Character.strs 2.2.3

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  1. #1
    Account Upgraded | Title Enabled! rapido15 is offline
    MemberRank
    Oct 2011 Join Date
    435Posts

    information Character.strs 2.2.3

    Someone could share the strs from Character 2.2.3? thanks in advance!


  2. #2
    Leech feeder. lifestream is offline
    MemberRank
    Oct 2008 Join Date
    855Posts

    Re: Character.strs 2.2.3

    I kind of doubt anyone shares a complete workign one for that, noen of the "strs" packs have it, so people have to work and make them the hard way and wont just upload it for everyone.
    Take a loo kat the str packs - there might be half complete ones in there... dont remember what ws in those (under releases).

  3. #3
    Enthusiast Allan Walker is offline
    MemberRank
    Mar 2013 Join Date
    in my worldLocation
    27Posts

    Re: Character.strs 2.2.3

    Save this as character.strs
    Code:
    [filemask="Character.dat;CharacterW.dat"]
    
    
    struct CharacterFile
    {
    u32 ClassB;
    u32 ClassBS;
    seek (8+ClassB*ClassBS);
    u32 GradeB;
    u32 GradeBS;
    seek (16+ClassB*ClassBS+GradeB*GradeBS);
    u32 MasteryB;
    u32 MasteryBS;
    seek (24+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS);
    u32 ExpB;
    u32 ExpBS;
    seek (32+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS);
    u32 MonsterB;
    u32 MonsterBS;
    seek (40+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS+MonsterB*MonsterBS);
    u32 AnimusB;
    u32 AnimusBS;
    seek (48+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS+MonsterB*MonsterBS+AnimusB*AnimusBS);
    u32 ActionB;
    u32 ActionBS;
    
    
    child Class  [group="Class",                      offset=(8), count=ClassB];
    child Grade  [group="Grade",                      offset=(16+ClassB*ClassBS), count=GradeB];
    // child Mastery    [group="Mastery Limit",              offset=(24+ClassB*ClassBS+GradeB*GradeBS), count=MasteryB];
    child Mastery    [group="Warrior Mastery Limit",      offset=(24+ClassB*ClassBS+GradeB*GradeBS), count=MasteryB/4];
    child Mastery    [group="Ranger Mastery Limit",                offset=(24+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS/4), count=MasteryB/4];
    child Mastery [group="Spiritualist Mastery Limit",    offset=(24+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS/2), count=MasteryB/4];
    child Mastery [group="Specialist Mastery Limit",        offset=(24+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS*3/4), count=MasteryB/4];
    child Exp    [group="Exp",                        offset=(32+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS), count=ExpB];
    child Monster [group="Monster Character",                        offset=(40+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS), count=MonsterB];
    // child Animus  [group="Paimon Character",                offset=(48+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS+MonsterB*MonsterBS), count=AnimusB];
    child Animus  [group="Paimon Character",                    offset=(48+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS+MonsterB*MonsterBS), count=AnimusB/8];
    child Animus  [group="Hecate Character",                    offset=(48+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS+MonsterB*MonsterBS+AnimusB*AnimusBS/8), count=AnimusB/8];
    child Animus  [group="Inanna Character",                    offset=(48+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS+MonsterB*MonsterBS+AnimusB*AnimusBS/4), count=AnimusB/8];
    child Animus  [group="Isis Character",                        offset=(48+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS+MonsterB*MonsterBS+AnimusB*AnimusBS*3/8), count=AnimusB/8];
    child Animus  [group="Paimon Character S",                offset=(48+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS+MonsterB*MonsterBS+AnimusB*AnimusBS/2), count=AnimusB/8];
    child Animus  [group="Hecate Character S",                offset=(48+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS+MonsterB*MonsterBS+AnimusB*AnimusBS*5/8), count=AnimusB/8];
    child Animus  [group="Inanna Character S",                offset=(48+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS+MonsterB*MonsterBS+AnimusB*AnimusBS*3/4), count=AnimusB/8];
    child Animus  [group="Isis Character S",                    offset=(48+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS+MonsterB*MonsterBS+AnimusB*AnimusBS*7/8), count=AnimusB/8];
    child Action  [group="Action",                      offset=(56+ClassB*ClassBS+GradeB*GradeBS+MasteryB*MasteryBS+ExpB*ExpBS+MonsterB*MonsterBS+AnimusB*AnimusBS), count=ActionB];
    }
    
    
    struct Class [preload]
    {
    i8 [tag="?????"];
    i8 [tag="? ????-??"];
    cstr [len=2, hidden];
    u32 [tag="??????"];
    x32 [tag="ID ????-??"];
    cstr [len=32] "????-??";
    repeat 8
    {
    x32 [tag="ID ???? ????-??"];
    }
    u32 [tag="? ???????"];
    cstr [len=32] "?. ??????";
    cstr [len=32, id=RusName] "?. ????-??";
    cstr [len=32, id=EngName] "?.?. ????-??";
    nodename (": "+RusName+" | "+EngName);
    i32 [tag="????"];
    repeat 10
    {
    x32 [tag="ID ?????. ??????"];
    }
    i32 [tag="???? ???"];
    i32 [tag="????? ?? HP"];
    i32 [tag="????? ?? FP"];
    i32 [tag="????? ?? SP"];
    i32 [tag="?? - ??"];
    i32 [tag="?? - ??"];
    i32 [tag="?? - ??"];
    i32 [tag="?? - ?????"];
    i32 [tag="?? - ???"];
    i32 [tag="?? - ??????"];
    i32 [tag="?? - ??"];
    i32 [tag="?? - ??"];
    i32 [tag="?? - ??"];
    i32 [tag="???? - ??????"];
    i32 [tag="???? - ???????"];
    i32 [tag="???? - ?????"];
    i32 [tag="???? - ???????"];
    i32 [tag="???? - ??????"];
    i32 [tag="???? - ???????"];
    i32 [tag="???? - ?????"];
    i32 [tag="???? - ???????"];
    i32 [tag="????? - ??????"];
    i32 [tag="????? - ???????"];
    i32 [tag="????? - ?????"];
    i32 [tag="????? - ???????"];
    i32 [tag="???? - ??????"];
    i32 [tag="???? - ???????"];
    i32 [tag="???? - ?????"];
    i32 [tag="???? - ???????"];
    i32 [tag="????? - ??????"];
    i32 [tag="????? - ???????"];
    i32 [tag="????? - ?????"];
    i32 [tag="????? - ???????"];
    i32 [tag="?????? - ??????"];
    i32 [tag="?????? - ???????"];
    i32 [tag="?????? - ?????"];
    i32 [tag="?????? - ???????"];
    i32 [tag="??? - ??????"];
    i32 [tag="??? - ???????"];
    i32 [tag="??? - ?????"];
    i32 [tag="??? - ???????"];
    i32 [tag="??? - ??????"];
    i32 [tag="??? - ???????"];
    i32 [tag="??? - ?????"];
    i32 [tag="??? - ???????"];
    i32 [tag="??? - ??????"];
    i32 [tag="??? - ???????"];
    i32 [tag="??? - ?????"];
    i32 [tag="??? - ???????"];
    i32 [tag="??? ??????"];
    repeat 9
    {
    i8 [tag="ID ????"];
    cstr [len=3, hidden];
    }
    repeat 9
    {
    x32 [tag="ID ????????"];
    }
    repeat 9
    {
    i8 [tag="???-??"];
    }
    cstr [len=3, hidden];
    i32 [tag="??????????? ????-??"];
    cstr [len=1024] "???????? ????-??";
    }
    
    
    struct Grade [preload]
    {
    u8 [tag="??????"];
    cstr [len=32] "????????: ???????";
    cstr [len=32] "????????: ????";
    cstr [len=32] "????????: ???????";
    cstr [len=3, hidden];
    i32 [tag="??????: ???????"];
    i32 [tag="??????: ????"];
    i32 [tag="??????: ???????"];
    }
    
    
    struct Mastery [preload]
    {
    i8 [tag="???????"];
    i8 [tag="?? - ??"];
    i8 [tag="?? - ??"];
    i8 [tag="?? - ??"];
    i8 [tag="?? - ?????"];
    i8 [tag="?? - ???"];
    i8 [tag="?? - ??????"];
    i8 [tag="?? - ??"];
    u8 [tag="?? - ??"];
    i8 [tag="?? - ??"];
    i8 [tag="???? - ??????"];
    i8 [tag="???? - ???????"];
    i8 [tag="???? - ?????"];
    i8 [tag="???? - ???????"];
    i8 [tag="???? - ??????"];
    i8 [tag="???? - ???????"];
    i8 [tag="???? - ?????"];
    i8 [tag="???? - ???????"];
    i8 [tag="????? - ??????"];
    i8 [tag="????? - ???????"];
    i8 [tag="????? - ?????"];
    i8 [tag="????? - ???????"];
    i8 [tag="???? - ??????"];
    i8 [tag="???? - ???????"];
    i8 [tag="???? - ?????"];
    i8 [tag="???? - ???????"];
    i8 [tag="????? - ??????"];
    i8 [tag="????? - ???????"];
    i8 [tag="????? - ?????"];
    i8 [tag="????? - ???????"];
    i8 [tag="?????? - ??????"];
    i8 [tag="?????? - ???????"];
    i8 [tag="?????? - ?????"];
    i8 [tag="?????? - ???????"];
    i8 [tag="??? - ??????"];
    i8 [tag="??? - ???????"];
    i8 [tag="??? - ?????"];
    i8 [tag="??? - ???????"];
    i8 [tag="??? - ??????"];
    i8 [tag="??? - ???????"];
    i8 [tag="??? - ?????"];
    i8 [tag="??? - ???????"];
    i8 [tag="??? - ??????"];
    i8 [tag="??? - ???????"];
    i8 [tag="??? - ?????"];
    i8 [tag="??? - ???????"];
    }
    
    
    struct Exp [preload]
    {
    double [tag="???????"];
    double [tag="????"];
    double [tag="???????"];
    }
    
    
    struct Monster [preload]
    {
    u32 [tag="??????"];
    x32 [tag="ID"];
    cstr [len=32, id=MonsterName] "????????";
    i8 [tag="????"];
    i8 [tag="??? ????"];
    i8 [tag="???????", id=MonsterLevel];
    i8 [tag="----i8----"];
    i32 [tag="HP"];
    i32 [tag="----i32----"];
    i32 [tag="----i32----"];
    i32 [tag="----i32----"];
    i32 [tag="AttSpd"];
    i32 [tag="AttRangeType"];
    float [tag="AttExt"];
    i8 [tag="MovSpd"];
    i8 [tag="WarMovSpd"];
    i8 [tag="Width"];
    i8 [tag="----i8----"];
    float [tag="?????? ????"];
    i32 [tag="----i32----"];
    i32 [tag="MonsterCondition"];
    x32 [tag="EffectCode"];
    i32 [tag="AttEffType"];
    i32 [tag="DefEffType"];
    i32 [tag="----i32----"];
    i32 [tag="?????? ????"];
    repeat 3
    {
    x32 [tag="ID ??????????"];
    }
    i32 [tag="??? ????"];
    i32 [tag="KillPoint"];
    nodename (": "+MonsterName+" ["+MonsterLevel+"]");
    }
    
    
    struct Animus [preload]
    {
    i32 [tag="???????"];
    i32 [tag="Code"];
    u32 [tag="????"];
    u32 [tag="???? 51lv+"];
    i32 [tag="HP"];
    i32 [tag="FP"];
    i32 [tag="HPRecUnit"];
    i32 [tag="HPRecDelay"];
    i32 [tag="FPRecUnit"];
    i32 [tag="FPRecDelay"];
    i32 [tag="?????"];
    i32 [tag="??????"];
    i32 [tag="ForceAttStd"];
    i32 [tag="????????"];
    i8 [tag="--7_i8--"];
    i8 [tag="??????"];
    i8 [tag="--8_i8--"];
    i8 [tag="--9_i8--"];
    i32 [tag="--10_i32--"];
    i32 [tag="--11_i32--"];
    i32 [tag="--12_i32--"];
    i32 [tag="--13_i32--"];
    i8 [tag="WeakPart"];
    i8 [tag="?????"];
    i8 [tag="????"];
    i8 [tag="?????"];
    i8 [tag="??????"];
    i8 [tag="--15_i8--"];
    i8 [tag="--16_i8--"];
    i8 [tag="--17_u8--"];
    i32 [tag="AttSpd"];
    float [tag="AttExt"];
    i8 [tag="----i8----"];
    i8 [tag="----i8----"];
    i8 [tag="Width"];
    i8 [tag="----i8----"];
    float [tag="?????? ???????"];
    i32 [tag="AttEffType"];
    i32 [tag="DefEffType"];
    i32 [tag="----i32----"];
    }
    
    
    struct Action [preload]
    {
    i32 [tag="??? ??????"];
    i32 [tag="ID"];
    i32 [tag="??????"];
    cstr [len=32] "????????";
    i32 [tag="????"];
    }
    Note: Next time use search
    NOTE : its not from me
    a
    Last edited by Allan Walker; 25-09-13 at 09:05 PM.



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