📄CustomJewel.txt

File for configuring new jewelry.

The maximum number of new gems is 15. Explanation Section 0: Section 0 is responsible for setting new gems. Index = Index = Jewel index, you must follow a numerical sequence from 0 to 14. ItemIndex = Calculated index of the item as per the example below. ItemIndex = ( ( Section x 512 ) + Item ) - Section and Item from Item.txt MinItemLevel = Minimum level requirement on the item that will be targeted by the jewel, from 0 to 15, use " * " for any. MaxItemOption1 = Skill requirement on the item that will be targeted by the jewel, 0 or 1, use " * " for any. MaxItemOption2 = Luck requirement on the item the jewel will target, 0 or 1, use " * " for any. MaxItemOption3 = JoL option requirement on the item to be targeted by the gem, from 0 to 7, use " * " for any. MinItemNewOption = Minimum requirement for Excellent option on the item that will be the target of the jewel, use " * " for any. MaxItemNewOption = Jewel target maximum excellent option count, -1 if any. If the value chosen is higher than 10, the system will check the full excellent code minus 10. MaxItemSetOption = 0 to ensure the item is not antique, 1 to ensure the item is antique type 5, 2 to ensure the item is antique type 6, use " * " for any. MinItemSocketOption = Minimum requirement for the number of socket slots on the item to be targeted by the jewel, 0 to 5, use " * " for any. MaxItemSocketOption = Maximum requirement for the number of socket slots on the item to be targeted by the jewel, 0 to 5, use " * " for any. EnableSlotWeapon = Guarantee the jewel's target item is a weapon, 0 or 1, use " * " for either. EnableSlotArmor = Guarantee that the jewel's target item is a piece of armor, 0 or 1, use " * " for either. EnableSlotWing = Guaranteed the jewel's target item is a wing, 0 or 1, use " * " for either. EnableSlotRing = Guarantee the target jewelry item is a ring or pendant, 0 or 1, use " * " for either. EnableSlotPet = Guarantee that the jewel's target item is a Pet or pendant, 0 or 1, use " * " for either. SuccessRate_AL0 = Success rate for FREE account level. SuccessRate_AL1 = Success rate for VIP account level 1. SuccessRate_AL2 = Success rate for VIP account level 2. SuccessRate_AL3 = Success rate for VIP account level 3. SalePrice = Sale price of "Zen" jewelry. ModelName = Jewelry model name, bmd. Explanation Section 1: Section 1 is responsible for adding attributes based on the jewelry's success rate. Index = Jewel number, according to the number indicated in section 0. Level = Amount of level to be added to the target item, from 0 to 15. Option1 = Add skill to target item, 0 or 1. Option2 = Add luck to the target item, 0 or 1. Option3 = Add JoL option to target item, from 0 to 7. NewOption = Amount of excellent options to add to the target item. If the value is higher than 10, it will set the fixed option value minus 10. SetOption = Insert ancient option to the item, 0 adds none, 1 first ancient option, 2 second ancient option, 3 first or second ancient option. Add to the value, 4 to make the item give +5 stats or 8 to make the item give +10 stats. SocketOption = Number of socket slots to be added to the target item, from 0 to 5. Explanation Section 2: Section 2 is responsible for removing attributes based on the jewelry's failure rate. Index = Jewel number, according to the number indicated in section 0. Level = Amount of level to be removed from the target item, from 0 to 15. Option1 = Remove skill from target item, 0 or 1. Option2 = Remove Luck from target item, 0 or 1. Option3 = Remove JoL option from target item, from 0 to 7. NewOption = Amount of excellent options to remove to the target item. If the value is higher than 10, it will set the fixed option value minus 10. SetOption = Remove ancient option to the item. SocketOption = Number of socket slots to remove from the target item, from 0 to 5. Explanation Section 3: Section 3 is responsible for exchanging one item for another. Index = Jewel number, according to the number indicated in section 0. OldItem = Calculated index of the item that will be the target of the jewelry as per the example below. ItemIndex = ( ( Section x 512 ) + Item ) - Section and Item from Item.txt NewItem = Calculated index of the item that will appear in place of the OldItem that was targeted by the jewel, as shown in the example below. ItemIndex = ( ( Section x 512 ) + Item ) - Section and Item from Item.txt Option = 0 to clear the options from the old item to the new item, 1 to keep the extras from the old item to the new, 2 to add the jewelry options as per section 1.

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