Object type = index of the item basically goes like 0x0, 0xa, 0xb, 0xc, 0xd, 0xe, 0xf, 0x01 ect..
Class = what type of item
Texture = What the item looks like the file is the image file stored in the client, index is the number of the image
it goes like 0 1 2 3 4 5 6 7 8 9 a b c d e f top to bottom and left to right
Slot type = type of slot it goes in (to lazy to look up atm)
Tier = Self explanatory
Description = Same
Rate of fire % 1 = 100, .5 = 50% ect..
ActivateOnEquip = whatever you put here activates when item is equipped like IncrementStat
Activate = used for spells or custom functions like I have clickable gold which gives you gold when you double click it, also used for potions
FameBonus = bonus to fame gained when you make kills and get fame
secret = i have no idea
SUndead = i have no idea maybe stun undead?
XpMult = experience bonus or increases your experience multiplyer instead of 100% 200% ect...
Projectile information
Object type same as the weapon part
ObjectId = Name of the projectile
class = projectile
Speed = speed the projectile moves at
MinDamage = duh
MaxDamage = duher
LifetimeMS = how long the projectile lasts in ms
BagType = 0 brown 1= purple 2 = dark blue? 3 = light blue 4 = white (i know for a fact)
texture = same as above
index same as above
file = most projectiles are in lofiProjs but you can use any image file if you know the lofi Name
AngleCorrection = cant quite figure this out 360 seems to make the projectile face the direction you shoot
NumProjectiles = how many projectiles you want it to shoot, my 5 arrow bow is fun
MultiHit = projectile passes through enemies and hits others
Size = size of projectile
ArcGap = not quite sure
Amplitude & Frequency = im not sure and im also quite curious so if anyone knows what they do lemme know
Code:
<Object type="0xa00" id="Short Sword">
<Class>Equipment</Class>
<Item/>
<Texture>
<File>lofiObj5</File>
<Index>0x30</Index>
</Texture>
<SlotType>1</SlotType>
<Tier>0</Tier>
<Description>A steel short sword.</Description>
<RateOfFire>1</RateOfFire>
<Sound>weapon/blunt_sword</Sound>
<Projectile>
<ObjectId>Blade</ObjectId>
<Speed>100</Speed>
<MinDamage>60</MinDamage>
<MaxDamage>90</MaxDamage>
<LifetimeMS>350</LifetimeMS>
</Projectile>
<BagType>0</BagType>
<OldSound>bladeSwing</OldSound>
</Object>
And thats all i know about items atm if anyone has more info or if im wrong and you wanna correct it to help other noobish people go for it and thanks
Merchant lists
List for store 3 0x???s are the items
Code:
public static int[] store3List (which store it is under in the editor when placing a store on the map) = { ItemId1, ItemId2, Ect..., 0xa84, 0xa1e, 0xa8b, 0xa9f, 0xaa0, 0xa07, 0xa85 };
they are also defined like this in the file
{ItemId, new Tuple<int,CurrencyType>(Price, CurrencyType.Gold or Fame)}
Code:
//Armor t8 and t9
{0xadc, new Tuple<int,CurrencyType>(300, CurrencyType.Gold)}, //Robe of the Illusionist
{0xa60, new Tuple<int,CurrencyType>(600, CurrencyType.Gold)}, //Robe of the Master
{0xa12, new Tuple<int,CurrencyType>(300, CurrencyType.Gold)}, //Mithril Armor
{0xa13, new Tuple<int,CurrencyType>(600, CurrencyType.Gold)}, //Dragon Scale Armor
{0xa0e, new Tuple<int,CurrencyType>(300, CurrencyType.Gold)}, //Studded Leather Armor
{0xad3, new Tuple<int,CurrencyType>(600, CurrencyType.Gold)}, //Drake Hide Armor
For loot in the Behavior file of a mob (lowlands, mid, high ect.. contain many common mobs)
Tuple.Create(DropChance 0.01 = 1%, (ILoot)new TierLoot (if you want a certain tier of any item to drop say all t11 weapons) (Tier of item, ItemType.Weapon or Abilities or Armor or Rings))
Code:
Tuple.Create(0.01, (ILoot)new TierLoot(11, ItemType.Weapon))
PlayerUseItem is a bit too complicated to get in to but you can add special conditions or special code for Custom Activate effects for your items like I did for my gold
If you add a custom Activate Effect you have to add it to a list in Descriptors.cs
Code:
public enum ActivateEffects
{
Shoot,
StatBoostSelf,
GoldOne,
GoldTen,
GoldFifty,
GoldOneHundred
}
PlayerLeveling.cs is where you Set the max level and also the level at which quest mobs appear
Dat2.xml is where classes are atleast in Clubs Source (which im using)
NexusHealHp and Mp is where the fountain healing effects for the nexus are so you can make it heal people faster or slower
Code:
hp = Math.Min(hp + 500, maxHp);