dur1"] DWORD;
i32 [tag="Dur2"] DWORD;
i32 [tag="Dur3"] DWORD;
i32 [tag="Dur4"] DWORD;
i32 [tag="Dur5"] DWORD;
repeat 25
{
i32 [hidden=1] DWORD;
}
}
struct unk3 [preload=1]
{
repeat 46
{
i32 [tag="Unk"] DWORD;
}
}
struct Descript [preload=1]
{
x32 Serial;
x32 Code;
i32 tl;
str [len=tl] Text;
}
try this
Code:[filemask="Item.dat"] struct ItemFile { seek(2); u32 l00; u32 o00; u32 c00; seek(o00+l00+10+2); u32 l01; u32 o01; u32 c01; seek(o01+l01+10+2); u32 l02; u32 o02; u32 c02; seek(o02+l02+10+2); u32 l03; u32 o03; u32 c03; seek(o03+l03+10+2); u32 l04; u32 o04; u32 c04; seek(o04+l04+10+2); u32 l05; u32 o05; u32 c05; seek(o05+l05+10+2); u32 l06; u32 o06; u32 c06; seek(o06+l06+10+2); u32 l07; u32 o07; u32 c07; seek(o07+l07+10+2); u32 l08; u32 o08; u32 c08; seek(o08+l08+10+2); u32 l09; u32 o09; u32 c09; seek(o09+l09+10+2); u32 l0a; u32 o0a; u32 c0a; seek(o0a+l0a+10+2); u32 l0b; u32 o0b; u32 c0b; seek(o0b+l0b+10+2); u32 l0c; u32 o0c; u32 c0c; seek(o0c+l0c+10+2); u32 l0d; u32 o0d; u32 c0d; seek(o0d+l0d+10+2); u32 l0e; u32 o0e; u32 c0e; seek(o0e+l0e+10+2); u32 l0f; u32 o0f; u32 c0f; seek(o0f+l0f+10+2); u32 l10; u32 o10; u32 c10; seek(o10+l10+10+2); u32 l11; u32 o11; u32 c11; seek(o11+l11+10+2); u32 l12; u32 o12; u32 c12; seek(o12+l12+10+2); u32 l13; u32 o13; u32 c13; seek(o13+l13+10+2); u32 l14; u32 o14; u32 c14; seek(o14+l14+10+2); u32 l15; u32 o15; u32 c15; seek(o15+l15+10+2); u32 l16; u32 o16; u32 c16; seek(o16+l16+10+2); u32 l17; u32 o17; u32 c17; seek(o17+l17+10+2); u32 l18; u32 o18; u32 c18; seek(o18+l18+10+2); u32 l19; u32 o19; u32 c19; seek(o19+l19+10+2); u32 l1a; u32 o1a; u32 c1a; seek(o1a+l1a+10+2); u32 l1b; u32 o1b; u32 c1b; seek(o1b+l1b+10+2); u32 l1c; u32 o1c; u32 c1c; seek(o1c+l1c+10+2); u32 l1d; u32 o1d; u32 c1d; seek(o1d+l1d+10+2); u32 l1e; u32 o1e; u32 c1e; seek(o1e+l1e+10+2); u32 l1f; u32 o1f; u32 c1f; seek(o1f+l1f+10+2); u32 l20; u32 o20; u32 c20; seek(o20+l20+10+2); u32 l21; u32 o21; u32 c21; seek(o21+l21+10+2); u32 l22; u32 o22; u32 c22; seek(o22+l22+10+2); u32 l23; u32 o23; u32 c23; seek(o23+l23+10+2); u32 l24; u32 o24; u32 c24; seek(o24+l24+10+2); u32 l25; u32 o25; u32 c25; seek(o25+l25+10+2); u32 l26; u32 o26; u32 c26; seek(o26+l26+10+2); u32 l27; u32 o27; u32 c27; seek(o27+l27+10+2); u32 l28; u32 o28; u32 c28; seek(o28+l28+10+2); u32 l29; u32 o29; u32 c29; seek(o29+l29+10+2); u32 l2a; u32 o2a; u32 c2a; seek(o2a+l2a+10+2); u32 l2b; u32 o2b; u32 c2b; seek(o2b+l2b+10+2); u32 l2c; u32 o2c; u32 c2c; seek(o2c+l2c+10+2); u32 l2d; u32 o2d; u32 c2d; seek(o2d+l2d+10+2); u32 l2e; u32 o2e; u32 c2e; seek(o2e+l2e+10+2); u32 l2f; u32 o2f; skip (4); u32 c2f; local Zero [value=0]; repeat c2f { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset [value=Zero+o2f+22]; u32 c2f1; repeat c2f1 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset1 [value=Zero+o2f+26]; u32 c2f2; repeat c2f2 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset2 [value=Zero+o2f+30]; u32 c2f3; repeat c2f3 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset3 [value=Zero+o2f+34]; u32 c2f4; repeat c2f4 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset4 [value=Zero+o2f+38]; u32 c2f5; repeat c2f5 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset5 [value=Zero+o2f+42]; u32 c2f6; repeat c2f6 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset6 [value=Zero+o2f+46]; u32 c2f7; repeat c2f7 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset7 [value=Zero+o2f+50]; u32 c2f8; repeat c2f8 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset8 [value=Zero+o2f+54]; u32 c2f9; repeat c2f9 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset9 [value=Zero+o2f+58]; u32 c2f10; repeat c2f10 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset10 [value=Zero+o2f+62]; u32 c2f11; repeat c2f11 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset11 [value=Zero+o2f+66]; u32 c2f12; repeat c2f12 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset12 [value=Zero+o2f+70]; u32 c2f13; repeat c2f13 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset13 [value=Zero+o2f+74]; u32 c2f14; repeat c2f14 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset14 [value=Zero+o2f+78]; u32 c2f15; repeat c2f15 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset15 [value=Zero+o2f+82]; u32 c2f16; repeat c2f16 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset16 [value=Zero+o2f+86]; u32 c2f17; repeat c2f17 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset17 [value=Zero+o2f+90]; u32 c2f18; repeat c2f18 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset18 [value=Zero+o2f+94]; u32 c2f19; repeat c2f19 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset19 [value=Zero+o2f+98]; u32 c2f20; repeat c2f20 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset20 [value=Zero+o2f+102]; u32 c2f21; repeat c2f21 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset21 [value=Zero+o2f+106]; u32 c2f22; repeat c2f22 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset22 [value=Zero+o2f+110]; u32 c2f23; repeat c2f23 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset23 [value=Zero+o2f+114]; u32 c2f24; repeat c2f24 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset24 [value=Zero+o2f+118]; u32 c2f25; repeat c2f25 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset25 [value=Zero+o2f+122]; u32 c2f26; repeat c2f26 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset26 [value=Zero+o2f+126]; u32 c2f27; repeat c2f27 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset27 [value=Zero+o2f+134]; skip (4); u32 c2f28; repeat c2f28 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset28 [value=Zero+o2f+138]; u32 c2f29; repeat c2f29 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset29 [value=Zero+o2f+142]; u32 c2f30; repeat c2f30 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset30 [value=Zero+o2f+146]; u32 c2f31; repeat c2f31 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset31 [value=Zero+o2f+150]; u32 c2f32; repeat c2f32 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset32 [value=Zero+o2f+154]; u32 c2f33; repeat c2f33 { skip (8); u32 size; skip size; local Zero [value=Zero+size+12]; } local Offset33 [value=Zero+o2f+158]; u32 c2f34; seek(o2f+l2f+10+2); u32 l30; u32 o30; u32 c30; child Tools [group="Face", offset=(o00+18),count=c00]; child Armor [group="Upper", offset=(o01+18),count=c01]; child Armor [group="Lower", offset=(o02+18),count=c02]; child Armor [group="Gauntlet", offset=(o03+18),count=c03]; child Armor [group="Shoes", offset=(o04+18),count=c04]; child Armor [group="Helmet", offset=(o05+18),count=c05]; child Weapon [group="Weapon", offset=(o06+18),count=c06]; child Armor [group="Shields", offset=(o07+18),count=c07]; child Cloak [group="Cloak", offset=(o08+18),count=c08]; child Jewelry [group="Ring", offset=(o09+18),count=c09]; child Jewelry [group="Amulet", offset=(o0a+18),count=c0a]; child Ammo [group="Bullet", offset=(o0b+18),count=c0b]; child Tools [group="MakeTools", offset=(o0c+18),count=c0c]; child Potion [group="Potion", offset=(o0d+18),count=c0d]; child Tools [group="Bag", offset=(o0e+18),count=c0e]; child Mining [group="Battery", offset=(o0f+18),count=c0f]; child Ore [group="Ore", offset=(o10+18),count=c10]; child Resource [group="Resource", offset=(o11+18),count=c11]; child Force [group="ForceItem", offset=(o12+18),count=c12]; child Mau [group="UnitKey", offset=(o13+18),count=c13]; child Tools [group="Booty", offset=(o14+18),count=c14]; child Tcard [group="MapItem", offset=(o15+18),count=c15]; child TcardDesc [group="TownItem", offset=(o16+18),count=c16]; child Dangeon [group="DungeonKey", offset=(o17+18),count=c17]; child Tools [group="AnimusItem", offset=(o18+18),count=c18]; child Tower [group="Tower", offset=(o19+18),count=c19]; child Trap [group="Trap", offset=(o1a+18),count=c1a]; child Siege [group="Siege Kit", offset=(o1b+18),count=c1b]; child Ticket [group="Ticket", offset=(o1c+18),count=c1c]; child Tools [group="QuestItem", offset=(o1d+18),count=c1d]; child Recovery [group="Recovery", offset=(o1e+18),count=c1e]; child Box [group="Box", offset=(o1f+18),count=c1f]; child FireCracker [group="FireCracker", offset=(o20+18),count=c20]; child unmanned [group="Cash Mining", offset=(o21+18),count=c21]; child radar [group="Radar", offset=(o22+18),count=c22]; child npclink [group="Pager", offset=(o23+18),count=c23]; child Coupon [group="Coupon", offset=(o24+18),count=c24]; child MauArmor [group="MauHead", offset=(o25+18),count=c25]; child MauArmor [group="MauUpper", offset=(o26+18),count=c26]; child MauArmor [group="MauLower", offset=(o27+18),count=c27]; child MauWeapon [group="MauArms", offset=(o28+18),count=c28]; child MauWeapon [group="MauShoulder", offset=(o29+18),count=c29]; child MauBack [group="MauBack", offset=(o2a+18),count=c2a]; child MauBullets [group="MauBullets", offset=(o2b+18),count=c2b]; child ItemMakeData [group="ItemMakeData", offset=(o2c+18),count=c2c]; child ItemCombine [group="ItemCombine", offset=(o2d+18),count=c2d]; child unk3 [group="Unk3", offset=(o2e+10),count=(2)]; //faceitem description empty block child Descript [group="Text Upper", offset=(o2f+18),count=c2f]; child Descript [group="Text Lower", offset=(Offset),count=c2f1]; child Descript [group="Text Gloves", offset=(Offset1),count=c2f2]; child Descript [group="Text Boots", offset=(Offset2),count=c2f3]; child Descript [group="Text Helmet", offset=(Offset3),count=c2f4]; child Descript [group="Text Weapon", offset=(Offset4),count=c2f5]; child Descript [group="Text Shield", offset=(Offset5),count=c2f6]; child Descript [group="Text Cloack", offset=(Offset6),count=c2f7]; child Descript [group="Text Ring", offset=(Offset7),count=c2f8]; child Descript [group="Text Amulet", offset=(Offset8),count=c2f9]; child Descript [group="Text Bullet", offset=(Offset9),count=c2f10]; child Descript [group="Text MakeTools", offset=(Offset10),count=c2f11]; child Descript [group="Text Potion", offset=(Offset11),count=c2f12]; child Descript [group="Text Bag", offset=(Offset12),count=c2f13]; child Descript [group="Text Battery", offset=(Offset13),count=c2f14]; child Descript [group="Text Ore", offset=(Offset14),count=c2f15]; child Descript [group="Text Resourse", offset=(Offset15),count=c2f16]; child Descript [group="Text ForceItem", offset=(Offset16),count=c2f17]; child Descript [group="Text UnitKey", offset=(Offset17),count=c2f18]; child Descript [group="Text Booty", offset=(Offset18),count=c2f19]; child Descript [group="Text MapItem", offset=(Offset19),count=c2f20]; child Descript [group="Text ScrollItem", offset=(Offset20),count=c2f21]; child Descript [group="Text DungeonItem", offset=(Offset21),count=c2f22]; child Descript [group="Text AnimusItem", offset=(Offset22),count=c2f23]; child Descript [group="Text Tower", offset=(Offset23),count=c2f24]; child Descript [group="Text Trap", offset=(Offset24),count=c2f25]; child Descript [group="Text Siege Kit", offset=(Offset25),count=c2f26]; child Descript [group="Text Ticket", offset=(Offset26),count=c2f27]; // event item description empty block child Descript [group="Text Recovery", offset=(Offset27),count=c2f28]; child Descript [group="Text Box", offset=(Offset28),count=c2f29]; child Descript [group="Text FireCracker", offset=(Offset29),count=c2f30]; child Descript [group="Text Cash Mining", offset=(Offset30),count=c2f31]; child Descript [group="Text Radar", offset=(Offset31),count=c2f32]; child Descript [group="Text Pager", offset=(Offset32),count=c2f33]; child Descript [group="Text Coupon", offset=(Offset33),count=c2f34]; //unit part description empty block's child Descript [group="Text DungeonQuest", offset=(o30+14),count=c30]; } struct Armor [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="ItemGrade"] DWORD; i32 [tag="25"] DWORD; i32 [tag="Upgrade"] DWORD; i32 [tag="27"] DWORD; i32 [tag="DurUnit"] DWORD; i8 [tag="Lv"]; i8 [tag="Expert1"]; i8 [tag="Expert2"]; i8 [tag="Expert1Val"]; i8 [tag="Expert2Val"]; i8 [tag="--"]; i8 [tag="--"]; i8 [tag="--"]; i32 [tag="GASpd"] DWORD; i8 [tag="AbilityNum"]; i8 [tag="Ability1"]; i8 [tag="Ability2"]; i8 [tag="Ability3"]; i8 [tag="Ability4"]; i8 [tag="--"]; i8 [tag="--"]; i8 [tag="--"]; float [tag="Ability1Val"] DWORD; float [tag="Ability2Val"] DWORD; float [tag="Ability3Val"] DWORD; float [tag="Ability4Val"] DWORD; i32 [tag="DefEffType"] DWORD; i32 [tag="ClassGradeLim"] DWORD; i32 [tag="DefFc"] DWORD; i16 [tag="Fire"]; i16 [tag="Water"]; i16 [tag="Soil"]; i16 [tag="Wind"]; float [tag="DefGap"] DWORD; float [tag="DefFacing"] DWORD; i32 [tag="59"] DWORD; } struct Weapon [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil"] DWORD; x32 [tag="Civil"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="StdPrice"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exhange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Storage"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="Grade"] DWORD; i32 [tag="25"] DWORD; i32 [tag="Upgrade"] DWORD; i32 [tag="27"] DWORD; i32 [tag="DurUnit"] DWORD; i8 [tag="LvLim"]; i8 [tag="Expert1"]; i8 [tag="Expert2"]; i8 [tag="Expert1Val"]; i8 [tag="Expert2Val"]; i8 [tag="--"]; i8 [tag="--"]; i8 [tag="--"]; i32 [tag="GASpd"] DWORD; i8 [tag="EffNum"]; i8 [tag="Eff1"]; i8 [tag="Eff2"]; i8 [tag="Eff3"]; i8 [tag="Eff4"]; i8 [tag="--"]; i8 [tag="--"]; i8 [tag="--"]; float [tag="Eff1Val"] DWORD; float [tag="Eff2Val"] DWORD; float [tag="Eff3Val"] DWORD; float [tag="Eff4Val"] DWORD; i32 [tag="AttEffType"] DWORD; i32 [tag="ClassGradeLim"] DWORD; i32 [tag="Type"] DWORD; i32 [tag="SubType"] DWORD; x32 [tag="ClassLim"] DWORD; float [tag="GADst"] DWORD; i32 [tag="GAMinAF"] DWORD; i32 [tag="GAMaxAF"] DWORD; i32 [tag="MAMinAF"] DWORD; i32 [tag="MAMaxAF"] DWORD; i8 [tag="property?"]; i8 [tag="BulType1"]; i8 [tag="BulType2"]; i8 [tag="BulType3"]; i32 [tag="BulType4"] DWORD; i32 [tag="BulTypeNum"] DWORD; i32 [tag="ActiveType"] DWORD; x32 [tag="ActiveCode"] DWORD; i32 [tag="68"] DWORD; } struct Cloak [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvlLim"] DWORD; i32 [tag="ItemGrade"] DWORD; i32 [tag="25"] DWORD; i32 [tag="Upgrade"] DWORD; i32 [tag="27"] DWORD; i32 [tag="DurUnit"] DWORD; i8 [tag="Lv"]; i8 [tag="Expert1"]; i8 [tag="Expert2"]; i8 [tag="Expert1Val"]; i8 [tag="Expert2Val"]; i8 [tag="--"]; i8 [tag="--"]; i8 [tag="--"]; i32 [tag="GASpd"] DWORD; i8 [tag="AbilityNum"]; i8 [tag="Ability1"]; i8 [tag="Ability2"]; i8 [tag="Ability3"]; i8 [tag="Ability4"]; i8 [tag="--"]; i8 [tag="--"]; i8 [tag="--"]; float [tag="Ability1Val"] DWORD; float [tag="Ability2Val"] DWORD; float [tag="Ability3Val"] DWORD; float [tag="Ability4Val"] DWORD; i32 [tag="DefEffType"] DWORD; i32 [tag="ClassGradeLim"] DWORD; i32 [tag="DefFc"] DWORD; i16 [tag="Fire"]; i16 [tag="Water"]; i16 [tag="Soil"]; i16 [tag="Wind"]; float [tag="DefGap"] DWORD; float [tag="DefFacing"] DWORD; float [tag="BoostSpeed"] DWORD; i32 [tag="-----"] DWORD; } struct Jewelry [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="ItemGrade"] DWORD; i32 [tag="25"] DWORD; i32 [tag="Upgrade"] DWORD; i32 [tag="27"] DWORD; i32 [tag="28"] DWORD; i8 [tag="Lv"]; i8 [tag="Expert1"]; i8 [tag="Expert2"]; i8 [tag="Expert1Val"]; i8 [tag="Expert2Val"]; i8 [tag="--"]; i8 [tag="--"]; i8 [tag="--"]; i32 [tag="GASpd"] DWORD; i8 [tag="AbilityNum"]; i8 [tag="Ability1"]; i8 [tag="Ability2"]; i8 [tag="Ability3"]; i8 [tag="Ability4"]; i8 [tag="--"]; i8 [tag="--"]; i8 [tag="--"]; float [tag="Ability1Val"] DWORD; float [tag="Ability2Val"] DWORD; float [tag="Ability3Val"] DWORD; float [tag="Ability4Val"] DWORD; i32 [tag="DefEffType"] DWORD; i32 [tag="ClassGradeLim"] DWORD; i16 [tag="Fire"]; i16 [tag="Water"]; i16 [tag="Soil"]; i16 [tag="Wind"]; i32 [tag="-----"] DWORD; } struct Ammo [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvlLim"] DWORD; i8 [tag="Element"]; i8 [tag="--"]; i8 [tag="--"]; i8 [tag="--"]; float [tag="Power"] DWORD; i32 [tag="Quantity"] DWORD; i8 [tag="TypeNum"]; i8 [tag="Type1"]; i8 [tag="Type2"]; i8 [tag="Type3"]; i8 [tag="Type4"]; i8 [tag="--"]; i8 [tag="--"]; i8 [tag="--"]; i32 [tag="21"] DWORD; i32 [tag="21"] DWORD; i32 [tag="21"] DWORD; i32 [tag="21"] DWORD; i32 [tag="21"] DWORD; i32 [tag="21"] DWORD; i32 [tag="21"] DWORD; i32 [tag="21"] DWORD; i32 [tag="21"] DWORD; i32 [tag="21"] DWORD; i32 [tag="21"] DWORD; i32 [tag="Debuff"] DWORD; i32 [tag="21"] DWORD; i32 [tag="21"] DWORD; } struct Tools [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="1"] DWORD; } struct Potion [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCashItem"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="LvLim"] DWORD; i32 [tag="ActDelay"] DWORD; i32 [tag="UseState"] DWORD; x32 [tag="ActTarget"] DWORD; x32 [tag="ActTarget"] DWORD; i32 [tag="29"] DWORD; i32 [tag="DelayType"] DWORD; i32 [tag="UseRange"] DWORD; i32 [tag="EffCode"] DWORD; i32 [tag="EffArea"] DWORD; i32 [tag="EffAreaVal"] DWORD; i32 [tag="35"] DWORD; i32 [tag="36"] DWORD; } struct Mining [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="TimeMining"] DWORD; i32 [tag="1"] DWORD; } struct Ore [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i8 [tag="MinCRand"] DWORD; i8 [tag="MaxCRand"] DWORD; i16 [tag="1"] DWORD; i32 [tag="procPrice"] DWORD; i32 [tag="OreList"] DWORD; i32 [tag="1"] DWORD; } struct Resource [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="EffNum"] DWORD; repeat 5 { i8 [tag="Ability"] DWORD; i8 [tag="-----"] DWORD; i16 [tag="-----"] DWORD; float [tag="1 value"] DWORD; float [tag="max Value"] DWORD; } i32 [tag="IsUpgrade"] DWORD; i32 [tag="UpgradeType"] DWORD; i8 [tag="Upper"] DWORD; i8 [tag="Lower"] DWORD; i8 [tag="Gloves"] DWORD; i8 [tag="Shoes"] DWORD; i8 [tag="Helmet"] DWORD; i8 [tag="Meele"] DWORD; i8 [tag="Shield"] DWORD; i8 [tag="Missile"] DWORD; i8 [tag="Unit"] DWORD; i8 [tag="Cloack"] DWORD; i16 [tag="UpgEffect"] DWORD; float [tag="--+1--"] DWORD; float [tag="--+2--"] DWORD; float [tag="--+3--"] DWORD; float [tag="--+4--"] DWORD; float [tag="--+5--"] DWORD; float [tag="--+6--"] DWORD; float [tag="--+7--"] DWORD; float [tag="JewelRate"] DWORD; i32 [tag="EffType1"] DWORD; i32 [tag="UiPrint"] DWORD; i32 [tag="ItemUITip"] DWORD; i32 [tag="-----"] DWORD; i32 [tag="-----"] DWORD; } struct Force [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; x32 [tag="ForceKey"] DWORD; i32 [tag="1"] DWORD; } struct Mau [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="Type"] DWORD; float [tag="---"] DWORD; float [tag="---"] DWORD; i8 [tag="height"] DWORD; i8 [tag="width"] DWORD; i16 [tag="none"] DWORD; i32 [tag="HP"] DWORD; i32 [tag="RepPrice"] DWORD; i32 [tag="Head"] DWORD; i32 [tag="Upper"] DWORD; i32 [tag="Lower"] DWORD; i32 [tag="Arms"] DWORD; i32 [tag="Shoulder"] DWORD; i32 [tag="Back"] DWORD; i32 [tag="Bullet"] DWORD; i32 [tag="Bullet"] DWORD; i32 [tag="IsDestroy"] DWORD; i32 [tag="IsRepair"] DWORD; i32 [tag="----"] DWORD; } struct Tcard [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; cstr [len=32] MapName; cstr [len=32] MapName; i32 [tag="PortLvLim"] DWORD; i32 [tag="1111"] DWORD; i32 [tag="1111"] DWORD; } struct TcardDesc [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; cstr [len=32] MapName; cstr [len=32] MapName; i32 [tag="PortLvLim"] DWORD; i32 [tag="1111"] DWORD; i32 [tag="1111"] DWORD; } struct Dangeon [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="IsQualification"] DWORD; i32 [tag="TerminateTime"] DWORD; i32 [tag="EndIF"] DWORD; x32 [tag="MobID"] DWORD; i32 [tag="MobCount"] DWORD; i32 [tag="Exp"] DWORD; i32 [tag="Dalant"] DWORD; i32 [tag="Gold"] DWORD; i32 [tag="1"] DWORD; i32 [tag="1"] DWORD; } struct Tower [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="LvL"] DWORD; x32 [tag="MeshID"] DWORD; i32 [tag="MaxHP"] DWORD; i32 [tag="LvLim"] DWORD; float [tag="AttRadius"] DWORD; i32 [tag="StartTime"] DWORD; i32 [tag="--"] DWORD; i32 [tag="--"] DWORD; i32 [tag="--"] DWORD; i8 [tag="Height"] DWORD; i8 [tag="Width"] DWORD; i16 [tag="--"] DWORD; i32 [tag="AttackMin"] DWORD; i32 [tag="AttackMax"] DWORD; x32 [tag="-"] DWORD; i32 [tag="DefFc"] DWORD; i8 [tag="fire"] DWORD; i8 [tag="water"] DWORD; i8 [tag="soil"] DWORD; i8 [tag="wind"] DWORD; i32 [tag="Speed"] DWORD; i8 [tag="NumItem"] DWORD; i8 [tag="Item1Type(7)"] DWORD; i8 [tag="Item2Type(7)"] DWORD; i8 [tag="Item3Type(7)"] DWORD; i8 [tag="Item4Type(7)?"] DWORD; i8 [tag="Item5Type(7)?"] DWORD; i16 [tag="--"] DWORD; x32 [tag="Item1Index"] DWORD; x32 [tag="Item2Index"] DWORD; x32 [tag="Item3Index"] DWORD; x32 [tag="Item4Index?"] DWORD; x32 [tag="Item5Index?"] DWORD; x32 [tag="Item1Code"] DWORD; x32 [tag="Item2Code"] DWORD; x32 [tag="Item3Code"] DWORD; x32 [tag="Item4Code?"] DWORD; x32 [tag="Item5Code?"] DWORD; i32 [tag="Item1Num"] DWORD; i32 [tag="Item2Num"] DWORD; i32 [tag="Item3Num"] DWORD; i32 [tag="Item4Num?"] DWORD; i32 [tag="Item5Num?"] DWORD; i32 [tag="AttEff"] DWORD; i32 [tag="DefEff"] DWORD; i32 [tag="--"] DWORD; } struct Trap [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="Lv"] DWORD; x32 [tag="Mesh"] DWORD; i32 [tag="MaxHP"] DWORD; i8 [tag="LvLim"] DWORD; i8 [tag="ExpLim"] DWORD; i16 [tag="none"] DWORD; float [tag="GaDst"] DWORD; i32 [tag="ExpTimeSec"] DWORD; i32 [tag="1"] DWORD; i32 [tag="IsUseEffect"] DWORD; i32 [tag="EffectCode"] DWORD; i32 [tag="1"] DWORD; } struct Siege [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="ItemGrade"] DWORD; i32 [tag="25"] DWORD; i32 [tag="Upgrade"] DWORD; i32 [tag="27"] DWORD; i32 [tag="DurUnit"] DWORD; i8 [tag="Lv"]; i8 [tag="Expert1"]; i8 [tag="Expert2"]; i8 [tag="Expert1Val"]; i8 [tag="Expert2Val"]; i8 [tag="--"]; i8 [tag="--"]; i8 [tag="--"]; i32 [tag="unk"] DWORD; i8 [tag="AbilityNum"]; i8 [tag="Ability1"]; i8 [tag="Ability2"]; i8 [tag="Ability3"]; i8 [tag="Ability4"]; i8 [tag="--"]; i8 [tag="--"]; i8 [tag="--"]; float [tag="Ability1Val"] DWORD; float [tag="Ability2Val"] DWORD; float [tag="Ability3Val"] DWORD; float [tag="Ability4Val"] DWORD; i32 [tag="AttEffType"] DWORD; i32 [tag="unk"] DWORD; i8 [tag="UseType"]; i8 [tag="SubType"]; i16 [tag="---"]; float [tag="MinDst"]; float [tag="MaxDst"] DWORD; float [tag="GAAF"] DWORD; i32 [tag="GAcorSpd"] DWORD; i32 [tag="-----"] DWORD; } struct Ticket [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; cstr [len=33] lable; cstr [len=39] lable; } struct Recovery [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="Min"] DWORD; i32 [tag="Max"] DWORD; i32 [tag="1"] DWORD; i32 [tag="1"] DWORD; repeat 59 { i32 [hidden=1] DWORD; } } struct Box [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="Lv"] DWORD; i32 [tag="hz"] DWORD; i32 [tag="1"] DWORD; i32 [tag="1"] DWORD; repeat 59 { i32 [hidden=1] DWORD; } } struct FireCracker [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="7"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="1"] DWORD; repeat 62 { i32 [hidden=1] DWORD; } } struct unmanned [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; x32 [tag="MeshID"] DWORD; i8 [tag="Lv"] DWORD; i8 [tag="LvLim"] DWORD; i16 [tag="--"] DWORD; i32 [tag="MaxHP"] DWORD; i32 [tag="unk"] DWORD; i32 [tag="unk"] DWORD; i32 [tag="DefFc"] DWORD; i8 [tag="Fire"] DWORD; i8 [tag="Water"] DWORD; i8 [tag="Soil"] DWORD; i8 [tag="Wind"] DWORD; i32 [tag="DefEffType"] DWORD; i32 [tag="unk"] DWORD; } struct radar [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; float [tag="Delay"] DWORD; i32 [tag="LvLim"] DWORD; i32 [tag="IsAbr"] DWORD; float [tag="EquipSpeed"] DWORD; i32 [tag="SuccProb"] DWORD; i32 [tag="Duration"] DWORD; i8 [tag="NeedItemNum"]; i8 [tag="NdItemID1"]; i8 [tag="NdItemID2"]; i8 [tag="NdItemID3"]; x32 [tag="NdItemCode1"]; x32 [tag="NdItemCode2"]; x32 [tag="NdItemCode3"]; i8 [tag="NDI1Num"]; i8 [tag="NDI2Num"]; i8 [tag="NDI3Num"]; i8 [tag="---"]; i32 [tag="1"]; } struct npclink [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="Lv"] DWORD; x32 [tag="NPC"] DWORD; i8 [tag="button1"]; i8 [tag="button2"]; i8 [tag="button3"]; i8 [tag="button4"]; i8 [tag="button5"]; i8 [tag="button6"]; i8 [tag="button7"]; i8 [tag="button8"]; i8 [tag="button9"]; i8 [tag="button10"]; i16 [tag="--"] DWORD; i32 [tag="StoragePart"] DWORD; i32 [tag="1"] DWORD; } struct Coupon [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i32 [tag="CouponItemPart"] DWORD; i32 [tag="Discount"] DWORD; i32 [tag="Point"] DWORD; i32 [tag="StoragePart"] DWORD; i32 [tag="Lv"] DWORD; i32 [tag="1"] DWORD; } struct MauArmor [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="none"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i8 [tag="FixPart"] DWORD; x32 [tag="DefFrame1"] DWORD; x32 [tag="DefFrame2"] DWORD; i8 [tag="none"] DWORD; i16 [tag="none"] DWORD; i32 [tag="DefFc"] DWORD; i16 [tag="fire"] DWORD; i16 [tag="water"] DWORD; i16 [tag="soil"] DWORD; i16 [tag="Wind"] DWORD; i8 [tag="AttMastery"] DWORD; // no functionality i8 [tag="DefMastery"] DWORD; // no functionality i16 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i8 [tag="LvLim"] DWORD; i8 [tag="ExpID1"] DWORD; i8 [tag="ExpID2"] DWORD; i8 [tag="ExpLim1"] DWORD; i8 [tag="ExpLim2"] DWORD; i8 [tag="none"] DWORD; i16 [tag="none"] DWORD; i32 [tag="RepPrice"] DWORD; i32 [tag="AttEffType"] DWORD; i32 [tag="DefEffType"] DWORD; i32 [tag="none"] DWORD; } struct MauWeapon [preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="none"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i8 [tag="FixPart"] DWORD; x32 [tag="DefFrame1"] DWORD; x32 [tag="DefFrame2"] DWORD; i8 [tag="none"] DWORD; i16 [tag="none"] DWORD; i32 [tag="DefFc"] DWORD; i16 [tag="fire"] DWORD; i16 [tag="water"] DWORD; i16 [tag="soil"] DWORD; i16 [tag="Wind"] DWORD; i8 [tag="AttMastery"] DWORD; // no functionality i8 [tag="DefMastery"] DWORD; // no functionality i16 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i8 [tag="LvLim"] DWORD; i8 [tag="ExpID1"] DWORD; i8 [tag="ExpID2"] DWORD; i8 [tag="ExpLim1"] DWORD; i8 [tag="ExpLim2"] DWORD; i8 [tag="none"] DWORD; i16 [tag="none"] DWORD; i32 [tag="RepPrice"] DWORD; i32 [tag="AttEffType"] DWORD; i32 [tag="DefEffType"] DWORD; float [tag="AttRange"] DWORD; i32 [tag="AttDelay"] DWORD; i32 [tag="EffGroup"] DWORD; i32 [tag="GAMinAF"] DWORD; i32 [tag="GAMaxAF"] DWORD; i32 [tag="WeapType"] DWORD; i32 [tag="NeedBullet"] DWORD; i32 [tag="BackSlot"] DWORD; i32 [tag="none"] DWORD; } struct MauBack[preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="none"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i8 [tag="FixPart"] DWORD; x32 [tag="DefFrame1"] DWORD; x32 [tag="DefFrame2"] DWORD; i8 [tag="none"] DWORD; i16 [tag="none"] DWORD; i32 [tag="DefFc"] DWORD; i16 [tag="fire"] DWORD; i16 [tag="water"] DWORD; i16 [tag="soil"] DWORD; i16 [tag="Wind"] DWORD; i8 [tag="AttMastery"] DWORD; // no functionality i8 [tag="DefMastery"] DWORD; // no functionality i16 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i8 [tag="LvLim"] DWORD; i8 [tag="ExpID1"] DWORD; i8 [tag="ExpID2"] DWORD; i8 [tag="ExpLim1"] DWORD; i8 [tag="ExpLim2"] DWORD; i8 [tag="none"] DWORD; i16 [tag="none"] DWORD; i32 [tag="RepPrice"] DWORD; i32 [tag="AttEffType"] DWORD; i32 [tag="DefEffType"] DWORD; i32 [tag="BstCha"] DWORD; i8 [tag="BstSpd"] DWORD; i8 [tag="BackSlot"] DWORD; i16 [tag="none"] DWORD; i32 [tag="none"] DWORD; } struct MauBullets[preload=1] { i32 nCount; x32 [tag="ID"] DWORD; cstr [len=64] ItemName; x32 [tag="Model"] DWORD; i32 [tag="Icon"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Type"] DWORD; i8 [tag="Money"] DWORD; i16 [tag="none"] DWORD; i32 [tag="Price"] DWORD; i32 [tag="PvPPrice"] DWORD; i32 [tag="12"] DWORD; i32 [tag="13"] DWORD; i32 [tag="StorePrice"] DWORD; i32 [tag="Exchange"] DWORD; i32 [tag="Sell"] DWORD; i32 [tag="Ground"] DWORD; i32 [tag="Store"] DWORD; i32 [tag="Description"] DWORD; i32 [tag="IsExist"] DWORD; i32 [tag="IsCash"] DWORD; i32 [tag="IsTime"] DWORD; i32 [tag="UpLvLim"] DWORD; i8 [tag="FixPart"] DWORD; x32 [tag="DefFrame1"] DWORD; x32 [tag="DefFrame2"] DWORD; i8 [tag="none"] DWORD; i16 [tag="none"] DWORD; i32 [tag="DefFc"] DWORD; i16 [tag="fire"] DWORD; i16 [tag="water"] DWORD; i16 [tag="soil"] DWORD; i16 [tag="Wind"] DWORD; i8 [tag="AttMastery"] DWORD; // no functionality i8 [tag="DefMastery"] DWORD; // no functionality i16 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i32 [tag="none"] DWORD; i8 [tag="LvLim"] DWORD; i8 [tag="ExpID1"] DWORD; i8 [tag="ExpID2"] DWORD; i8 [tag="ExpLim1"] DWORD; i8 [tag="ExpLim2"] DWORD; i8 [tag="none"] DWORD; i16 [tag="none"] DWORD; i32 [tag="RepPrice"] DWORD; i32 [tag="AttEffType"] DWORD; i32 [tag="DefEffType"] DWORD; i32 [tag="DurUnit"] DWORD; i32 [tag="WeapType"] DWORD; i32 [tag="IsAbr"] DWORD; i32 [tag="EffectID"] DWORD; i32 [tag="none"] DWORD; } struct ItemMakeData [preload=1] { i32 nCount; i32 [tag="NewItemType"] DWORD; i32 [tag="NewItemIndex"] DWORD; x32 [tag="NewItemCode"] DWORD; i32 [tag="Link"] DWORD; // to tool and list of tool i32 [tag="PosInWindow"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="1"] DWORD; i8 [tag="NumMaterial"] DWORD; i8 [tag="MatType1"] DWORD; i8 [tag="MatType2"] DWORD; i8 [tag="MatType3"] DWORD; i8 [tag="MatType4"] DWORD; i8 [tag="MatType5"] DWORD; i8 [tag="1"] DWORD; i32 [tag="MatIndex1"] DWORD; i32 [tag="MatIndex2"] DWORD; i32 [tag="MatIndex3"] DWORD; i32 [tag="MatIndex4"] DWORD; i32 [tag="MatIndex5"] DWORD; x32 [tag="MatCode1"] DWORD; x32 [tag="MatCode2"] DWORD; x32 [tag="MatCode3"] DWORD; x32 [tag="MatCode4"] DWORD; x32 [tag="MatCode5"] DWORD; i32 [tag="MatNum1"] DWORD; i32 [tag="MatNum2"] DWORD; i32 [tag="MatNum3"] DWORD; i32 [tag="MatNum4"] DWORD; i32 [tag="MatNum5"] DWORD; i32 [tag="1"] DWORD; } struct ItemCombine [preload=1] { i32 [tag="Count"] DWORD; i32 [tag="ID"] DWORD; i32 [tag="TakeType"] DWORD; i32 [tag="TakeIndex"] DWORD; x32 [tag="TakeCode"] DWORD; u32 [tag="Fee(price)"] DWORD; x32 [tag="Civil1"] DWORD; x32 [tag="Civil2"] DWORD; i8 [tag="Trade Money"] DWORD; i8 [tag="--"] DWORD; i16 [tag="--"] DWORD; u32 [tag="TradeValue"] DWORD; i8 [tag="NumMaterial"] DWORD; i8 [tag="Type1"] DWORD; i8 [tag="Type2"] DWORD; i8 [tag="Type3"] DWORD; i8 [tag="Type4"] DWORD; i8 [tag="Type5"] DWORD; i16 [tag="--"] DWORD; i32 [tag="Index1"] DWORD; i32 [tag="Index2"] DWORD; i32 [tag="Index3"] DWORD; i32 [tag="Index4"] DWORD; i32 [tag="Index5"] DWORD; x32 [tag="Code1"] DWORD; x32 [tag="Code2"] DWORD; x32 [tag="Code3"] DWORD; x32 [tag="Code4"] DWORD; x32 [tag="Code5"] DWORD; i32 [tag="Dur1"] DWORD; i32 [tag="Dur2"] DWORD; i32 [tag="Dur3"] DWORD; i32 [tag="Dur4"] DWORD; i32 [tag="Dur5"] DWORD; repeat 25 { i32 [hidden=1] DWORD; } } struct unk3 [preload=1] { repeat 46 { i32 [tag="Unk"] DWORD; } } struct Descript [preload=1] { x32 Serial; x32 Code; i32 tl; str [len=tl] Text; }