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I've been looking into the enchantments for a while because that seems to be the thing everyone is stuck on, aside from being able to mod pawns. I was able to get my enchantments to last for basically ever, but I wasn't able to make an enchantment. I think this is because some information of the enchantment has to do with the spell itself and the caster. I noticed that the enchantment I had elongated disappeared after I released the pawn that cast it, and it was a simple fire enchantment. When I tried to add it, no good. There's also the fact that it's supposed to increase in intensity from one spell to another, which would lend to the idea that it's attached to the caster in some sense. Now, where in the data this is saved, I have no clue, but it's a hypothesis I aim to follow through... Any help would be welcome!
P.S. - The numbers you have here seem to be right. 32 seems to be the Dark/Abyssal Anguish skill for the MK, but I can't seem to get it to last longer...

...oh lol...
well it was this:
<u32 name="mStorageItemCount" value="287"/>
<array name="mStorageItem" type="class" count="4278">
<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="5"/>
so if i add one item to where one of the empty items would be what number do i change? (and just so i'm giving you enough info i'm trying to put 100 of that item)
















i figured it out...i looked at the other items in there and noticed a pattern tried it and it worked...
this is wat i ended up with:
<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="1"/>
<s16 name="data.mItemNo" value="1429"/>
<u32 name="data.mFlag" value="1"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="1"/>
<u16 name="data.mDay2" value="0"/>
<u16 name="data.mDay3" value="0"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="4"/>
<u32 name="data.mKey" value="80"/>
</class>
that was the last item listed i noticed that in this line, "<u32 name="data.mKey" value="80"/>, value="80" actually changed throughout the whole thing and went up by 1 (previous item being "79", "78", etc..). so when i added the item i wanted i put this:
<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="7"/>
<s16 name="data.mItemNo" value="397"/>
<u32 name="data.mFlag" value="65"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="7"/>
<u16 name="data.mDay2" value="0"/>
<u16 name="data.mDay3" value="0"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="4"/>
<u32 name="data.mKey" value="81"/>
</class>
so with that change along with added to the total in this line <u32 name="mStorageItemCount" value="#"/>, i was finally able to get it to work. so again, thanks for the help.
p.s. i didnt count wrong before but i did mess up somewhere obviously lol
Hope this makes my item modding easier. Good looks.
Perhaps someone else can study this more in depth? I was messing around with augments to see if I can add more, took this line <array name="mAbility" type="s8" count="6"> and changed the six to an eight then copy pasted two more sets of the current augments be for the /array changed them to two different augments and now had 8 augments like the change in the number I made, however when in game I didn't see more then the six I originally had.
Or maybe it's just cause they allow six on screen? Could be the ones I used are hard to tell as well, anyone wanna try to alter this more so we can use more than so, I augments.
Does anyone know what you wear trough the Prolouge??