+ + + + + + + + + + + + + + + + + + + + + +
+ This section is about the encoding schemes Wynnbuilder uses for its various saveable items (builds, + crafted items, and custom items). +
++ We use a Base 64 encode/decode system in most shareable links. It would be quite clunky to put a + bunch of numbers (the data we save and read) into one link. To save some space, we compress the + base 10 numerical alphabet into a custom base 64 alphabet. +
++ The Wynnbuilder Base 64 character table: +
+
+ 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz+-
+
+ + The Base 64 encoding of a number (in the 0 to 63 range) is equal to the character at the index + within the above string. +
+
+ For example, if we have a set of items with id numbers in the range [0Kv
:
+ , 0
,
+ K
, and v
.
+
+ Now that we understand the base 64 system, we can move on to the way builds, crafted items, and custom items are stored in links. +
++ First, what do we need in order to encode an entire build? +
++ Wynnbuilder mainly runs calculations for damages and defense. Therefore, we need: +
+-
+
- The build's items (equipment, tomes) +
- The skill points distributed by the user (and user level) +
- Item powderings +
+ Wynnbuilder assigns each item in the Wynncraft item pool to a unique ID number. For example, the bracelet Atlas
+ has an id number of
+ All build links will end in "#[version number]_[build hash]". +
+
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+
+ + +
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++ Last updated: 25 May 2022 +