[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;
}
*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
[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;
}
That was some awesome info.. I never knew that.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
02 have something to do with spawn type.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 separate 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; }
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; }
02 have something to do with spawn type.
Its explained in the first post itself.@Prot How exactly this piece of code can be used?
Its explained in the first post itself.
Yes! :adore:Structorian?
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.: -
View attachment 147550