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- Jul 17, 2007
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i copy from my weapon octet editor project so its in javascript form but i guess you can figure out
example bow+12, gr13
you can add to weapon octet, need increase addon counter by 1 and must build octet from 3 part, 1. - ability to 4byte reversed hex and add 4 (ex 1742=>6CE=>06ce=>000006ce=>000046ce=>ce460000), 2. damage bonus what you calculate from base dmg*multiplier, 3. refine lv (this last 2 is simple reversed octet)
example with +15 dmg and +2 ref level
ce460000 0f000000 02000000
where it is placed?
.................. addon counter (4 byte)+addons(4+4byte each)+refine addon(4+4+4byte this crap)+inserted stone addons (4+4+4byte)
btw also if someone interested for weapon addon from elements.data i copied here
Code:
//------------------- Refine data from elements.data -------------
var refMulti = [];
var refBase = [];
//+1 - +12
refMulti[1] = 1;
refMulti[2] = 2;
refMulti[3] = 3.05;
refMulti[4] = 4.3;
refMulti[5] = 5.75;
refMulti[6] = 7.55;
refMulti[7] = 9.95;
refMulti[8] = 13;
refMulti[9] = 17.05;
refMulti[10] = 22.03;
refMulti[11] = 29;
refMulti[12] = 37.5;
refBase[1] = []; //create array for weapons
refBase[1][1] = []; //create array for axe, polearm, sword, sabre
refBase[1][2] = []; //create array for fist, claw, dagger
refBase[1][3] = []; //create array for bow, xbow, slingshot
refBase[1][4] = []; //magic wand quoit staff sword sphere schyte
//[x] weapon [y] weapon type [z] grade = base bonus damage + refine addon id in elements.data *#=only string separator, because dont wanted +1 array to each
refBase[1][1][1] = "7#1712";
refBase[1][1][2] = "8#1713";
refBase[1][1][3] = "9#1714";
refBase[1][1][4] = "10#1715";
refBase[1][1][5] = "11#1716";
refBase[1][1][6] = "12#1717";
refBase[1][1][7] = "13#1718";
refBase[1][1][8] = "14#1719";
refBase[1][1][9] = "16#1720";
refBase[1][1][10] = "18#1721";
refBase[1][1][11] = "20#1722";
refBase[1][1][12] = "22#1723";
refBase[1][1][13] = "24#1724";
refBase[1][1][14] = "26#1725";
refBase[1][1][15] = "28#1726";
refBase[1][1][16] = "30#1727";
refBase[1][1][17] = "32#1728";
refBase[1][1][18] = "34#1729";
refBase[1][1][19] = "36#1730";
refBase[1][1][20] = "38#1731";
refBase[1][2][1] = "5#1692";
refBase[1][2][2] = "6#1693";
refBase[1][2][3] = "6#1694";
refBase[1][2][4] = "7#1695";
refBase[1][2][5] = "8#1696";
refBase[1][2][6] = "9#1697";
refBase[1][2][7] = "9#1698";
refBase[1][2][8] = "10#1701";
refBase[1][2][9] = "12#1699";
refBase[1][2][10] = "13#1700";
refBase[1][2][11] = "15#1702";
refBase[1][2][12] = "16#1703";
refBase[1][2][13] = "18#1704";
refBase[1][2][14] = "19#1705";
refBase[1][2][15] = "21#1706";
refBase[1][2][16] = "22#1707";
refBase[1][2][17] = "24#1708";
refBase[1][2][18] = "25#1709";
refBase[1][2][19] = "27#1710";
refBase[1][2][20] = "28#1711";
refBase[1][3][1] = "8#1732";
refBase[1][3][2] = "10#1733";
refBase[1][3][3] = "11#1734";
refBase[1][3][4] = "12#1735";
refBase[1][3][5] = "13#1736";
refBase[1][3][6] = "15#1737";
refBase[1][3][7] = "16#1738";
refBase[1][3][8] = "17#1739";
refBase[1][3][9] = "20#1740";
refBase[1][3][10] = "22#1741";
refBase[1][3][11] = "25#1742";
refBase[1][3][12] = "27#1743";
refBase[1][3][13] = "30#1744";
refBase[1][3][14] = "32#1745";
refBase[1][3][15] = "35#1746";
refBase[1][3][16] = "37#1747";
refBase[1][3][17] = "40#1748";
refBase[1][3][18] = "42#1749";
refBase[1][3][19] = "45#1750";
refBase[1][3][20] = "47#1751";
refBase[1][4][1] = "7#1752";
refBase[1][4][2] = "8#1753";
refBase[1][4][3] = "9#1754";
refBase[1][4][4] = "10#1755";
refBase[1][4][5] = "11#1756";
refBase[1][4][6] = "12#1757";
refBase[1][4][7] = "13#1758";
refBase[1][4][8] = "14#1759";
refBase[1][4][9] = "16#1760";
refBase[1][4][10] = "18#1761";
refBase[1][4][11] = "20#1762";
refBase[1][4][12] = "22#1763";
refBase[1][4][13] = "24#1764";
refBase[1][4][14] = "26#1765";
refBase[1][4][15] = "28#1766";
refBase[1][4][16] = "30#1767";
refBase[1][4][17] = "32#1768";
refBase[1][4][18] = "34#1769";
refBase[1][4][19] = "36#1770";
refBase[1][4][20] = "38#1771";
example bow+12, gr13
Code:
var BaseDmg = refBase[1][3][13].split("#");
damage = BaseDmg[0] * refMulti[12];
//var BaseDmg = refBase[weapon][weapon type][grade].split("#");
//damage = BaseDmg[0] * refMulti[refine level];
you can add to weapon octet, need increase addon counter by 1 and must build octet from 3 part, 1. - ability to 4byte reversed hex and add 4 (ex 1742=>6CE=>06ce=>000006ce=>000046ce=>ce460000), 2. damage bonus what you calculate from base dmg*multiplier, 3. refine lv (this last 2 is simple reversed octet)
example with +15 dmg and +2 ref level
ce460000 0f000000 02000000
where it is placed?
.................. addon counter (4 byte)+addons(4+4byte each)+refine addon(4+4+4byte this crap)+inserted stone addons (4+4+4byte)
btw also if someone interested for weapon addon from elements.data i copied here
Element ID - Description
Param1 Param2
450 Stun: Has a chance to stun target for 3 seconds.
140 1
453 Pierce: Has a chance to decrease opponent's physical defense.
141 1
451 Slow: Has a chance to slow the opponent.
142 1
452 Freeze: Has a chance to freeze the opponent for 3 seconds.
143 1
1296 Seal: Has a chance to make the target unable to attack for 5 seconds
144 1
1297 Sacrificial Strike: Has a chance to inflict double damage at the cost of losing 5% Health
146 1
1276 Distract: Has a chance to decrease opponent's magic defence
196 1
1277 Fright: has a chance to decrease target's physical attack
197 1
1278 Muddle: has a chance to decrease target's magic attack
198 1
1279 Atrophy: has a chance to decrease target's attack rate
199 1
1280 Stupefy: Has a chance to slow target's channeling
200 1
1281 Blind: Has a chance to decrease opponent's accuracy
201 1
1282 Daze: Has a chance to decrease enemy's evasion
202 1
1283 Toughen: Has a chance to increase physical defence
203 1
1284 Wisen: Has a chance to increase character's magic defence
204 1
1286 Sharpen: Has a chance to increase physical attack
205 1
1287 Quicken: Has a chance to increase attack rate
206 1
1288 Nimble: Has a chance to increase accuracy
207 1
1298 Berserk: Has a chance to make the wielder go berserk, increasing physical attack and
attack rate along with damage taken
208 1
1308 Determination: Has a chance to stun opponent for 5 seconds but also freeze yourself for 10 seconds
209 1
1306 Bless: Has a chance to increase Physical Attack and Physical Defense
210 1
1289 Regeneration: Has a chance to recover 5% Health
211 1
1290 Enlighten: Has a chance to recover Mana by 5%
212 1
1299 Meditation: Has a chance to recover Health and Mana both by 5%
213 1
1300 Blood Defect: Has a chance to recover 10% Health
214 1
1301 Spirit Defect: Has a chance to recover 10% Mana
215 1
1309 Holy: Has a chance to recover Health by 5%, and remove all debuffs
216 1
1302 Revenge: Has a chance to recover 5% Health, and increase physical attack
217 1
1303 CoManarehend: Has a chance to increase Mana by 5% and increase physical attack
218 1
1291 Gloom: Has a chance to greatly increase physical attack at the cost of losing 5% Mana
219 1
1292 Unrelenting: Has a chance to greatly increase physical attack at the cost of reducing
physical defence
220 1
1307 Faith: Has a chance to recover 5% Health and increase both physical defence and magic
defence
221 1
1310 Darken: Has a chance to freeze and seal the enemy
222 1
1304 Spikes: Has a chance to increase physical defence as well as return 25% melee damage
to attacker
223 1
1305 Shield of Chi: Has a chance to cast a shield of Chi around you which reduces all damage
taken by 20%
224 1
1293 Provoke: Increase your threat level
225 1
445 Rip: Has a chance to cause 5000 bleeding damage over 15 seconds
809 1
446 Soul Corrode/Infect: A Certain Chance to reduce the opponent`s Health Upper Limit
810 1
447 Knock Back: Has a chance to interrupt opponent's channeling and knock it 10 meters
back.
811 1
448 Concentrate: Has a chance to gain 20 Chi.
812 1
449 Soul Shatter: Has a chance to dispel opponent's positive buffs
813 1
God of Frenzy
2275
1168 1
Armor Crush
2276
1169 1
Havoc
2277
1170 1
Determination
2278
1171 1
Interjection
2279
1172 1
Thunderbolt Shake
2280
1173 1
Paralyzing Seal
2281
1174 1
Blood Feud
2282
1175 1
Frenzy
2283
1176 1
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