This is what I know:
The "stats.q" and "weapon_templates.q" files are not used in the demo. The weapons you see in the game come from the "weapon.X.q" files.
I'll take the two krysses as an example, in "defines.q":
- defines.jpg (31.31 KiB) Viewed 7979 times
Two krysses seem to exist, KRYSS with ID 5121 and the other KRYSS_2 with ID 5120.
You have look in "templatestable.dat.q" also, you will find that both krysses can be bought by vendors but only the KRYSS with ID 5121 can be bought by players. Maybe KRYSS_2 is an older kryss which has been removed from the game?
Sellable (by the vendor):
- weaponeer sellable.jpg (34.18 KiB) Viewed 7979 times
Buyable (by the vendor):
- weaponeer buyable.jpg (14.16 KiB) Viewed 7979 times
The question is, how do we arrive from the ID 5120/5121 to the weapon template number 18/22.
To answer this question you have to use a tiledata.mul viewer.
You can find a tool named "TilData Editor" here:
Open the server side file "tiledata.mul.q" and go to object 0x1400. ID 5120 is decimal which equals 0x1400 in hexadecimal.
- TileData Editor.jpg (106.5 KiB) Viewed 7977 times
The Unknown0 field is the answer. This field is (partially) the internal weapon template number. I say partially because those programs were created by reversing the client. The reversers always believed it was a byte (8-bit) but this field is actually a word (16-bit) and therefor they don't display the data like the OSI servers would see the data.
Based on this, I conclude (for now), the kryss with weapon template 18 is not used. Unless you can find a related weapon in the "tiledata.mul.q" file.
Also, an interesting note. In "stats.q", weapon 18 is a kryss. weapon 22 is a viking sword. This conflicts with the "weapon.X.q" files and also conflicts with the "tiledata.mul.q" file.