Current location - Plastic Surgery and Aesthetics Network - Jewelry brand - Excuse me, who has a World of Warcraft stand-alone character and prop attribute modifier?
Excuse me, who has a World of Warcraft stand-alone character and prop attribute modifier?
I changed the equipment properties with Navicat 9. What do you mean, the characters don't understand!

As for changing equipment, run your mango server (that is, database) first, then run N 9, expand mangos after connecting, find "item-template" and double-click to open it (it is recommended to right-click "copy" to make a backup before operating), click "Form View-Filtering Wizard" in the opened window, click "Add here" at the bottom, and "The entry is equal to".

Item: Item ID, No.

Category: Project Type:

0 = Consumables

1 = container

2 = Weapons

3 = rings/necklaces/ornaments

4 = Armor/Armor

5 = material/reagent

6 = Ammunition

7 = commodity (material)/traded commodity

8 =

9 = formula

10 =

1 1 = bazooka/ammunition bag

12 = task item

13 = key

14 = permanent (invalid)

15 = Other

Subcategory: project subtype (extension of project type):

0 (Consumables) -0 = Consumables

1 (container class) -0 = container

-1 = Soul Pack

-2 = Herbal bag

-3 = Charming material package

-4 = engineering material package

2 (weapon) -0 = one-handed axe

-1 = two-handed axe

-2 = Bow and arrow

-3 = guns/rifles

-4 = One-handed hammer/mace (one-handed)

-5 = Two-handed hammer/mace (both hands)

-6 = long-handled weapon

-7 = One-handed sword

-8 = Two-handed sword

- 9 =

-10 = personnel/(somewhat uncertain)

-1 1 = Heterogeneous weapon (one hand)

-12 = heterogeneous weapons (hands)

-13 = gloves

-14 = hoe/hammer/other weapons

-15 = dagger

-16 = throwing Zheng weapons.

-17 = spear

-18 = crossbow

-19 = wand/(a little uncertain)

-20 = fishing rod/

4 (Armor) -0 = Other/Ring, etc.

-1 = cloth armor

-2 = Leather armor

-3 = Mail

-4 = plate armour

-5 = small round shield

-6 = Shield/Large Shield

-7 = sacred contract

-8 = idol

-9 = Totem

6 (Ammunition)-1 = Used for crossbows.

-2 = Use of bow

-3 = Used for guns.

-4 = weapon thrown at Zheng.

7 (material category) -0 = commercial goods (manufactured goods)/trade goods.

-1 = parts

-2 = gunpowder bombs/explosives

-3 = Project/Equipment

9 (Formula Class) -0 = Account Book

-1 = Leather making/pattern (leather processing)

-2 = Tailor/Pattern (Tailor)

-3 = Engineering/Structure Diagram (Engineering)

-4 = Forging/Design Drawings (Blacksmith)

-5 = Cooking/Recipe (Cooking)

-6 = Alchemy/Formula (Alchemy)

-7 = First Aid/Manual (First Aid)

-8 = Enchant/Formula (Enchant)

-9 = Fishing/

1 1 (quiver) -0 = quiver.

-1 = bazooka

-2 = Bow bag

-3 = Bullet/Gun Pack

12 (task class)

13 (key type) -0 = key.

-1 = Unlock tool

14 (permanent class)

15 (garbage)-

Unk0 (I don't know):-1 (just fine, it's usually this value)

Name (1~4): Project name.

Display ID: project model ID/code

Quality (all quality levels of the project):

0 = off-white/rough

1 = white/normal

2 = Green/Exquisite

3 = Blue/Rare

4 = Purple/Epic

5 = Orange/Legend

6 = red/against the sky

Flag: 0 = (usually =0)

2 = Made by magic.

4 = word box

16 = shield?

32 = Totem/Badge

64 = Horse/Design/

128 =

256 = wand

5 12 =/ Packing box with ribbon

1024 = essence

2048 =

4096 =

8 192 = trade union registration form

32768 =

BuyCount: (0 = multiple, 1 = only 1)

Purchase price: (1000 = 1G)

Selling price: (1000 = 1G)

List type:

1 = head

2 = Neck (necklace)/Neck

3 = Shoulder

4 = shirt

5 = waist

7 = Legs/Pants

8 = feet

9 = Wrist/Wrist

10 = hand/glove

1 1 = finger/finger

12 = ornaments

13 = one hand

14 = deputy (shield)/unarmed (with shield)

15 = bow

16 = Backup/Return

17 = hands

18 = package/package

19 = badge

20 = robes

2 1 = master

22 = Deputy (Miscellaneous)/Unarmed (Other)

23 = Books/scrolls

24 = Ammunition

25 = Throw the weapon to Zheng.

26 = Firearms/Firearms

AllowableClass (equipment occupation/main occupation/equipment category):

-1 = Full-time

0 = Full time

00 1 = warrior

002 = Paladin

003 =

004 = Hunter

005 =

006 =

007 =

008 = thief

009 =

0 10 = priest

020 = FUTURE_ 1

040 = Shaman

080 = Mage

100 = warlock

200 = Future _2

400 = Druid

AllowableRace (equipment race/required race/competition category):

-1 = All races

0 = All races

0 1 = human

02 = Orcs

03 =

04 = dwarf

05 =

06 =

07 =

08 = night elf

10 = Undead

20 = tauren

40 = dwarf

80 = troll

100 = blood elves

Project level: 0~ 199/200/250.

Required level: 0.

Skills required: 0

RequiredSkillRank (required skill level/required skill proficiency): 0

Requiredspell: 0

Requiredhonorrank (the honor level/required honor value of using this item): 0

RequiredCityRank (city level/required): 0

requiredreputationfunction:0

RequiredReputationRank: 0

Maxcount (maximum holdings /): (0 = multiple, 1 = only 1)

Stackable (maximum number of stackable):

Number of containers (how many units/container capacity does the backpack have? =40):

Stat_type:( 1= health, 2= mana, 3= agility, 4= strength, 5= intelligence, 6= spirit.

7= endurance, 12= armor level, 13= evasion level, 14= parry level, 15= shield.

16= melee hit, 17= remote hit, 18= spell hit, 19= melee crit, 20= remote crit.

2 1= spell crit, 22= melee dodge, 23= remote dodge, 24= spell dodge, 25= melee crit dodge,

26= ranged crit evasion, 27= spell crit evasion, 28= melee attack speed, 29= ranged attack speed,

30= spell attack speed, 3 1= hit level, 32 crit level, 33= hit evasion, 34= crit evasion, 35= defense, 36= fast attack speed, 37= accuracy, 38= attack strength, 44= armor penetration, and 45= spell strength.

Stat_value: (This is a numerical value)

stat_type 1

stat_value 1

stat_type2

Statistical value 2

stat_type3

Statistical value 3

stat_type4

Statistical value 4

stat_type5

Statistical value 5

stat_type6

Statistical value 6

stat_type7

Statistical value 7

stat_type8

Statistical value 8

stat_type9

Statistical value 9

stat_type 10

stat_value 10

Dmg_type: (0= physical damage, 1= sacred damage, 2= flame damage, 3= natural damage.

4= frost damage, 5= shadow damage, 6= arcane damage)

Dmg_min 1 (minimum injury)

Dmg_max 1 (maximum damage)

Dmg_type 1 (injury type)

dmg_min2

dmg_max2

dmg_type2

dmg_min3

dmg_max3

dmg_type3

dmg_min4

dmg_max4

dmg_type4

dmg_min5

dmg_max5

dmg_type5

Armor: Armor value

Holy _res: all resistance

Flame resistance

Natural Resistance

Frost resistance

Shadow resistance

Arcane resistance

Delay: attack speed of weapon (ms) (for example: 1500 = 1.5 seconds)

Ammunition type: Ammunition type (ammunition type required for this weapon)

2 = Bow and arrow

3 = Bullets

RangedModRange: 0 (set to all)

The following is the code to fill in the attached skill attribute of the weapon:

Spelling:

Sellid_ 1 (code)

Spelltrigger_ 1 (method: 0- use, 1- equipment, 2- possible when hit)

Spelling error _ 1 (0)

spellppmRate_ 1 (0)

Spell cooldown _ 1 (cooldown-1 is enough)

Spelling category _ 1 (0)

SpellCategorycouldown _ 1 (cooling time-1 is enough)

Spellid_2

Spelling trigger _2

Spell cost _2

spellppmRate_2

Spell cooldown _2

Spelling category _2

spellcategorycooldown_2

Spellid_3

Spelling trigger _3

Spell cost _3

spellppmRate_3

Spell cooldown _3

Spelling category _3

spellcategorycooldown_3

Spellid_4

Spelling trigger _4

Spell cost _4

Spelling error rate _4

Spell cooldown _4

Spelling category _4

spellcategorycooldown_4

SpellID_5 (magic ID)

Spelltrigger_5 (trigger type)

spellcharges_5()

spellppmRate_5()

Spell cooldown _5 (cooldown)

Spell Category _5 (Magic Type)

Spell cooldown _ 5 (cooldown of magic type)

Bonding: binding

0 = No binding.

1 = Select binding.

2 = Device binding

3 = Use binding

4 = Task binding

Description: A detailed description of the product/project description.

PageText (text ID/ page body): 0

LanguageID (language ID/ voice type): 0 (language type marked on the project) (collected from languages.dbc)

1 = orc

2 =

3 =

6 =

7 =

8 =

9 =

10 =

1 1 =

12 =

13 =

14 =

33 =

PageMaterial: (page material/page background material) (collected from page text material? . dbc)

+0 = Parchment.

2 = stone

3 = marble

4 = Silver

5 = Bronze

Startquest: (start task ID/ project ID that triggered the task)

Lock ID: (lock id)

Material: (material/article material (sound of article manufacturing and use))

-1 = consumer goods (food, reagents, etc. )

1 = metal

2 = Wood products

3 = liquid

4 = Jewelry

5 = chain (refers to things in a chain)

6 = steel plate (something that refers to plate A)

7 = cloth

8 = leather

Sheath: (position (appearance) of weapon)

0 = seems to be the default?

1 = Two-handed sword (back, tip down)

2 = Staff (on the back with the head of the staff facing up)

3 = One-handed sword (placed on the side of the body)

4 = Shielded (on the back)

5 = wand/enchantment stick (? )

7 = glove/flashlight/hoe/unarmed

RandomProperty: 0 (all 0s are enough)

Randomsuffix: 0 (all 0s are enough)

Block: block rate/block probability (probability of shield block attack)

Item set: ID of the suit/item, indicating the category (weapon/armor) it belongs to.

Maximum durability: maximum durability/maximum durability

Area: 0 range/area/where is it used?

Maps: 0 available map areas

Bage family: 0

TotemCategory: 0

SocketColor_( 1~3) slot (1= color slot.2 = red slot.4 = yellow slot.8 = blue slot)

socketContent_( 1~3) 0

SocketBonus: (hole opening reward)

(0= no reward, 1= petrified 3,2 = frozen 1, 3= flametongue 3,4 = flametongue 2,5 = flametongue 1, 6= petrified 2.

7= deadly poison, 8= deadly poison 2, 9 = deadly poison.

Gem property: 0

Expansion cost: 0

RequiredDisenchantSkill:0/- 1/300

ArmorDamageModifier: 0

ScriptName: (script name)?

Disenchantment ID: 00/?

Food type: 0

minMoneyLoot: 0

maxMoneyLoot: 0

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