![]() See Chat link format/0x0B codes for a list of the documented codes. Specifies the three byte outfit identifier. Specifies the three byte wardrobe skin identifier.Ġx0A codes are documented using the skin infobox on the wiki. Specifies the three byte recipe identifier. The character name can simply be read and is Easter in this example. To convert between the GUID exposed by the API and the one used in the game, consider the following structure (after 0x08):Ġ4 03 02 01- 06 05- 08 07- 090A- 0B0C0D0E0F10. ![]() See Chat link format/0x04 codes for a list of the documented codes. Specifies the three byte point of interest (internally landmarks, waypoints, and vistas are deemed as points of interest) identifier. See Chat link format/0x03 codes for a list of the documented codes. – Any secrets you want to share? (Id: 10008).gold for guild chat, blue for party chat, etc.) Specifies the three byte internal string identifier and displays the corresponding text in the chat window (sometimes just a chat bubble), highlighted in a color that matches the chat channel. Weapon with Wardrobe Skin, Sigil 1 and Sigil 2.Sigil 2 - Superior Sigil of Force (Id: 24615 - 24bit little-endian hex: 27 60 00)įlags in binary, HEX Values and Chat Codes.Sigil 1 - Superior Sigil of Bloodlust (Id: 24575 - 24bit little-endian hex: FF 5F 00).Wardrobe Skin - Dreamthistle Greatsword Skin (Wardrobe Id.Weapon - Zojja's Claymore (Id: 46762 - 24bit little-endian hex: AA B6 00).This causes the item code to have a variable length and the location of each part to shift. If a skin or upgrade is absent the relevant field is omitted from the code, not zeroed out. When there's only one upgrade, regardless of which upgrade slot's flag is used, the game will always show the first slot in use. 0x20 ( 1 0x40 ( 1 – Basic Salvage Kit (Id: 23040)Īdditional data, such as the item ID of an attached upgrade component or wardrobe skin ID can be added by adding flags to the byte after the base item id.– Copper Harvesting Sickle (Id: 23029).The quantity of items is encoded as a single byte immediately following the header byte, before the three byte item ID. For those purposes, the mentioned method in-game is preferred. As such this information is not really useful for the average player trying to link to certain elements within the game. The creation of such links requires knowledge about the internal identifiers and involves a fair amount of calculation. This page describes the format of said chat links. When sending it then in the chat, the client will read out information about the linked element and display it correctly for the current localization. Internally, these links are represented by a special text command that can be embedded manually. The former will immediately insert a link into the current chat channel, while the latter will append it to the current chat line, allowing for further changes. These links are usually entered by clicking an element while holding Ctrl or Shift. In the chat it is possible to insert links to certain elements within the game, like waypoints, points of interest, items and skills.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |