EP15 items

Results 1 to 7 of 7
  1. #1
    Proficient Member Revy is offline
    MemberRank
    Oct 2011 Join Date
    164Posts

    EP15 items

    how to make 010 editors template? (item.enc ep15)

    Tapatalk-kal küldve az én LT26i-el


  2. #2
    Account Upgraded | Title Enabled! golddragooon is offline
    MemberRank
    Feb 2013 Join Date
    Far Far AwayLocation
    350Posts

    Re: EP15 items

    Read it manually without template and use old template when u find thing u need (means copy paste lines u need and open with template, it did work for me quiet well so far)

  3. #3
    Cya nerds PunkS7yle is offline
    MemberRank
    Feb 2010 Join Date
    1,448Posts

    Re: EP15 items

    Can you post the item.dec ?

    Just checked Korea's item.dec, the item block size is still the same as ep10, they just moved some values around, figure it out by comparing :)
    Last edited by PunkS7yle; 15-02-16 at 01:09 AM.

  4. #4
    Proficient Member Revy is offline
    MemberRank
    Oct 2011 Join Date
    164Posts

    Re: EP15 items

    Quote Originally Posted by PunkS7yle View Post
    Can you post the item.dec ?

    Just checked Korea's item.dec, the item block size is still the same as ep10, they just moved some values around, figure it out by comparing :)
    item

  5. #5
    Proficient Member Revy is offline
    MemberRank
    Oct 2011 Join Date
    164Posts

    Re: EP15 items

    I am already working on it but it is not ready yet
    Code:
    //--------------------------------------##
    // Game: CABAL Online
    // File Format: Item.enc
    // Description: Template for CABAL's Item.enc file
    //--------------------------------------##
    // Author: Yamachi
    // Modify: Revy
    //--------------------------------------##
    
    #include "Cabal_Common.bt"
    
    //-Local-Variables----------------------
    
    local string estType = "Item.ENC";
    
    //-Enumerations-------------------------
    
    typedef enum <uint32> {
        _1x1 = 0,
        _1x2,
        _1x3,
        _1x4,
        _2x1,
        _2x2,
        _2x3,
        _2x4,
        _3x1,
        _3x2,
        _3x3,
        _3x4,
        _4x1,
        _4x2,
        _4x3,
        _4x4,
    } Slots;      // Width x Height
    
    typedef enum <uint32> {
        Z_MARTIAL = 0,
        M_BATTLE,
        A_ARMOUR,
    } Display;
    
    typedef enum <uint32> {
        NORMAL = 0,
        NO_DROP,
        NO_TRADE,
        BIND_ACT,
        NO_SELL,
        NO_DROPSELL,
        NO_SELLTRADE,
        BIND_ACT_NO_SELL,
        NO_STOR,
        NO_DROPSTOR,
        NO_STORTRADE,
        BIND_CHAR,
        NO_SELLSTOR,
        NO_DROPSELLSTOR,
        NO_SELLSTORTRADE,
        BIND_CHAR_NO_SELL
    } Property;
    
    typedef enum <uint32> {
        WA = 1,
        BL,
        WI,
        FA,
        FS,
        FB,
        GL
    } Class;
    
    typedef enum <ubyte> {
        WA2 = 1,
        BL2,
        WI2,
        FA2,
        FS2,
        FB2,
        GL2
    } ClassB;
    
    typedef enum <uint32> {
        IDT_UCOR = 0,
        IDT_OCOR,
        IDT_QDID,
        IDT_QDIT,
        IDT_WSCL,
        IDT_MWPN,
        IDT_1HND,
        IDT_2HND,
        IDT_SUIT,
        IDT_GLOV,
        IDT_BOOT,
        IDT_HMET,
        IDT_ALZS = 13,
        IDT_PTON,
        IDT_RING,
        IDT_NLCE,
        IDT_CLOK,
        IDT_QSTS,
        IDT_QSTN,
        IDT_QDMI,
        IDT_VEHI = 22,
        IDT_PANT = 24,
        IDT_SPOS = 27,
        IDT_FMUC,
        IDT_EXTR,
        IDT_CTOL,
        IDT_CLVU,
        IDT_ERNG,
        IDT_BSLI,
        IDT_LOTT,
        IDT_COEN,
        IDT_FXTS,
        IDT_FXTN,
        IDT_BLBD,
        IDT_WCCL,
        IDT_RSRT = 42,
        IDT_CURE,
        IDT_CHNG,
        IDT_RNCD,
        IDT_RSPN,
        IDT_GLDE = 50,
        IDT_PETN,
        IDT_FXFS,
        IDT_AVAN = 54,
        IDT_BALN,
        IDT_GEND,
        IDT_RPNS,
        IDT_FTSM,
        IDT_LKWP,
        IDT_WPTO,
        IDT_PTRN,
        IDT_PTSL,
        IDT_PTRM,
        IDT_GBTK,
        IDT_PCHK,
        IDT_RTRA,
        IDT_EVTS,
        IDT_EVTN,
        IDT_EVTL,
        IDT_FONT,
        IDT_ABLT,
        IDT_EVTF,
        IDT_PSKN,
        IDT_PAGN,
        IDT_ABL2,
        IDT_WARP,
        IDT_SKLB,
        IDT_BELT,
        IDT_PRIM,
        IDT_CPON,
        IDT_MGPN,
        IDT_FSTN,
        IDT_MBUF,
        IDT_RMWH,
        IDT_PSEX,
        IDT_GBWC,
        IDT_SOHR,
        IDT_HNCC,
        IDT_GFTC,
        IDT_VOWS,
        IDT_VOWP,
        IDT_SHSP,
        IDT_ESAC,
        IDT_ASCD,
        IDT_VERA,
        IDT_DAMP,
        IDT_BKUC,
        IDT_BKFC,
        IDT_BKEX,
        IDT_BKEN,
        IDT_IMRW,
        IDT_FCTL,
        IDT_ABND,
        IDT_BORD,
        IDT_CNGS,
        IDT_PWRP,
        IDT_PONN,
        IDT_MBFN,
        IDT_QCAP,
        IDT_SAVE,
        IDT_PUTK,
        IDT_GDRN,
        IDT_CGLD,
        IDT_GDLU,
        IDT_SGOP,
        IDT_DFCO
    } Type;
    
    typedef enum <uint32> {
        Upgrade_Core = 0,
        Force_Core,
    	DT,
    	Dungeon_Count,
    	Return_Stone,
    	Force_Controller,
    	Two_Handed_Sword,
    	One_Handed_Sword,
    	Suit,
    	Glove,
    	Boot,
    	Headgear,
    	Headgear2,
    	Alz,
    	Potion,
    	Ring,
    	Amulet,
    	Epaulet,
    	QSTS,
    	QSTN,
    	Dungeon_Mission,
    	Auto_Trap,
    	Astral_Bike_Card,
    	Skill_Curcuit,
    	Plasma_Coating_Kit,
    	Event_Item,
    	SerialS,
    	Special_Potion,
    	Formula_Card,
    	Slot_Extender,
    	CA_Transmuter,
    	Craft_License,
    	Earring,
    	Bracelet,
    	Chaos_Lamp,
    	Core_Enhancer,
    	FX_ItemS,
    	FX_ItemN,
    	Blessing_Bead,
    	Return_Core,
    	Summon_Card,
    	Special_Warp_Card,
    	Ressurrection_Potion,
    	Cure_Potion,
    	Change_Kit,
    	Rename_Card,
    	Remote_Shop_Pannel,
    	Treasure_Hunting_Kit,
    	Summoning_Ritual_Kit,
    	Epaulet2,
    	Guild_Emblem,
    	Summoning_Pet,
    	FX_Item_S,
    	FX_Item_N,
    	Avatar_Item,
    	Dialog_Bubble_Item,
    	Change_Gender_Item,
    	Remote_Shop_Pannel2,
    	Recall_Force_Tower,
    	Link_Weapon,
    	Recovery_Kit,
    	Pet_Rename_Card,
    	Pet_Seal_Item,
    	Pet_Buff_Remover,
    	Gamble_Ticket,
    	Pet_Change_Kit,
    	Remote_Consignment_Agency,
    	EventS,
    	EventN,
    	Lottery,
    	FontS,
    	Ability_Rune,
    	Event_Formula_Card,
        Pet_Sleeping_Kit,
        Anima_Lune,
        Ability_Rune2,
        Warp_Stone,
        Skill_Book,
        Belt
    } TypeN;
    
    //-Structures---------------------------
    
    typedef struct {
        /*int item_idx;*/
    	char num_id[4];
        char visual_id[60];
        char item_id[60];
        char desc_id[60];
        ubyte unkba0[20];
        Type type <read=CommentType>;
        Display display_code_pt1;
        int display_code_pt2;
        Vector3 translation_female;
        Vector3 translation_male;
        Vector3 rotation_female;
        Vector3 rotation_male;
        float scale_male <comment="This changes the object size in the character inventory.">;
        float scale_female <comment="This changes the object size in the character inventory.">;
        uint limit_level;
        Class limit_class;
        int limit_reputation;
        uint price2;
    	ubyte unkba1;
        ubyte opt_1;
        ubyte opt_2;
        ubyte opt_3;
    	ubyte opt_4;
        ubyte opt_5;
    	ubyte opt_6;
        ubyte opt_7;
        ubyte opt_8;
    	ubyte opt_9;
        ubyte opt_10;
    	ubyte opt_11;
        ubyte opt_12;
        ubyte opt_13;
    	ubyte opt_14;
        ubyte opt_15;
    	ubyte opt_16;
        ubyte opt_17;
        ubyte opt_18;
    	ubyte opt_19;
        ubyte opt_20;
        ubyte opt_21;
        ubyte opt_22;
        ubyte opt_23;
    	ubyte opt_24;
        ubyte opt_25;
    	ubyte opt_26;
        ubyte opt_27;
        uint d_str_2;
        uint d_dex_2;
        uint d_int_2;
        uint price_sell;
        Slots slot_spaces;
        uint value_lv;
        uint attack_rate__opt_1;
        uint defen_rate__opt_1_val__phy_att_max;
        uint defense__lev_lmt__mag_att_val;
        uint max_core;
        uint str_lmt_1__opt2;
        uint dex_lmt_1__opt_2_val;
        uint int_lmt_1__opt_3;
        uint str_lmt_2__opt_3_val;
        uint dex_lmt_2__opt_4;
        uint int_lmt_2__opt_4_val;
        uint d_str_1;
        uint d_dex_1;
        uint d_int_1;
        ubyte unkb3[25];
        ubyte PROPERTY;
        ubyte enchant_code_lnk;
        ubyte grade;
        ubyte enableUpgrade <comment="0 = Enabled & 1 = Disabled - Not 100% sure">;
        ClassB class_id_1;
        ClassB class_id_2;
        ubyte period_type;
        ubyte period_use;
        ubyte uniqueGrade;
    	ubyte unkb5;
        int   maxReputation;
    	ubyte unkb6[5];
        /*ubyte unknownEP10[6];*/
    } Item;
    
    //-Main---------------------------------
    
    FSeek(0);
    
    Item items[FileSize() / 444] <optimize=false>;
    
    //-English------------------------------
    
    string CommentType(Type &t) {
        string s;
        TypeN tn = t;
        SPrintf( s, "%s - %s (%i)", EnumToString(tn), EnumToString(t), t);
        return s;
    }

  6. #6
    Member wemersonmelki is offline
    MemberRank
    Jan 2013 Join Date
    67Posts

    Re: EP15 items

    Up up up

  7. #7
    Proficient Member aeyemo is offline
    MemberRank
    Feb 2009 Join Date
    154Posts

    Re: EP15 items

    enc

    enjoy
    Attached Files Attached Files
    Last edited by aeyemo; 01-03-16 at 08:49 PM.



Advertisement