中文翻译版请看后面
[title-plane title="Transferring weapons, characters, sprays and more from other clients"]
In this guide, I will demonstrate how to transfer weapons, characters, maps, sprays, capsules, vvip, items to a character from other clients and more.
The tools that are used in this topic are located in THIS (cft2xlsx) and THIS topic.
This guide is not perfect, and there may be unnecessary steps in the video, but I now have a problem with free time, I hope you will be understanding.
Remember that in this client there is a limit on the number of things in the item.cft table (No more than 5120 rows)
Let's start with what generally exists in the game store, and I will go through each one in a structured way.
In Item.cft "_ITEM_CODE" starts with letter "A".
This video also applies to regular character transfers, just don't add parameters to item.cft in the column VVIPItemSortNum and VVIPItemIndex.
The reason why the client crashes for some people when trying to transfer a character is because of their required items. All characters have required items, which are indicated in item.cft in the "DefaultItem" column.
Files we work with:
CHARACTERTYPE.CFT
CharacterItem.CFT
Iteam.CFT
Characters work on the principle of being linked by id.
Here are the files with the columns between which there is a dependency:
In CHARACTERTYPE.CFT _RealCharacterType
In CHARACTERITEM.CFT _CharacterType (clothes of char)
In ITEM.CFT ItemIndexInBute
In CHARACTERTYPE.CFT - _ITEMID
In ITEM.CFT - _ITEM_ID
In CHARACTERTYPE.CFT _ItemCode
In ITEM.CFT - _ITEM_CODE (Char), _CHAR_ITEM_CODE (clothes)
In CHARACTERTYPE.CFT - _BUTETYPE
In ITEM.CFT - _ITEMBUTETYPE (clothes of char)
In Item.cft "_ITEM_CODE" starts with letter "B"
Here are the files with the columns between which there is a dependency:
In CHARACTERITEM.CFT _ItemIndex
In ITEM.CFT ItemIndexInBute
In Item.cft "_ITEM_CODE" starts with letter "C"
In Item.cft "_ITEM_CODE" starts with letter "I"
Here are the files with the columns between which there is a dependency:
_ITEM_INDEX - index in ItemIcone (ItemIcone_%index%) (Icon of items in the store)
Index in Function5 - SPRAY and NAMECARD (NAMECARD%index% AND SPRAY_I%index%)
In Item.cft "_ITEM_CODE" starts with letter "I"
Important Note:
This item is downloaded from the server, what you entered into CF_Gacha_Item and CF_Gacha_Group in the server database.
In Item.cft "_ITEM_CODE" starts with letter "C"
In Item.cft "_ITEM_CODE" starts with letter "A"
The reason why the client crashes for some people when trying to transfer a character is because of their required items. All characters have required items, which are indicated in item.cft in the "DefaultItem" column.
Files we work with:
CHARACTERTYPE.CFT
CharacterItem.CFT
Iteam.CFT
Characters work on the principle of being linked by id.
Here are the files with the columns between which there is a dependency:
In CHARACTERTYPE.CFT _RealCharacterType
In CHARACTERITEM.CFT _CharacterType (clothes of char)
In ITEM.CFT ItemIndexInBute
In CHARACTERTYPE.CFT - _ITEMID
In ITEM.CFT - _ITEM_ID
In CHARACTERTYPE.CFT _ItemCode
In ITEM.CFT - _ITEM_CODE (Char), _CHAR_ITEM_CODE (clothes)
In CHARACTERTYPE.CFT - _BUTETYPE
In ITEM.CFT - _ITEMBUTETYPE (clothes of char)
Guys, when I tried to log into ZM with this character, the client crashed. Try to look for a solution, I can't right now.
In Item.cft "_ITEM_CODE" starts with letter "S"
Important Note:
This item is downloaded from the server, what you entered into CF_ITEM_MAP in the server database.
In Item.cft "_ITEM_CODE" starts with letter "I"

Important Note:
This item is downloaded from the server, what you entered into CF_Gacha_Item and CF_Gacha_Group in the server database.
In Item.cft "_ITEM_CODE" starts with letter "I"

This item is downloaded from the server, what you entered into CF_Gacha_Item and CF_Gacha_Group in the server database.
I showed the example of box ZM 1, the rest you can find by reward id. I also noticed that for each individual roulette, a certain range of rows is allocated in CF_Gacha_Item and CF_Gacha_Group. Let's say: 40,000 - 50,000. If you look, you will notice a pattern, just pay attention to it.
In Item.cft "_ITEM_CODE" starts with letter "D"
Interesting fact: Backpacks in the game are tied to a knife, you can look in the Dress2 column
I decided to just write about this subject. It is functional, but a separate “D” identifier has been allocated for it. As far as I understand, it is not possible to add new backpacks, but you can try following the example of the others. Its enumeration ID is located in item.cft in the "_DRESS1" and "_SackIndex" columns.
In Item.cft "_ITEM_CODE" starts with letter "I"
This category of items includes many things. Let's say: Mutants for mutation mode, changing the color of fire, increasing experience, all sorts of things for ghost mode, colored chat, colored nickname, etc. I think you understand. You cannot change these items and their functionality, everything is built into the source code of the game. According to my observations, the link between a function and an item goes through the ID in the item.cft file in the “_FUNCTION4” column, and the function subtype is indicated in “_FUNCTION5”. Perhaps, for those who are interested, some old functional items that can be activated by searching for ID have been removed.
Some important points!
In BF005.LTC, this sight is indicated in the weapon parameter ZoomTargetType. Its ID matches the first digits of the zoom image name. For example, 003_M4A1-Custom_DOT.DTX ID is 3, I hope it’s clear.
Animations of weapons that you 3rd person are in RF016.REZ/CHARACTER, M-Motion.LTB and M-Motion_BLUE.LTB depending on the character type.
Regular characters use animations from these files. You can convert M-Motion.LTB to M-Motion.LTA and view the animation data. Weapon animations in M-Motion.LTB must match the GViewAnimName in the BF005.LTC file.
First-person animations of weapons are already built into their .LTB model
The file in question is CLIENTFX.FXF, located in RF004.rez/CLIENTFX. It specifies the parameters for how the sprite will be displayed on the moving model of the effect. I think I’ll tell you about this in the next guide.
Here is the file regulating FX in 2.0
But here it is already in 3.0
As you can see, the developers changed the file format, 2.0 will not read version 3.0. The data has not changed, the format of the file itself has changed, you can look for the shader parameters manually, they are there, it’s just not convenient to work in byte code. I saw that some people wrote their own tools so that they could be easily transferred, but I don’t have them. Perhaps in the future someone will publish them.
I hope I helped you understand what interested you.[/title-plane]
[c-alert type="warning"]以下是谷歌机翻内容,如有错误请自行更正![/c-alert]
在本指南中,我将演示如何将武器、角色、地图、喷雾、胶囊、vvip、物品从其他客户端等转移到角色。
本主题中使用的工具位于此 (cft2xlsx ) 和此主题中。
本指南并不完美,视频中可能有不必要的步骤,但我现在空闲时间有问题,希望您能理解。
请记住,在这个客户端中,item.cft 表中的内容数量有限制(不超过 5120 行)。
让我们从游戏商店中通常存在的内容开始,我将以结构化的方式浏览每一项。
在 Item.cft 中,“_ITEM_CODE”以字母“A”开头。
该视频也适用于常规字符传输,只是不要向 item.cft 中的 VVIPItemSortNum 和 VVIPItemIndex 列添加参数。
有些人在尝试转移角色时客户端崩溃的原因是因为他们需要的物品。所有角色都有必需的项目,这些项目在 item.cft 的“DefaultItem”列中指示。
我们使用的文件:
CHARACTERTYPE.CFT
CharacterItem.CFT
Itemam.CFT
角色的工作原理是通过 id 链接。
以下是具有依赖关系的列的文件:
在 CHARACTERTYPE.CFT 中 _RealCharacterType
在 CHARACTERITEM.CFT 中 _CharacterType(字符的衣服)
在 ITEM.CFT 中 ItemIndexInBute
在 CHARACTERTYPE.CFT 中 - _ITEMID
在 ITEM.CFT 中 - _ITEM_ID
在 CHARACTERTYPE.CFT 中_ItemCode
在 ITEM.CFT 中 - _ITEM_CODE(字符),_CHAR_ITEM_CODE(衣服)
在 CHARACTERTYPE.CFT 中 - _BUTETYPE
在 ITEM.CFT 中 - _ITEMBUTETYPE(字符衣服)
在 Item.cft 中,“_ITEM_CODE”以字母“B”开头
以下是具有相互依赖关系的列的文件:
在 CHARACTERITEM.CFT _ItemIndex
中 在 ITEM.CFT ItemIndexInBute 中
在 Item.cft 中,“_ITEM_CODE”以字母“C”开头
在 Item.cft 中,“_ITEM_CODE”以字母“I”开头
以下是具有依赖关系的列的文件:
_ITEM_INDEX - ItemIcone 中的索引 (ItemIcone_%index%)(商店中商品的图标)
Function5 中的索引 - SPRAY 和 NAMECARD(NAMECARD%index% AND SPRAY_I%index%) )
在 Item.cft 中,“_ITEM_CODE”以字母“I”开头
重要提示:
此项目是从服务器下载的,您在服务器数据库中的CF_Gacha_Item和CF_Gacha_Group中输入的内容。
在 Item.cft 中,“_ITEM_CODE”以字母“C”开头

在 Item.cft 中,“_ITEM_CODE”以字母“A”开头

有些人在尝试转移角色时客户端崩溃的原因是因为他们需要的物品。所有角色都有必需的项目,这些项目在 item.cft 的“DefaultItem”列中指示。
我们使用的文件:
CHARACTERTYPE.CFT
CharacterItem.CFT
Itemam.CFT
角色的工作原理是通过 id 链接。
以下是具有依赖关系的列的文件:
在 CHARACTERTYPE.CFT 中 _RealCharacterType
在 CHARACTERITEM.CFT 中 _CharacterType(字符的衣服)
在 ITEM.CFT 中 ItemIndexInBute
在 CHARACTERTYPE.CFT 中 - _ITEMID
在 ITEM.CFT 中 - _ITEM_ID
在 CHARACTERTYPE.CFT 中_ItemCode
In ITEM.CFT - _ITEM_CODE(字符),_CHAR_ITEM_CODE(衣服)
In CHARACTERTYPE.CFT - _BUTETYPE
In ITEM.CFT - _ITEMBUTETYPE(字符的衣服)
伙计们,当我尝试用这个角色登录 ZM 时,客户端崩溃了。尝试寻找解决方案,我现在找不到。
在 Item.cft 中,“_ITEM_CODE”以字母“S”开头

重要提示:
该项目是从服务器下载的,即您在服务器数据库中输入到 CF_ITEM_MAP 中的内容。
在 Item.cft 中,“_ITEM_CODE”以字母“I”开头

重要提示:
此项目是从服务器下载的,您在服务器数据库中的CF_Gacha_Item和CF_Gacha_Group中输入的内容。
在 Item.cft 中,“_ITEM_CODE”以字母“I”开头

该项目是从服务器下载的,您输入到服务器数据库中的 CF_Gacha_Item 和 CF_Gacha_Group 中的内容。
我展示了盒子 ZM 1 的示例,其余的你可以通过奖励 id 找到。我还注意到,对于每个单独的轮盘赌,CF_Gacha_Item 和 CF_Gacha_Group 中分配了一定范围的行。假设:40,000 - 50,000。如果你观察,你会注意到一种模式,只要注意它即可。
在 Item.cft 中,“_ITEM_CODE”以字母“D”开头
有趣的事实:游戏中的背包绑着一把刀,你可以在 Dress2 专栏中查看
我决定只写这个主题。它可以正常工作,但已为其分配了一个单独的“D”标识符。据我了解,不可能添加新的背包,但您可以尝试按照其他人的示例进行操作。其枚举 ID 位于 item.cft 中的“_DRESS1”和“_SackIndex”列中。
在 Item.cft 中,“_ITEM_CODE”以字母“I”开头。
此类项目包括很多内容。比如说:变异模式的变种人,改变火的颜色,增加经验,幽灵模式的各种东西,彩色聊天,彩色昵称等等。我想你明白了。您无法更改这些项目及其功能,所有内容都内置于游戏的源代码中。根据我的观察,函数和项目之间的链接通过“_FUNCTION4”列中的item.cft文件中的ID,并且函数子类型在“_FUNCTION5”中指示。或许,对于有兴趣的人来说,一些旧的通过搜索ID即可激活的功能项已被删除。
一些重要的要点!
在BF005.LTC中,该瞄准器在武器参数ZoomTargetType中指示。其 ID 与缩放图像名称的前几个数字匹配。例如,003_M4A1-Custom_DOT.DTX ID是3,我希望它很清楚。
我希望我能帮助您了解您感兴趣的内容。
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