diff --git a/dev/index.html b/dev/index.html index a92b575..7baf0c3 100644 --- a/dev/index.html +++ b/dev/index.html @@ -118,24 +118,26 @@
- Wynnbuilder assigns each item in the Wynncraft item pool to a unique ID number. For example, the bracelet Atlas + Wynnbuilder assigns each item in the Wynncraft item pool to a unique ID number. +
- For items, you can download the item DB here: clean.json. 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]. + For items, you can download the item DB here: clean.json. 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] (No Weapon has an id of 10008).
- For tomes, you can download the tome DB here: tomes.json. 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. + For tomes, you can download the tome DB here: tome_map.json. 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.
For powders: id numbers
All build links will end in "#[version number]_[build hash]". @@ -390,24 +392,246 @@
- + Version 3 encoding added the ability to save build level.
+
+ https://hppeng-wynn.github.io/builder/#3_06W2SH0D40Qq2SK2SL02d0og0Qi191V-E0i2C1g0000100nZ6
+
+ + Build hash format: +
+idMap
(06W
,
+ 2SH
,
+ 0D4
,
+ 0Qq
,
+ 2SK
,
+ 2SL
,
+ 02d
,
+ 0og
,
+ 0Qi
+ 19
,
+ 1V
,
+ -E
,
+ 0i
,
+ 2C
+ 1g
+ 0
s (Base 64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
+ 1
(Base 64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is 00nZ6
.
+ 00nZ6
in binary is 30 binary bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.- + Version 2 encoding added the ability to save skill point info.
+
+ https://hppeng-wynn.github.io/builder/#2_06W2SH0D40Qq2SK2SL02d0og0Qi191V-E0i2C0000100nZ6
+
+ + Build hash format: +
+idMap
(06W
,
+ 2SH
,
+ 0D4
,
+ 0Qq
,
+ 2SK
,
+ 2SL
,
+ 02d
,
+ 0og
,
+ 0Qi
+ 19
,
+ 1V
,
+ -E
,
+ 0i
,
+ 2C
+ 0
s (Base 64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
+ 1
(Base 64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is 00nZ6
.
+ 00nZ6
in binary is 30 binary bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.- + Version 1 is the very first encoding version by Wynnbuilder. It allows for saving all equipment (armors, accessories, weapon) and powders put on that equipment.
+
+ https://hppeng-wynn.github.io/builder/#1_06W2SH0D40Qq2SK2SL02d0og0Qi0000100nZ6
+
+ + Build hash format: +
+idMap
(06W
,
+ 2SH
,
+ 0D4
,
+ 0Qq
,
+ 2SK
,
+ 2SL
,
+ 02d
,
+ 0og
,
+ 0Qi
+ 0
s (Base 64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
+ 1
(Base 64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is 00nZ6
.
+ 00nZ6
in binary is 30 binary bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.+ This section is about how to decode crafted items. To view an example of a crafted item in a build, check out Builds > Version 4. +
++ Crafted items always start with "CR-" so that they are, as an entire category, distinguishable from item pool items. The ingredients and materials that make up the crafted item are stored in the rest of the "hash". +
++ To encode all the info about a crafted item, we need: +
++ Wynnbuilder assigns each ingredient and recipe to a unique ID number. +
++ For ingredients, you can download the ingredient DB here: ing_map.json. The ID number for No Ingredient is 4000. +
++ For recipes, you can download the recipe DB here: recipe_map.json. +
++ This is the first version of crafted item encoding. Crafted Items are always stored in a constant number of base 64 characters. +
++ This example shows how to parse a crafted item hash. +
+
+ CR-1628i8v8v94948f21
+
+ + Crafted item hash format: +
+CR-
(always)1
62
,
+ 8i
,
+ 8v
,
+ 8v
,
+ 94
,
+ 94
+ 8f
2
+ 1
+ 1
maps to the unsigned integer + You may need to parse a crafted item from a wynnbuilder link with a crafted item. +
+
+ http://hppeng-wynn.github.io/crafter/#1628i8v8v94948f21
+
+ + We can simply take the string after the octothorpe/hash tag (#), tack on "CR-" in front of this string, and arrive at the full hash for the crafted item in question. Decode using the same logic as the previous example. +
++ This section is about how to decode custom items. To view an example of a custom item in a build, check out Builds > Version 5. +
++ Custom items always start with "CI-" so that they are, as an entire category, distinguishable from item pool items. The stats and values that make up the custom item are stored in the rest of the "hash". +
http://localhost:8000/builder/#5_06W02hCI-10000HMeta%20Chestplate010Gbest%20in%20slot0240401030510G0302SG0H020Fe0I020Fe0J020Fe0K020Fe0L020Fe0M0201Y0i0200U220z0204iKK150200U22160200U22170200U22180200U22190200U220D40Qq2SK2SL02d0og0Qi191V-E0i2C1g0000100nZ6zz++++-