No, I don't have a complete list, and I don't think I kept any of the dump. I can retrieve the information fairly easily, and parse it into a list, though. Remind me again, if I don't get to it in the next week or so.
Quote:
Thats true. Take the Blue Gate Rune for example with 1x fire, 1x lightning and 2x non-elemental spells:
http://www.suikosource.com/runes/list/?rune_id=3Furthermore, while S2 has a bright shield element, it has no black sword element type.
Right. I said I know that's true because we had that "elemental resistances" or whatever thread (that also started the bestiary effort), and I helped work out what resistance applied to what commands/spells/effects by tweaking enemies' data. Blue Gate is probably the best example of a rune with mixed elements. It might even be the only one, but I think there was one other case (maybe a command/monster rune). Aside from that, the element is part of the spell data, and I'm pretty sure the runes are just names with a list of spells and flags that describe where they can be equipped. I don't recall every data bit associated with them.
Code:
#define NAMESIZE 21
#define DESCSIZE 32
/*
byte after description appears to be spell damage type:
0x22 - Enemy
0x23 - Heal
0x42 - Status
Next byte maybe spell delay? Actually, I think target indicator.
Byte 2 after SDT seems to be the spell element
0x01 - Fire
0x02 - Water
0x03 - Wind
byte 3 after element possibly indicates enemy affect?*/
typedef struct s2magic {
unsigned char name[NAMESIZE];
unsigned char desc[DESCSIZE];
unsigned char unk1;
unsigned char unk2;
unsigned char element;
unsigned char unk4;
unsigned char unk5;
unsigned char unk6;
unsigned char unk7;
signed int damage;
} T_S2MAGIC;
static const wchar_t *ElementName[10] = {
L"Non-Elemental"
, L"Fire"
, L"Water"
, L"Wind"
, L"Earth"
, L"Lightning"
, L"Holy"
, L"Darkness"
, L"Bright Shield"
, L"Unknown 1"
//, L"Unknown 2"
};