Friday, July 17, 2009

Silkroad textdata/itemdata project

Silkroad saves information about game objects in text form - "CSV" (though it is separated by TABs, not by commas).

Textdata/Itemdata


Itemdata database cosists of 160 columns, which hold different values. (Why else would there be 160 columns, if they had same values, eh?)
Some columns are not described; that is because I am working on this in my spare time.

Columns description
A  # ?
B # identificator
C # resource identificator
D # chinese name
E # resource identificator (pair)
F # resource identificator (name)
G # resource identificator (desc)
H # ? mall flag (sellable)
I #
J #
K # ? {1 = equip; 2 = pets; 3 = etc}
L # item type
M # item subtype
N # ?
O # race {0 = china; 1 = euro; 3 = universal}
P # item bonus {0 = none; 2 = sox}
Q #
R #
S #
T # flags { 0 = not storable; 1 = not storable; 128; 196; 255 }
U # 0 = trade items; 1 = mall, 3 = rest
V #
W #
X #
Y # 0, 1, 129
Z #
AA # price buy
AB # ? price repair
AC # ? price repair broken
AD # ?
AE # ?
AF # price sell
AG # requirements (1 = level requirement, 513 etc. are skill mastery reqs)
AH # requirements (pair; value)
AI #
AJ #
AK #
AL #
AM #
AN #
AO #
AP #
AQ #
AR #
AS #
AT #
AU #
AV #
AW #
AX #
AY #
AZ #
BA # urn of BSR - equipped
BB # urn of BSR - world
BC # urn of DDJ - icon
BD #
BE #
BF # stacking amount
BG # gender {0 = woman; 1 = man; 2 = unisex}
BH #
BI #
BJ # grade - ceil(grade/3)
BK #
BL # min. durability
BM # max. durability
BN # min. phy def
BO # max. phy def
BP # +val phy def
BQ # min. parry
BR # max. parry
BS # ?
BT # min. phy absorption
BU # max. phy absorption
BV # ? +val phy absorption
BW # min. block
BX # max. block
BY # min. mag def
BZ # max. mag def
CA # +val mag def
CB # min. mag absorption
CC # max. mag absorption
CD # ? +val mag absorption
CE # min. phy reinforce
CF # max. phy reinforce
CG # min. mag reinforce
CH # max. mag reinforce
CI # ?
CJ # ?
CK # ?
CL # ?
CM # ?
CN # ?
CO # ?
CP # ?
CQ # range x10
CR # min. phy attack (min. range)
CS # min. phy attack (max. range)
CT # max. phy attack (min. range)
CU # max. phy attack (max. range)
CV # +val phy attack
CW # min. mag attack (min. range)
CX # min. mag attack (max. range)
CY # max. mag attack (min. range)
CZ # max. mag attack (max. range)
DA # +val mag attack
DB # min. phy reinforce (min. range)
DC # min. phy reinforce (max. range)
DD # max. phy reinforce (min. range)
DE # max. phy reinforce (max. range)
DF # min. mag reinforce (min. range)
DG # min. mag reinforce (max. range)
DH # max. mag reinforce (min. range)
DI # max. mag reinforce (max. range)
DJ # min. attack rating
DK # max. attack rating
DL # ?
DM # min. critical
DN # max. critical
DO # hp recover amount
DP # - chinese
DQ # hp recover percent
DR # - chinese
DS # mp recover amount
DT # - chinese
DU # mp recover percent
DV # - chinese
DW #
DX #
DY #
DZ #
EA #
EB #
EC #
ED #
EE #
EF #
EG #
EH #
EI #
EJ #
EK #
EL #
EM #
EN #
EO #
EP #
EQ #
ER #
ES #
ET #
EU #
EV #
EW #
EX #
EY #
EZ #
FA #
FB #
FC # magical options unit count
FD #
Note: Columns AG-AW contain requirements (such as certain skill level, etc.). These columns are paired. Example and description shall be supplemented.

3 comments:

  1. Then these files are not a small database on them selves? This contains all the necesary data by the client/server.

    ReplyDelete
  2. They are kind of database. As nearly everything in </media/textdata/>.

    ReplyDelete
  3. I have to test a bit around as soon as im able to login to isro, but col 118-120 seem to have something to do with items that are shown directly on the screen. (e.g. the bombs from the actual event )

    ReplyDelete