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Old 01-21-2002, 04:22 PM
Lurker_005
Demi-God
 
Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
Default item record format

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
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