61 lines
No EOL
3.4 KiB
Markdown
61 lines
No EOL
3.4 KiB
Markdown
# Values Guide
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## Name
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**Name** is stored as a String. It must be a valid Wynncraft item for it to display as intended.
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## Shiny ID
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Inside the Shiny{} list, there will be two elements: "key" and "value".
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The potential keys for any shiny value are listed here: https://raw.githubusercontent.com/Wynntils/Static-Storage/main/Data-Storage/shiny_stats.json
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The value is the shown amount.
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## Powders
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### Powder Limit
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Powder limit cannot be increased beyond 255. This is because the powder count is stored as a byte.
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Potential value range: 0<->255.
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### Format
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Inside the "powders":[ ] array, set it up in the following structure.
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**{ "type":"$TYPE", "tier":$TIER, "amount": $AMOUNT }**
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**TYPE** is stored as a single character.
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Potential Values: "E" "T" "W" "F" "A" . These represent Earth, Thunder, Wind, Fire, Air.
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**TIER** is stored as a single digit integer.
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Potential value range: 1<->6.
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**AMOUNT** is stored as an integer. It is optional. If not provided it falls back to 1.
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Potential value range: 1<->255.
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#### Other things about powder format:
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Each value in the array must have a comma at the end except the last.
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The use of spaces is optional, as well as letter case for the $TYPE value.
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The keys ("type" "tier" "amount") must all be lowercase.
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If type is invalid, it will default back to being Thunder powder.
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#### Powders Example
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```js
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"powders": [
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{ "type":"T", "tier":6, "amount":5 },
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{"type":"e","tier":1,"amount":5},
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{"type":"F", "tier":3,"amount":1},
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{ "type" : "w" , "tier":6 }
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],
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```
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Note that the last powder block in array has no comma at the end.
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### Which items can have powders?
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Powders can only be encoded on an item that originally supported powders in the first place.
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Unfortunately you can't add powders to an item that didn't originally have them.
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e.g. can't put powder on depressing shears, as depressing weapons don't have powder slot.
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## Identifications
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### Format
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Inside the "ids":[] array, set it up in the following structure.
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**{"id": "$ID","base": $BASE,"roll": $ROLL}**
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**ID** is stored as a string corresponding to the Wynntils internal ID string of any roll. See here for a list: https://raw.githubusercontent.com/Wynntils/Static-Storage/main/Reference/id_keys.json .
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**BASE** is the base roll. The default base data is defined in (WARNING: EXTREMELY MASSIVE TEXT FILE) https://raw.githubusercontent.com/Wynntils/Static-Storage/main/Reference/gear.json .
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Beautify it then look for `ITEMNAME > identifications > IDENTIFICATIONNAME > raw` for default value. This base value defines the listed ID ranges.
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**ROLL** defines the actual rolled value for the Identification. The formula is `BASE * ROLL / 100`. Most values are in the range 30-130 due to how Wynncraft handles many Identifications as 30-130 percent of a base stat. Thus, if you are trying to find the ROLL value, try your desired roll **(NOT the roll percentage 1-100)** divided by the BASE then round it to the nearest integer. This value is optional, and you should only exclude it when it is a fixed value e.g. Skill Points.
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## Rerolls
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Optional single value, i8. Stores number of rerolls. If missing or is 0, rerolls are not encoded.
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Potential range: 0<->255.
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### Other things about this
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The format obeys the same json rules as the powders.
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If you are trying to get the 100% or 0% roll and the value you calculated is close to 130 or 30, change it to 130 or 30 because that is the real value.
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# Current issues
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Crafteds are not implemented |