Auto grabbing items from the live servers is definatly the best way to go... But that does require someone activly collecting the items. Also I have noticed that there are several entries in the current database that are corrupt. Take a look at the first 30 or so items with the admin tool. Above and beyond that there is a bunch of garbage in there that dosen't apear to affect the database. Notice all the garbage between the item name and lore name, that should be all nulls.
Someone posted a image that had the hex values for items, but that was on the other board. Well this is what I have found messing with it last weekend. I am sure windcatcher can tell us some more also. The first numbers are the hex offset for the item. Note some values seem to be used differently for different type of items like bags/spells. I am not sure how it would impact the emu, but I imagine changing the item from a BLOB in SQL to individual entries would make dealing with the item records easier.
Code:
00-21 Item Name
22 <Null>
23-5D Lore name
5E <Null>
5F-63 ID File (or 5f-64)
<Null>
(hex bytes reversed)
65-66 Flag (or 66-67)
<Null>
7D Weight
7E No save (summoned)
7F No drop
80 Size
81 <Null>
82-83 Item Number
84-85 Icon Number
85-86 Equipable Slots (binary)
87-8B ??
8C-8D Cost in cp
8E ??
A4 Str
A5 Sta
A6 Cha
A7 Dex
A8 Int
A9 Agi
AA Wis
AB MR
AC FR
AD CR
AE DR
AF PR
B0 HP
B1 Mana
B2 AC
B3 Max Charges
B4 Curent Charges??
B5 Light
B6 Delay
B7 damage
B8 Range??
BA Item Type
BB Magic Flag
BC Casting Level
BD Material
BE-BF ??
C0-C3 Color 4
C4-C5 <null>?
C6-C7 Spell ID
C8-C9 Clases
CA-CB <null>?
CC-CD Races ? ? ? ? ? ? ? ? ? ? ? Ogr Trl
CE <null>?
D0 Weight Reduction? (set same as BA?? Item Type)
D1 same as BC?? level
D2 charges
D3 same as B8?? range
D4-D5 same as C6-C7?? spell ID
D6 ??
D7? Slots
CD Slots
Open/Closed??
CF Max Item size for Container
Trigered / Proc / Constant effect??
Below is a snipit from the showEQ code regarding items that I used as referance
int16_t m_flag; // See itemStruct for values
uint8_t m_weight; // Weight of item
int8_t m_nosave; // Nosave flag 1=normal, 0=nosave, -1=spell?
int8_t m_nodrop; // Nodrop flag 1=normal, 0=nodrop, -1=??
uint8_t m_size; // Size of item
uint16_t m_iconNr; // Icon Number
uint32_t m_equipableSlots; // Slots where this item goes
int32_t m_cost; // Item cost in copper
int8_t m_STR; // Strength
int8_t m_STA; // Stamina
int8_t m_CHA; // Charisma
int8_t m_DEX; // Dexterity
int8_t m_INT; // Intelligence
int8_t m_AGI; // Agility
int8_t m_WIS; // Wisdom
int8_t m_MR; // Magic Resistance
int8_t m_FR; // Fire Resistance
int8_t m_CR; // Cold Resistance
int8_t m_DR; // Disease Resistance
int8_t m_PR; // Poison Resistance
int8_t m_HP; // Hitpoints
int8_t m_MANA; // Mana
int8_t m_AC; // Armor Class
uint8_t m_light; // Light effect of this item
int8_t m_delay; // Weapon Delay
int8_t m_damage; // Weapon Damage
uint8_t m_range; // Range of weapon
uint8_t m_skill; // Skill of this weapon
int8_t m_magic; // Magic flag, 1(0001)=magic
int8_t m_level0; // Casting level
uint8_t m_material; // Material?
uint32_t m_color; // Amounts of RGB in original color
uint16_t m_spellId0; // SpellID of special effect
uint16_t m_classes; // Classes that can use this item
uint16_t m_races; // Races that can use this item
uint8_t m_level; // Casting level
uint16_t m_spellId; // spellId of special effect
int8_t m_charges; // number of charges of item effect (-1 = inf)
uint8_t m_numSlots; // number of slots
uint8_t m_weightReduction; // percentage weight reduction
uint8_t m_sizeCapacity; // Maximum size item container can hold