Decoding is a little different. We can either interpret the base 64 string as a <b>signed</b> or <b>unsigned</b> number (signed: using 2s complement binary).
</p>
<p>
Things that should be interpreted as <b>signed</b> are:
</p>
<ulclass ="indent">
<li>Skill Points</li>
<li>Any numerical identification value for custom items</li>
</ul>
<p>
Things that should be interpreted as <b>unsigned</b> are:
<divclass ="row section"title ="ID number specifics">
<p>
For items, you can download the item DB here: <ahref ="../clean.json"target ="_blank">clean.json</a>. Each item has an id value that can be put in a map. The NoneItem ID numbers start at 10000 in the canonical order: [helmet, chestplate, leggings, boots, ring 1, ring 2, bracelet, necklace, weapon].
</p>
<p>
For tomes, you can download the tome DB here: <ahref ="../tomes.json"target ="_blank">tomes.json</a>. Each tome has a tomeID value that can be put in a map. The NoneTome ID numbers start at 61 in the order [no weapon tome, no armor tome, no guild tome] so that we can store tome IDs in 1 Base 64 character.
</p>
<p>
For powders: id numbers <number>1</number> through <number>30</number> map to Earth I, Earth II, ..., Earth VI,
etc. in the order Earth, Thunder, Water, Fire, Air. 0 is the id number for no powder.
Version 6 was made to account for the desire to save tomes in a build. As of the last version of this documentation, version 6 is used for encoding whenever there are tomes in the build.
</p>
<divclass ="row section"title ="Example 1: With Tomes">
<number>9</number> items from <code>idMap</code> (<number>3</number> characters each):
<code>06W</code>,
<code>2SH</code>,
<code>0D4</code>,
<code>0Qq</code>,
<code>2SK</code>,
<code>2SL</code>,
<code>02d</code>,
<code>0og</code>,
<code>0Qi</code>
</li>
<li>
<number>5</number> skill point totals (<number>2</number> characters each):
<code>19</code>,
<code>1V</code>,
<code>-E</code>,
<code>0i</code>,
<code>2C</code>
</li>
<li>
<number>1</number> player level (<number>2</number> characters):
<code>1g</code>
</li>
<li>
A <b>variable</b> number of powder "blocks" (<number>5</number> characters which give us <number>6</number> powders per block).
<ulclass ="indent">
<li>For each of the 5 powderable equipment fields [helmet, chestplate, leggings, boots, weapon], we will have the following:</li>
<li><number>1</number> base 64 character that says that we need <number>n</number> blocks for this item.</li>
<li><number>n</number> blocks of <number>5</number> base 64 characters.</li>
<li>
Since there are 4 <code>0</code>s (Base 64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
</li>
<li>
Then, we have <code>1</code> (Base 64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is <code>00nZ6</code>.
</li>
<ulclass ="indent">
<li>The unsigned equivalent of <code>00nZ6</code> in binary is 30 <b>binary</b> bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.</li>
</ul>
</ul>
</li>
<li>
<number>7</number> tomes (<number>1</number> character each):
<code>ZU6FCDo</code>
<ulclass ="indent">
<li>The order of tomes listed is [2x weapon tome, 4x armor tome, 1x guild tome].</li>
Version 5 was made to allow for the ability to save custom items. To learn the specifics about custom item encoding, refer to the Custom Items section.
</p>
<p>
As of the last version of this documentation, version 5 is only used for encoding when there are custom items (and no tomes) in the build.
</p>
<divclass ="row section"title ="Example 1: With Custom Item">
<li>Starting in this version, you can substitute in the full hash of a custom item ("CI-[gibberish]") for the 3-character hash of an item pool item, just like for crafted items.</li>
<li>Similar to crafted items, the way we can tell that an item is a custom item is when the 3-character hash of the 'item' is "CI-". No existing item has an item ID of "CI-" in base 64, so we can define a special case check for this "id number".</li>
<li>Further details on parsing and loading this custom item are in the Custom Item section.</li>
</ul>
</li>
<li>
<number>5</number> skill point totals (<number>2</number> characters each):
<code>19</code>,
<code>1V</code>,
<code>-E</code>,
<code>0i</code>,
<code>2C</code>
</li>
<li>
<number>1</number> player level (<number>2</number> characters):
<code>1g</code>
</li>
<li>
A <b>variable</b> number of powder "blocks" (<number>5</number> characters which give us <number>6</number> powders per block).
<ulclass ="indent">
<li>For each of the 5 powderable equipment fields [helmet, chestplate, leggings, boots, weapon], we will have the following:</li>
<li><number>1</number> base 64 character that says that we need <number>n</number> blocks for this item.</li>
<li><number>n</number> blocks of <number>5</number> base 64 characters.</li>
<li>
Since there are 4 <code>0</code>s (Base 64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
</li>
<li>
Then, we have <code>1</code> (Base 64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is <code>00nZ6</code>.
</li>
<ulclass ="indent">
<li>The unsigned equivalent of <code>00nZ6</code> in binary is 30 <b>binary</b> bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.</li>
</ul>
</ul>
</li>
</ul>
</div>
<p>
It is possible that version 5 links will have an extra tome section at the end like above (see: Version 6 section). We ignore this in decoding.
Version 4 was made to allow for the ability to save crafted items. To learn the specifics about crafted item encoding, refer to the Crafted Items section.
</p>
<p>
As of the last version of this documentation, version 4 is the default version and is used when there are no custom items or tomes in the build.
</p>
<divclass ="row section"title ="Example 1: No Crafted Items">
<number>9</number> items from <code>idMap</code> (<number>3</number> characters each):
<code>06W</code>,
<code>2SH</code>,
<code>0D4</code>,
<code>0Qq</code>,
<code>2SK</code>,
<code>2SL</code>,
<code>02d</code>,
<code>0og</code>,
<code>0Qi</code>
</li>
<li>
<number>5</number> skill point totals (<number>2</number> characters each):
<code>19</code>,
<code>1V</code>,
<code>-E</code>,
<code>0i</code>,
<code>2C</code>
</li>
<li>
<number>1</number> player level (<number>2</number> characters):
<code>1g</code>
</li>
<li>
A <b>variable</b> number of powder "blocks" (<number>5</number> characters which give us <number>6</number> powders per block).
<ulclass ="indent">
<li>For each of the 5 powderable equipment fields [helmet, chestplate, leggings, boots, weapon], we will have the following:</li>
<li><number>1</number> base 64 character that says that we need <number>n</number> blocks for this item.</li>
<li><number>n</number> blocks of <number>5</number> base 64 characters.</li>
<li>
Since there are 4 <code>0</code>s (Base 64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
</li>
<li>
Then, we have <code>1</code> (Base 64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is <code>00nZ6</code>.
</li>
<ulclass ="indent">
<li>The unsigned equivalent of <code>00nZ6</code> in binary is 30 <b>binary</b> bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.</li>
</ul>
</ul>
</li>
</ul>
</div>
<divclass ="row section"title ="Example 2: With Crafted Items">
<number>9</number> items from <code>idMap</code> (<number>3</number> characters each):
<code>06W</code>,
<code>CR-1628i8v8v94948f21</code>,
<code>0D4</code>,
<code>0Qq</code>,
<code>2SK</code>,
<code>2SL</code>,
<code>02d</code>,
<code>0og</code>,
<code>0Qi</code>
<ulclass ="indent">
<li>Starting in this version, you can substitute in the full hash of a crafted item ("CR-[gibberish]") for the 3-character hash of an item pool item.</li>
<li>The way we can tell that an item is a crafted item is when the 3-character hash of the 'item' is "CR-". No existing item has an item ID of "CR-" in base 64, so we can define a special case check for this "id number".</li>
<li>Further details on parsing and loading this custom item are in the Crafted Item section.</li>
</ul>
</li>
<li>
<number>5</number> skill point totals (<number>2</number> characters each):
<code>19</code>,
<code>1V</code>,
<code>-E</code>,
<code>0i</code>,
<code>2C</code>
</li>
<li>
<number>1</number> player level (<number>2</number> characters):
<code>1g</code>
</li>
<li>
A <b>variable</b> number of powder "blocks" (<number>5</number> characters which give us <number>6</number> powders per block).
<ulclass ="indent">
<li>For each of the 5 powderable equipment fields [helmet, chestplate, leggings, boots, weapon], we will have the following:</li>
<li><number>1</number> base 64 character that says that we need <number>n</number> blocks for this item.</li>
<li><number>n</number> blocks of <number>5</number> base 64 characters.</li>
<li>
Since there are 4 <code>0</code>s (Base 64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
</li>
<li>
Then, we have <code>1</code> (Base 64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is <code>00nZ6</code>.
</li>
<ulclass ="indent">
<li>The unsigned equivalent of <code>00nZ6</code> in binary is 30 <b>binary</b> bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.</li>
</ul>
</ul>
</li>
</ul>
</div>
<p>
It is possible that version 4 links will have an extra tome string like above (see: Version 6 section) after the powders. You can ignore this in decoding.