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mByte 08-19-2002 03:30 AM

Problem With 2.71 Admin?
 
I was fiddling around making items and logged into to try them out.

Keep getting that your class, race and or diety cannot use this item messege

funnything is I checked all the class's and races when that did not work I check all dieties too.

No Go.

Windcatcher 08-19-2002 05:57 AM

Grrr this is getting frustrating. There must be some field in the item structure that's still unknown that's affecting it. If we knew the location of the field that sets the player's deity it would be a big help too. Is there anyone else (dev or otherwise) who might be able to help track down these unknown fields? When I test the tool I usually put up a label and fill it with hex dumps of everything still marked as unknown, but so far I haven't been able to make heads or tails of anything else.

WC

mByte 08-19-2002 10:34 AM

Here are all my offsets - Note they are php
 
Well see if you can use any of this information it's what I use for my web based item editor.

Note the code is php but is has most of the offsets.

*************************************************
//Common Information
$itemname = GetNulLTermString(substr($row[0],0,64));
$itemlore = GetNulLTermString(substr($row[0],64,80));
// * - lore item
// ~ - pending lore
// # - artifact
// & - summoned
$itemVisual = GetNulLTermString(substr($row[0],144,16));
$itemWeight = hexdec(bin2hex(substr($row[0],174,1)));
$itemNoRent = hexdec(bin2hex(substr($row[0],175,1)));
$itemNoDrop = hexdec(bin2hex(substr($row[0],176,1)));
$itemSize = hexdec(bin2hex(substr($row[0],177,1)));
$itemTypeFlag = hexdec(bin2hex(substr($row[0],178,1)));
// 0 - Generic
// 1 - Contaner
// 2 - Book
$itemNuma = bin2hex(substr($row[0],180,1));
$itemNumb = bin2hex(substr($row[0],181,1));
$itemNum = hexdec($itemNumb . $itemNuma);
$itemIcona = hexdec(bin2hex(substr($row[0],182,1)));
$itemIconb = hexdec(bin2hex(substr($row[0],183,2)));
$itemIcon = $itemIcona + $itemIconb;
$itemPSlot = hexdec(bin2hex(substr($row[0],184,1)));
$itemSlotsa = hexdec(bin2hex(substr($row[0],188,1)));
$itemSlotsb = hexdec(bin2hex(substr($row[0],189,2)));
$itemSlotsc = hexdec(bin2hex(substr($row[0],190,2))) * 256 - $itemSlotsb;
if($itemSlotsc <= -1){
$itemSlotsc = 0;
}
$itemSlots = $itemSlotsa + $itemSlotsb + $itemSlotsc;
$itemCost = hexdec(bin2hex(substr($row[0],192,1)));
$itemID = "0"; //hexdec(bin2hex(substr($row[0],212,1))); // somthing about the zone

//General Item Information
$itemSTR = hexdec(bin2hex(substr($row[0],228,1)));
$itemSTA = hexdec(bin2hex(substr($row[0],229,1)));
$itemCHA = hexdec(bin2hex(substr($row[0],230,1)));
$itemDEX = hexdec(bin2hex(substr($row[0],231,1)));
$itemINT = hexdec(bin2hex(substr($row[0],232,1)));
$itemAGI = hexdec(bin2hex(substr($row[0],233,1)));
$itemWIS = hexdec(bin2hex(substr($row[0],234,1)));
$itemMR = hexdec(bin2hex(substr($row[0],235,1)));
$itemFR = hexdec(bin2hex(substr($row[0],236,1)));
$itemCR = hexdec(bin2hex(substr($row[0],237,1)));
$itemPR = hexdec(bin2hex(substr($row[0],238,1)));
$itemDR = hexdec(bin2hex(substr($row[0],239,1)));
$itemHP = hexdec(bin2hex(substr($row[0],240,1)));
$itemMana = hexdec(bin2hex(substr($row[0],242,1)));
$itemAC = hexdec(bin2hex(substr($row[0],244,1)));
$itemMaxCharges = hexdec(bin2hex(substr($row[0],246,1)));
$itemGMFLAG = hexdec(bin2hex(substr($row[0],247,1)));
$itemLight = hexdec(bin2hex(substr($row[0],248,1)));
$itemDelay = hexdec(bin2hex(substr($row[0],249,1)));
$itemDMG = hexdec(bin2hex(substr($row[0],250,1)));
$itemEffect = hexdec(bin2hex(substr($row[0],251,1)));
$itemRange = hexdec(bin2hex(substr($row[0],252,1)));
$itemSkill = hexdec(bin2hex(substr($row[0],253,1)));
$itemMagicFlag = hexdec(bin2hex(substr($row[0],254,1)));
$itemCastLevel = hexdec(bin2hex(substr($row[0],255,1)));
$itemEquipType = hexdec(bin2hex(substr($row[0],256,1)));
$itemColor = hexdec(bin2hex(substr($row[0],260,1)));
$itemDiety = hexdec(bin2hex(substr($row[0],264,1)));
$itemSpell = hexdec(bin2hex(substr($row[0],266,1)));
$itemClass1 = hexdec(bin2hex(substr($row[0],268,1)));
$itemClass2 = hexdec(bin2hex(substr($row[0],269,2)));
$itemClass = $itemClass1 + $itemClass2;
$itemRaces1 = hexdec(bin2hex(substr($row[0],272,1)));
$itemRaces2 = hexdec(bin2hex(substr($row[0],273,2)));
$itemRaces = $itemRaces1 + $itemRaces2;
$itemSaleRate = hexdec(bin2hex(substr($row[0],288,1)));
$itemCastTime = hexdec(bin2hex(substr($row[0],292,1)));
$itemSkillModIndex = hexdec(bin2hex(substr($row[0],312,1)));
$itemSkillModValue = hexdec(bin2hex(substr($row[0],314,1)));
$itemBaneDMGrace = hexdec(bin2hex(substr($row[0],316,1)));
$itemBaneDMGbody = hexdec(bin2hex(substr($row[0],318,1)));
$itemBaneDMG = hexdec(bin2hex(substr($row[0],320,1)));
$itemReqLevel = hexdec(bin2hex(substr($row[0],324,1)));
$itemReqSkill = hexdec(bin2hex(substr($row[0],325,1)));
$itemElemDMGType = hexdec(bin2hex(substr($row[0],328,1)));
// 0 - None
// 1 - MR
// 2 - FR
// 3 - CR
// 4 - PR
// 5 - DR
$itemElemDMG = hexdec(bin2hex(substr($row[0],329,1)));
$itemDietyReq = hexdec(bin2hex(substr($row[0],348,1)));

//Faction Modification - No Idea on this yet
// itemFactionModI_1 = hexdec(bin2hex(substr($row[0],330,1)));
// itemFactionModI_2 = hexdec(bin2hex(substr($row[0],330,1)));
// itemFactionModI_3 = hexdec(bin2hex(substr($row[0],330,1)));
// itemFactionModI_4 = hexdec(bin2hex(substr($row[0],330,1)));
// itemFactionModV_1 = hexdec(bin2hex(substr($row[0],338,1)));
// itemFactionModV_2 = hexdec(bin2hex(substr($row[0],338,1)));
// itemFactionModV_3 = hexdec(bin2hex(substr($row[0],338,1)));
// itemFactionModV_4 = hexdec(bin2hex(substr($row[0],338,1)));

DeletedUser 08-19-2002 01:25 PM

link ?

btw: its the 3.5 item DB i've been told from several people in irc... drop the 3.5 db's items and put in the 3.4 items.. two mysql commands.. i don't know them but search button can help.. i gotta rush so I can't.. but should be useful to try that.

mByte 08-19-2002 01:40 PM

Quote:

btw: its the 3.5 item DB i've been told from several people in irc... drop the 3.5 db's items and put in the 3.4 items.. two mysql commands.. i don't know them but search button can help.. i gotta rush so I can't.. but should be useful to try that.
I have already dropped the table from my 3.5 database and imported the 3.4 items

Same Error

I also dropped the 3.5 items and created new items nothing

BUT I created a 1hs, Normal Item, HUM, WAR, RALLOS ZEK and it worked

so its not the table if i can get the same error on both databases.

only thing that i had a problem with from the 3.5 items table was i couldnt summon items in game. that was sloved by dropping 3.5 items and adding 3.4 items

Lurker_005 08-19-2002 03:43 PM

Windcatcher, here is a item structure deffinition I have edited as best as I can. It is based on EQEmu/hackersquest/ShowEQ, with a few entries from you :)


Code:

#define ITEM_STRUCT_SIZE 356
// #define SHORT_BOOK_ITEM_STRUCT_SIZE        356
// #define SHORT_CONTAINER_ITEM_STRUCT_SIZE 356
struct Item_Struct
{
/*0000*/ char      name[64];        // Name of item
/*0064*/ char      lore[80];        // Lore text
/*0144*/ char      idfile[6];      // Not sure what this is used for
/*0150*/ sint16    flag;
/*0152*/ uint8          unknown0150[22]; // Placeholder
/*0174*/ uint8          weight;          // Weight of item
/*0175*/ sint8    nosave;          // Nosave flag 1=normal, 0=nosave, -1=spell?
/*0176*/ sint8    nodrop;          // Nodrop flag 1=normal, 0=nodrop, -1=??
/*0177*/ uint8    size;            // Size of item
/*0178*/ int8      type;                        // 0 - generic item, 1 - container, 2 - book
/*0179*/ uint8    unknown0178;    // ***Placeholder
/*0180*/ uint16    item_nr;          // Unique Item number
/*0182*/ uint16    icon_nr;          // Icon Number
/*0184*/ sint16    equipSlot;      // Current Equip slot
/*0186*/ uint8    unknwn0186[2];      // Equip slot cont.?
/*0188*/ uint32    equipableSlots;  // Slots where this item goes
/*0192*/ sint32    cost;            // Item cost in copper
/*0196*/ uint8    unknown0196[32]; // ***Placeholder
union
{
        struct
        {
        // 0228- have different meanings depending on flags
        /*0228*/ sint8    STR;              // Strength
        /*0229*/ sint8    STA;              // Stamina
        /*0230*/ sint8    CHA;              // Charisma
        /*0231*/ sint8    DEX;              // Dexterity
        /*0232*/ sint8    INT;              // Intelligence
        /*0233*/ sint8    AGI;              // Agility
        /*0234*/ sint8    WIS;              // Wisdom
        /*0235*/ sint8    MR;              // Magic Resistance
        /*0236*/ sint8    FR;              // Fire Resistance
        /*0237*/ sint8    CR;              // Cold Resistance
        /*0238*/ sint8    DR;              // Disease Resistance
        /*0239*/ sint8    PR;              // Poison Resistance
        /*0240*/ uint16  HP;              // Hitpoints
        /*0242*/ uint16  MANA;            // Mana
        /*0244*/ uint16  AC;              // Armor Class
        /*0246*/ uint8    maxCharges;                // Number of charges
        /*0247*/ uint8    GMflag;          // GM flag 0  - normal item, -1 - gm item
        /*0248*/ uint8    light;            // Light effect of this item
        /*0249*/ uint8    delay;            // Weapon Delay
        /*0250*/ uint8    damage;          // Weapon Damage
        /*0251*/ sint8    effecttype0;      // 0=combat, 1=click anywhere w/o class check, 2=latent/worn, 3=click anywhere EXPENDABLE, 4=click worn, 5=click anywhere w/ class check, -1=no effect
        /*0252*/ uint8    range;            // Range of weapon
        /*0253*/ uint8    skill;            // Skill of this weapon | Item Type?
                        //  0 - 1H Slashing
                        //  1 - 2H Slashing
                        //  2 - 1H Piercing
                        //  3 - 1H Blunt
                        //  4 - 2H Blunt
                        //  5 - archery
                            //  6 - archery - 2
                            //  7 - throwing
                            //  8 - shield
                            //  10 - defence
                            //  11 - precious stones
                            //  12 - lockpicks
                            //  14 - food
                            //  15 - water
                            //  16 - source of light
                            //  17 - archery (more stones, arrow components)
                            //  18 - bandages
                            //  19 - throwing (more)
                            //  20 - spells
                            //  21 - EXPENDABLE (potion)
                            //  23 - wind instrument
                            //  24 - stringed instrument
                            //  25 - brass instrument
                            //  26 - percussion instrument
                            //  27 - arrows
                            //  27 - archery related item
                            //  29 - jewelry
                            //  30 - skull (1 item)
                            //  32 - ???
                            //  33 - keys
                            //  34 - coins
                            //  35 - ???
                            //  36 - fishing pole
                            //  37 - fishing bait
                            //  38 - alcohol
                            //  39 - more keys, some letters
                            //  40 - compass
                            //  42 - poisons
        /*0254*/ sint8    magic;            // Magic flag
                        //  00  (0000)  =  ???
                        //  01  (0001)  =  magic
                        //  12  (1100)  =  ???
                        //  14  (1110)  =  ???
                        //  15  (1111)  =  ???
        /*0255*/ sint8    level0;          // Casting level
        /*0256*/ uint8    material;        // Material?
                        //  0 Armor (cloth)
                        //  1 Armor (leather)
                        //  2 Armor (chain)
                        //  3 Armor (plate)
                        //  4 Armor (monk)
                        //  5 Armor (chitin)
                        //  7 Armor (scale)
                        //  10 Robe (advisor pattern)
                        //  11 Robe (FBR pattern)
                        //  12 Robe (ishva pattern)
                        //  13 Robe (oracle pattern)
                        //  14 Robe (kedge pattern)
                        //  15 Robe (SMR pattern)
                        //  16 Robe (plain)
                        //  17 Armor (icy)
                        //  18 Armor (dragonskin)
                        //  19 Armor (stability pattern)
                        //  20 Armor (ulthork)
                        //  21 Armor (ry'gorr pattern)
                        //  22 Armor (guardian pattern)
                        //  105 unknown
                        //  213 unknown
        /*0258*/ uint8    unknown0258[3];  // ***Placeholder
        /*0260*/ uint32  color;            // Amounts of RGB in original color
        /*0264*/ uint16  deity;                // deity
        /*0266*/ uint16  spellId0;        // SpellID of special effect
        /*0268*/ uint16  classes;          // Classes that can use this item
        /*0270*/ uint8    unknown0270[2];  // ***Placeholder
                /*0272*/ uint16  races;            // Races that can use this item
                /*0274*/ sint8    unknown0274[2];  // ***Placeholder
                /*0276*/ sint8    stackable;        //  1= stackable, 3 = normal, 0 = ? (not stackable)
        /*0277*/ uint8    level;            // Casting level
        union // 0278 has different meanings depending on an stackable
        {
    /*0278*/ sint8    number;          // Number of items in stack
    /*0278*/ sint8    charges;        // Number of charges (-1 = unlimited)
        };
        /*0279*/ sint8    effecttype;      // 0=combat, 1=click anywhere w/o class check, 2=latent/worn, 3=click anywhere EXPENDABLE, 4=click worn, 5=click anywhere w/ class check, -1=no effect
        /*0280*/ uint16  spellId;          // spellId of special effect
        /*0282*/ uint8    effectmask;                  // Windcatchers label
        /*0283*/ uint8    unknown0283[3];          // ***Placeholder
        /*0288*/ uint32  sellRate;                // multiplyer to item price in case of it selling from shopkeeper
        /*0290*/ uint16  foodSize;                  // Value for size of food or drink
        /*0292*/ uint32  casttime;  // Cast time of clicky item in miliseconds
        /*0296*/ uint8    unknown0296[16];  // ***Placeholder
        /*0312*/ uint16  skillModId;                // ID of skill that item modifies
        /*0314*/ sint16  skillModPercent; // Percent that item modifies skill
        /*0316*/ uint16  baneRaceDMG;                // Race bane damage applies to
        /*0318*/ uint16  baneBodyDMG;                // Body type bane damage applies to
        /*0320*/ uint8    bandDMG;                // Ammount of bane damage
        /*0321*/ uint8    unknown0321[3];        // ***Placeholder
        /*0324*/ uint8    reqLevel;                // Required Level
        /*0325*/ uint8    reqSkill;                // Required Skill
        /*0326*/ uint8    unknown0326[2];        // ***Placeholder
        /*0328*/ uint8    elemDMGtype;                // Elemental Damage Type
        /*0329*/ uint8    elemDMG;                // Elemental Damage ammount
        /*0330*/ uint16  factionModindex[4];        // Faction Modifier Index
        /*0338*/ uint16  factionModvalue[4];        // Faction Modifier values
        /*0346*/ uint8    unknown0346[2];        // ***Placeholder
        /*0348*/ uint32  Diety2;                // Diety only wearable
        /*0352*/ uint8    unknown0352[4];        // ***Placeholder
        } common;
        struct // Book Structure (flag == 0x7669)
        {
    /*0228*/ sint8    bookType;                      // 0 - note, 1 - book
    /*0229*/ sint8    bookOpen;                      // 0 - closed/rolled up, 1 - open/unrolled
    /*0230*/ sint8    unknown0230;              // ***Placeholder
    /*0231*/ char    file[33];                // Filename of book text on server
    /*0264*/ sint8    unknown0264[92];          // ***Placeholder
        } book;
        struct // containers flag == 0x5400 or 0x5450
        {
    /*0228*/ sint8    unknown0228[40];            // ***Placeholder
    /*0268*/ sint8    containerType;            // Container Type ?
                        // 0x10 - deluxe sewing kit
                        // 0x12 - fletching kit
                        // 0x2B - fier'dal fletching kit
                        // 0x10 - small sewing kit
                        // 0x10 - large sewing kit
                        // 0x14 - jeweller kit
    /*0269*/ uint8    numSlots;                        // number of slots in container
    /*0270*/ sint8    unknown0270;                    // ***Placeholder
    /*0271*/ sint8    sizeCapacity;                    // Maximum size item container can hold
    /*0272*/ uint8    weightReduction;                // % weight reduction of container
    /*0273*/ sint8    unknown0273[83];            // ***Placeholder
        } container;
};
};


Windcatcher 09-01-2002 07:35 AM

OK, I'm adding the new fields in...but is this for 0.34 or 0.35 items? Or are they the same?

Lurker_005 09-01-2002 04:05 PM

They are the same


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