Old School Operations
Legend
Understanding Item Codes
Have you always wondered the item codes in the shop.txt mean? Well you're at the right place if you want to find out!
Lets break down the code.
8 - This number tells us which item category the item we want to add is in. Here is a list of all the item categories.
For example, if we wanted to add Pad Helmet instead of Pad Armor, we would put a 7 here instead of an 8.
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2 - This number is the number if the item in the category. In the item.txt, you would see this;
The number you want is the first number on the line. So for instance, if we wanted to add Legendary Armor instead of Pad Armor, we would put a 3 here instead of a 2.
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7 - This is the item option level. Here is how this line goes;
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20 - This number stands for the durability of the item. The value can be from 0 to 255.
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0 - This number states whether or not the item will have Skill or not. This is completely pointless on armor, but 0 = No and 1 = Yes.
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1 - This states whether or not the item will have Luck or not. As above, 0 = No Luck and 1 = Luck.
Note
If you're adding the item to an event item bag, this rule is replaced by the excellent option. So it would be 0 = Normal Item and 1 = Excellent item.
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4 - This states how big the option on the item will be. Let me explain;
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Thanks for reading this guide and I hope you will now have a better understanding of the item codes.
Credits
Ron - Making the guide from scratch.
Have you always wondered the item codes in the shop.txt mean? Well you're at the right place if you want to find out!
Lets break down the code.
Code:
[COLOR=Red]8[/COLOR] [COLOR=SandyBrown]2[/COLOR] [COLOR=Green]7[/COLOR] [COLOR=Indigo]20[/COLOR] [COLOR=Cyan]0[/COLOR] [COLOR=Blue]1[/COLOR] [COLOR=Magenta]4[/COLOR] //Pad Armor+7+16+Luck
Code:
0 = Swords
1 = Axes
2 = Maces
3 = Spears
4 = Bows
5 = Staffs
6 = Shields
7 = Helmets
[COLOR=Red]8[/COLOR] = Armor
9 = Pants
10 = Gloves
11 = Boots
12 = Wings and Orbs
13 = Guardians
14 = Potions, Jewls, Quest Items
15 = Magic Scrolls
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2 - This number is the number if the item in the category. In the item.txt, you would see this;
Code:
1 2 3 1 1 1 "Dragon Armor" 59 37 0 68 120 30 0 1 0 1
[COLOR=SandyBrown]2[/COLOR] 2 2 1 1 1 "Pad Armor" 10 7 0 28 30 0 1 0 0 1
3 2 2 1 1 1 "Legendary Armor" 56 22 0 42 40 0 1 0 0 1
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7 - This is the item option level. Here is how this line goes;
Code:
Simple math here; just plugin X for what you want.
Pad Armor+X+16+Luck
X = 1 - We get Pad Armor+1+16+Luck
X = 2 - We get Pad Armor+2+16+Luck
X = 3 - We get Pad Armor+3+16+Luck
X = 4 - We get Pad Armor+4+16+Luck
X = 5 - We get Pad Armor+5+16+Luck
X = 6 - We get Pad Armor+6+16+Luck
X = 7 - We get Pad Armor+7+16+Luck
X = 8 - We get Pad Armor+8+16+Luck
X = 9 - We get Pad Armor+9+16+Luck
X = 10 - We get Pad Armor+10+16+Luck
X = 11 - We get Pad Armor+11+16+Luck
X = 12 - We get Pad Armor+12+16+Luck
X = 13 - We get Pad Armor+13+16+Luck
20 - This number stands for the durability of the item. The value can be from 0 to 255.
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0 - This number states whether or not the item will have Skill or not. This is completely pointless on armor, but 0 = No and 1 = Yes.
--
1 - This states whether or not the item will have Luck or not. As above, 0 = No Luck and 1 = Luck.
Note
If you're adding the item to an event item bag, this rule is replaced by the excellent option. So it would be 0 = Normal Item and 1 = Excellent item.
--
4 - This states how big the option on the item will be. Let me explain;
Code:
The easiest way to put this is like this; think about when you're adding a Jewl of Life
to an item in-game. You add one JoL to the item, then you get a +4% option. If you
add another one, you'll get a +8% option. Follow me? Heres a chart.
1 = 4%
2 = 8%
3 = 12%
4 = 16%
5 = 20%
6 = 24%
7 = 28%
So if you wanted to add a +28% option, you would put a 7 here instead of a 4
____________
Thanks for reading this guide and I hope you will now have a better understanding of the item codes.
Credits
Ron - Making the guide from scratch.
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