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[Guide] Strs of IT0.bin

Junior Spellweaver
Joined
Feb 28, 2013
Messages
162
Reaction score
33
I am trying to make strs of A3 219 files
Now I will share it with you
First,you must have a program named Structorian
Second,make a new txt and copy Structure below in it and save as .strs
Third,load IT0.bin with .strs file in Structorian and you can edit weapons and armors easier.
You must notice that this strs is not complete because I dont know all the hex numbers.
If you know,please tell me and I will complete it.
Thanks!

Please help me complete no.3,8,24,33,42,51,60,69,78,87,96
and if strs has mistakes,tell me.
Sor for bad eng :))

Strs update1 (thx Prot help)
Code:
[filemask="IT0.bin"]


struct IT0s
{
    child IT0 [count=1006];
}


struct IT0[preload=1, tableview=1]
{
  i16 Cal*1024;
  i16 ItemCode;
  i16 3;
  i16 ItemType;
str[len=32] Name;
  i32 Price;
  i16 Class;
  i16 Range;
  i16 8;
  i16 1st.AtkSpeed;
  i16 2nd.AtkSpeed;
  i16 3rd.AtkSpeed;
  i16 4th.AtkSpeed;
  i16 5th.AtkSpeed;
  i16 6th.AtkSpeed;
  i16 AdditionalAtk;
  i16 Lv1.STR;
  i16 Lv1.DEX;
  i16 Lv1.INT;
  i16 Lv1.BasicDmg&Def;
  i16 Lv1.MaxDmg+;
  i16 Lv1.Ice;
  i16 Lv1.Fire;
  i16 Lv1.Lighting;
  i16 24;
  i16 Lv2.STR;
  i16 Lv2.DEX;
  i16 Lv2.INT;
  i16 Lv2.BasicDmg&Def;
  i16 Lv2.MaxDmg+;
  i16 Lv2.Ice;
  i16 Lv2.Fire;
  i16 Lv2.Lighting;
  i16 33;
  i16 Lv3.STR;
  i16 Lv3.DEX;
  i16 Lv3.INT;
  i16 Lv3.BasicDmg&Def;
  i16 Lv3.MaxDmg+;
  i16 Lv3.Ice;
  i16 Lv3.Fire;
  i16 Lv3.Lighting;
  i16 42;
  i16 Lv4.STR;
  i16 Lv4.DEX;
  i16 Lv4.INT;
  i16 Lv4.BasicDmg&Def;
  i16 Lv4.MaxDmg+;
  i16 Lv4.Ice;
  i16 Lv4.Fire;
  i16 Lv4.Lighting;
  i16 51;
  i16 Lv5.STR;
  i16 Lv5.DEX;
  i16 Lv5.INT;
  i16 Lv5.BasicDmg&Def;
  i16 Lv5.MaxDmg+;
  i16 Lv5.Ice;
  i16 Lv5.Fire;
  i16 Lv5.Lighting;
  i16 60;
  i16 Lv6.STR;
  i16 Lv6.DEX;
  i16 Lv6.INT;
  i16 Lv6.BasicDmg&Def;
  i16 Lv6.MaxDmg+;
  i16 Lv6.Ice;
  i16 Lv6.Fire;
  i16 Lv6.Lighting;
  i16 69;
  i16 Lv7.STR;
  i16 Lv7.DEX;
  i16 Lv7.INT;
  i16 Lv7.BasicDmg&Def;
  i16 Lv7.MaxDmg+;
  i16 Lv7.Ice;
  i16 Lv7.Fire;
  i16 Lv7.Lighting;
  i16 78;
  i16 Lv8.STR;
  i16 Lv8.DEX;
  i16 Lv8.INT;
  i16 Lv8.BasicDmg&Def;
  i16 Lv8.MaxDmg+;
  i16 Lv8.Ice;
  i16 Lv8.Fire;
  i16 Lv8.Lighting;
  i16 87;
  i16 Lv9.STR;
  i16 Lv9.DEX;
  i16 Lv9.INT;
  i16 Lv9.BasicDmg&Def;
  i16 Lv9.MaxDmg+;
  i16 Lv9.Ice;
  i16 Lv9.Fire;
  i16 Lv9.Lighting;
  i16 96;
  i16 Lv10.STR;
  i16 Lv10.DEX;
  i16 Lv10.INT;
  i16 Lv10.BasicDmg&Def;
  i16 Lv10.MaxDmg+;
  i16 Lv10.Ice;
  i16 Lv10.Fire;
  i16 Lv10.Lighting;
}
 
Last edited:
Noob
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Jan 14, 2007
Messages
509
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85
Re: Strs of IT0.bin

Awesome tool.
Can help in editing many other files too.
Moving this thread to Tutorial Section.

Here is What I could find out as of now. Will try to find use of other offsets too.

1 - Calculation1 - Multiply this number with 1024 (if 1 then 1 * 1024 = 1024, If 2 then 2 * 1024 = 2048)
2 - Item Code (Calculation1 + This code) for example, Warrior G10 axe's Item Code is 1024 + 40 = 1064. And Mage G10 Kafulga Staff is 2048 + 61 = 2109
3 -
4 - Type of Weapon List in end of post*
7 - Range of weapon
8 -
9 - Attack Speed of 1st attack
10 - Attack Speed of 2nd attack
11 - Attack Speed of 3rd attack
12 - Attack Speed of 4th attack
13 - Attack Speed of 5th attack
14 - Attack Speed of 6th attack
15 - Additional Attack

*Types of weapon
0 - Not weapon (set items etc)
1 - Warrior Sword
2 - Warrior Axe
3 - Warrior Spear
4 - Mage Dex Staff
5 - HK Sword
6 - HK Mace
7 - HK Shield
8 - Archer Bow
9 - Archer XBow
10 - Mage Non-Dex Staff
 
Junior Spellweaver
Joined
Feb 28, 2013
Messages
162
Reaction score
33
With this tool,you can edit many files in both server side or client side
I am trying to make a strs of monster spawn, .n_ndt files
Here is the code
did not know if there is anything wrong.

I have read [Guide] Making *.n_ndt in hex editor.
and have a question.
Take A4 01 C8 C8 00 00 02 00 for example.
What exactly does 00 00 02 00 mean?
Is this totally one code or s
eparate part?
Please need help


Code:
[filemask="*.n_ndt"]


struct n_ndts
{
	child n_ndt [count=45];//you can change number to see more code
}


struct n_ndt[preload=1, tableview=1]
{
  i16 MonsterID;
  u8 X;
  u8 Y;
[hidden] str [len=2];
  u16 Count;
}
 
Initiate Mage
Joined
Jan 26, 2012
Messages
75
Reaction score
72
3 is a slot number.

0 : Shield
1 : One-Handed weapon
2 : Two-Handed weapon
3 : Helmet
4 : Armor
5 : Pants
6 : Groves
7 : Boots

n0ktHbD.gif
 
Noob
Joined
Jan 14, 2007
Messages
509
Reaction score
85
3 is a slot number.

0 : Shield
1 : One-Handed weapon
2 : Two-Handed weapon
3 : Helmet
4 : Armor
5 : Pants
6 : Groves
7 : Boots

n0ktHbD.gif
That was some awesome info.. I never knew that.
Making extra weapons for wearing in place of Shield seems quite easy now.

- - - Updated - - -

With this tool,you can edit many files in both server side or client side
I am trying to make a strs of monster spawn, .n_ndt files
Here is the code
did not know if there is anything wrong.

I have read [Guide] Making *.n_ndt in hex editor.
and have a question.
Take A4 01 C8 C8 00 00 02 00 for example.
What exactly does 00 00 02 00 mean?
Is this totally one code or s
eparate part?
Please need help


Code:
[filemask="*.n_ndt"]


struct n_ndts
{
    child n_ndt [count=45];//you can change number to see more code
}


struct n_ndt[preload=1, tableview=1]
{
  i16 MonsterID;
  u8 X;
  u8 Y;
[hidden] str [len=2];
  u16 Count;
}
02 have something to do with spawn type.

- - - Updated - - -

I am trying to make strs of A3 219 files
Now I will share it with you
First,you must have a program named Structorian
Second,make a new txt and copy Structure below in it and save as .strs
Third,load IT0.bin with .strs file in Structorian and you can edit weapons and armors easier.
You must notice that this strs is not complete because I dont know all the hex numbers.
If you know,please tell me and I will complete it.
Thanks!

Please help me complete no.3,8,24,33,42,51,60,69,78,87,96
and if strs has mistakes,tell me.
Sor for bad eng :))

Strs update1 (thx Prot help)
Code:
[filemask="IT0.bin"]


struct IT0s
{
    child IT0 [count=1006];
}


struct IT0[preload=1, tableview=1]
{
  i16 Cal*1024;
  i16 ItemCode;
  i16 3;
  i16 ItemType;
str[len=32] Name;
  i32 Price;
  i16 Class;
  i16 Range;
  i16 8;
  i16 1st.AtkSpeed;
  i16 2nd.AtkSpeed;
  i16 3rd.AtkSpeed;
  i16 4th.AtkSpeed;
  i16 5th.AtkSpeed;
  i16 6th.AtkSpeed;
  i16 AdditionalAtk;
  i16 Lv1.STR;
  i16 Lv1.DEX;
  i16 Lv1.INT;
  i16 Lv1.BasicDmg&Def;
  i16 Lv1.MaxDmg+;
  i16 Lv1.Ice;
  i16 Lv1.Fire;
  i16 Lv1.Lighting;
  i16 24;
  i16 Lv2.STR;
  i16 Lv2.DEX;
  i16 Lv2.INT;
  i16 Lv2.BasicDmg&Def;
  i16 Lv2.MaxDmg+;
  i16 Lv2.Ice;
  i16 Lv2.Fire;
  i16 Lv2.Lighting;
  i16 33;
  i16 Lv3.STR;
  i16 Lv3.DEX;
  i16 Lv3.INT;
  i16 Lv3.BasicDmg&Def;
  i16 Lv3.MaxDmg+;
  i16 Lv3.Ice;
  i16 Lv3.Fire;
  i16 Lv3.Lighting;
  i16 42;
  i16 Lv4.STR;
  i16 Lv4.DEX;
  i16 Lv4.INT;
  i16 Lv4.BasicDmg&Def;
  i16 Lv4.MaxDmg+;
  i16 Lv4.Ice;
  i16 Lv4.Fire;
  i16 Lv4.Lighting;
  i16 51;
  i16 Lv5.STR;
  i16 Lv5.DEX;
  i16 Lv5.INT;
  i16 Lv5.BasicDmg&Def;
  i16 Lv5.MaxDmg+;
  i16 Lv5.Ice;
  i16 Lv5.Fire;
  i16 Lv5.Lighting;
  i16 60;
  i16 Lv6.STR;
  i16 Lv6.DEX;
  i16 Lv6.INT;
  i16 Lv6.BasicDmg&Def;
  i16 Lv6.MaxDmg+;
  i16 Lv6.Ice;
  i16 Lv6.Fire;
  i16 Lv6.Lighting;
  i16 69;
  i16 Lv7.STR;
  i16 Lv7.DEX;
  i16 Lv7.INT;
  i16 Lv7.BasicDmg&Def;
  i16 Lv7.MaxDmg+;
  i16 Lv7.Ice;
  i16 Lv7.Fire;
  i16 Lv7.Lighting;
  i16 78;
  i16 Lv8.STR;
  i16 Lv8.DEX;
  i16 Lv8.INT;
  i16 Lv8.BasicDmg&Def;
  i16 Lv8.MaxDmg+;
  i16 Lv8.Ice;
  i16 Lv8.Fire;
  i16 Lv8.Lighting;
  i16 87;
  i16 Lv9.STR;
  i16 Lv9.DEX;
  i16 Lv9.INT;
  i16 Lv9.BasicDmg&Def;
  i16 Lv9.MaxDmg+;
  i16 Lv9.Ice;
  i16 Lv9.Fire;
  i16 Lv9.Lighting;
  i16 96;
  i16 Lv10.STR;
  i16 Lv10.DEX;
  i16 Lv10.INT;
  i16 Lv10.BasicDmg&Def;
  i16 Lv10.MaxDmg+;
  i16 Lv10.Ice;
  i16 Lv10.Fire;
  i16 Lv10.Lighting;
}

I have seen this tool for the first time. Will go in depth after some time. Is there any way to display the item code by using the calculation of 1 and 2?
 
Junior Spellweaver
Joined
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Messages
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Yes,but you have to know the formula
I am a newbie of this tool too.
But I will try to understand it.
 
Inactive Account
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02 have something to do with spawn type.

00, 01, 02, 03 are for face direction of the NPC or monster when they spawn.
02 is the default angle, so when you change the spawn of monster linked with a master (e.g. Ranias and Duskamju relation). The monsters spawn in face direction 02 by default. This is why maximum *.n_ndt files are in 02 format.

I never tried the value 04. You can change values in local server and check it for more precised details.
Thank you.
 
Last edited:
Initiate Mage
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00, 01, 02, 03 are for face direction of the NPC or monster when they spawn.

Exactly. This is the monster facing direction at the time of spawning. But this does not limits till 03 only. It can extend upto 0F(hex) = 15(dex). I have tried 16 directions. all worked. beyond 15, like 16,17,18 the npc face as usual from 00 direction.

example as image below.: -
directions.jpg
 
Last edited:
Inactive Account
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Messages
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Exactly. This is the monster facing direction at the time of spawning. But this does not limits till 03 only. It can extend upto 0F(hex) = 15(dex). I have tried 16 directions. all worked. beyond 15, like 16,17,18 the npc face as usual from 00 direction.

example as image below.: -
View attachment 147550

No there are some special values also which are there to define monster properties. Remember these values can go from 0 to 65535 and in total of those 65536 values, some have special ability described.

E.g. Monster Card monsters/SUMMON monsters
Special Quest NPC in maps
Duskamju binding in T4
Stones binding in Diedmage map
 
Initiate Mage
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Ya what u said is right. There are some special values along with lone facing directions.
 
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