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num_0 - Printable Version +- LCKB (https://lckb.dev/forum) +-- Forum: ** OLD LCKB DATABASE ** (https://lckb.dev/forum/forumdisplay.php?fid=109) +--- Forum: Off-Topic (The Outer World) (https://lckb.dev/forum/forumdisplay.php?fid=198) +---- Forum: General Discussion (https://lckb.dev/forum/forumdisplay.php?fid=147) +---- Thread: num_0 (/showthread.php?tid=1708) |
- Janebug - 03-23-2013 can anyone tell me what all of there refer too a_num_0 a_num_1 a_num_2 a_num_3 a_num_4 num_4 would be for item time limit num_0 is for luckydarw is there more with different flag options iam sure but does anyone know what some of them are ? I give 2 examples but if you have any idea about all of them please post here ..... These would be from Items only Jane - filix_93 - 03-23-2013 depens of what items you are speaking , for example for armors a_num_0 = physical defense , a_num_1 = magic defense for weapon a_num_0 = physical attack , a_num_1 = magic attack , a_num_2 = attack speed for title a_num_0 is the id of the title in titletool.lod etc. etc. etc. - HateMe - 03-23-2013 it is dependign on the type and subtype of the items - RomainLastChaos - 03-23-2013 Just look into itemAllEditor some items like weapon or armor with Num 0 = for weapon -> attack and for armor same on Num 0 = defense of the armor is really easy if u look other items and u make same when u add news items - Koko - 03-23-2013 it is dependign on the type and subtype of the items ^this. What u can do is try to figure that out by yourself by comparing to other items & ids IG ![]() - Janebug - 03-23-2013 Well thanks all for replying a lot of your answered help a lot ... i am just making a list for all the different way to use them ...thanks filix_93 did not know that part ..as for other uses using num_0 with luckydraw with flag "part of a Set" will create a open box of any type .. but i have some that reference num_2 and 3. and tracking down anyothers that may use other tables would be nice to know, Other then trying to take the hrs trying test on the server to figure out what someone might have done all ready and is willing to share ..... and since there is soooooo many Variables to these, I figured this would be very helpfull to the forum for many others... Jane P.S. So far i have NOT found one editor anywhere that have been made for these files correctly ...except for what Question has created recently...Not saying there not helpful but sure woiuld be nice if a ep2 editor would edit all the data base not just 1 small part of it. and miss things on the way ...example on wizateks editor there is 5 Num answers to sql 0,1,2,3,4 the editor only handles 4 and does this write to the wrong sql table? Its very good work for what he need at the time and it does help alot ...dont get me wrong but theres alot of question that come up on it know ......So i most of the time just do enter things right to SQL using the editor as a reference ..... and then theres missing Column in tables example .... Orginal But wrong -- ---------------------------- -- Table structure for t_characters_factory -- ---------------------------- DROP TABLE IF EXISTS `t_characters_factory`; CREATE TABLE `t_characters_factory` ( `a_char_idx` int(11) unsigned NOT NULL DEFAULT 0, `a_factory_idx` text, PRIMARY KEY (`a_char_idx`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8 COMMENT=ij¸¯ÅÃÂÀÇ Ã¦ÀÛ°¡´É ¾ÆÀÌÅÛ; Whats correct is SET FOREIGN_KEY_CHECKS=0; -- ---------------------------- -- Table structure for t_characters_factory -- ---------------------------- DROP TABLE IF EXISTS `t_characters_factory`; CREATE TABLE `t_characters_factory` ( `a_char_idx` int(11) unsigned NOT NULL DEFAULT 0, `a_factory_idx` text, `a_quest_index` int(11) DEFAULT 0, `a_quest_value` int(11) DEFAULT 0, `a_quest_complete` int(11) DEFAULT 0, `a_quest_abandon` int(11) DEFAULT 0, `a_sskill` int(11) DEFAULT 0, `a_etc_event` int(11) DEFAULT 0, PRIMARY KEY (`a_char_idx`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8 COMMENT=ij¸¯ÅÃÂÀÇ Ã¦ÀÛ°¡´É ¾ÆÀÌÅÛ; and this is just 1 table i will show, there are many Hint search for t_character_guildpoint in a hex editor... - dethunter12 - 03-23-2013 num_0 for a potion is T_skill id and num_1 is the T_skilLevel id like num_0 = 410 num_1= 5 so this would give winds blessing lvl 5 |