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      | Archive::Development Archive area for Development's posts that were moved here after an inactivity period of 90 days. | 
    
    
   
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				10-31-2002, 11:17 AM
			
			
			
		  
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				 Hill Giant 
				
				
				
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				Item Struct
			 
			 
			
		
		
		
		Can somebody post the Item Struct for 3.10 please. My Visual Studio .Net took a dive and I cannot find the dvd. 
 
Thanks, 
		
	
		
		
		
		
		
		
			
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				10-31-2002, 12:08 PM
			
			
			
		  
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				 Demi-God 
				
				
				
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		/* 
** Generic Item structure 
** Length: 244 bytes 
** Used in: 
**    itemShopStruct(0c20), itemReceivedPlayerStruct(5220), 
**    itemPlayerStruct(6421), bookPlayerStruct(6521), 
**    containerPlayerStruct(6621), summonedItemStruct(7821), 
**    tradeItemStruct(df20), 
*/ 
#define ITEM_STRUCT_SIZE 360 
#define SHORT_BOOK_ITEM_STRUCT_SIZE	264 
#define SHORT_CONTAINER_ITEM_STRUCT_SIZE 276 
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; 
/*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;       // Maximum number of charges, for rechargable? (Sept 25, 2002) 
	/*0247*/ sint8    GMFlag;           // GM flag 0  - normal item, -1 - gm item (Sept 25, 2002) 
	/*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, refer to weaponskill chart 
	/*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? 
	/*0257*/ uint8    unknown0258[3];   // ***Placeholder 
	/*0260*/ uint32   color;            // Amounts of RGB in original color 
	/*0264*/ uint8    unknown0264[2];   // ***Placeholder (Asiel: Has to do with Diety, will unwrap later) 
	/*0266*/ uint16   spellId0;         // SpellID of special effect 
	/*0268*/ uint16   classes;          // Classes that can use this item 
	/*0270*/ uint8    unknown0270[2];   // ***Placeholder 
	union 
	{ 
		struct 
		{ 
		/*0272*/ uint16   races;            // Races that can use this item 
		/*0274*/ sint8    unknown0274[2];   // ***Placeholder 
		/*0276*/ sint8    stackable;        //  1= stackable, 3 = normal, 0 = ? (not stackable) 
		} normal; 
	}; 
	/*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    unknown0282[10]; // ***Placeholder 0288 
	/*0292*/ uint32   casttime;        // Cast time of clicky item in miliseconds 
	/*0296*/ uint8    unknown0296[16]; // ***Placeholder 
	/*0312*/ uint16   skillModPercent; // Skill mod value in % (Sept 25, 2002) 
	/*0314*/ sint16   skillModId;      // Skill mod index (Sept 25, 2002) 
	/*0316*/ uint8    unknown0315[44]; // Bane and Elemental dmg struct (writing it now, hopefully will be up soon) 
	} common; 
	struct // Book Structure (flag == 0x7669) 
	{ 
    /*0228*/ sint8    unknown0172[6];      // ***Placeholder 
    /*0234*/ char     file[15];            // Filename of book text on server 
    /*0249*/ sint8    unknown0190[15];    // ***Placeholder 
	} book; 
	struct // containers flag == 0x5400 or 0x5450 
	{ 
		/*0228*/ sint8    unknown0212[41];     // ***Placeholder 
		/*0269*/ uint8    numSlots;        // number of slots in container 
		/*0270*/ sint8    unknown0214;     // ***Placeholder 
		/*0271*/ sint8    sizeCapacity;    // Maximum size item container can hold 
		/*0272*/ uint8    weightReduction; // % weight reduction of container 
		/*0273*/ uint8    unknown0273[3];     // ***Placeholder 
		} container; 
}; 
}; 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
			
			
				
			
			
			
		 
		
	
	
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				11-25-2002, 06:45 PM
			
			
			
		  
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				 Fire Beetle 
				
				
				
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		Hello again. 
 
I am in the process of writing a program to read all the blobs in this file and dump most of it into individual columns in a database for a little project i have going. 
 
What I am looking for is detailed info, if any of you have gathered it on certain byte values. 
 
Particularly I am looking for flag nomenclature for /*0188*/ uint32 equipableSlots; // Slots where this item goes.  I assume these are bit flags with some padding - I dont recall having 32 slots on all characters, but i am sure there are extras here reserved for whatever reason. 
 
Anyone have this data? 
 
Thanks in advance,  
Psychobabble 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				11-26-2002, 03:54 AM
			
			
			
		  
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				 Demi-God 
				
				
				
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		I'm sure windcatchers  admin tool has a file that lists the slots.  Also ShowEQ probably does as well. 
		
	
		
		
		
		
		
		
			
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				11-26-2002, 03:37 PM
			
			
			
		  
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				 Fire Beetle 
				
				
				
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		I have already checked the ShowEQ sources and associated files and can't find that info.  Don't recall ShowEQ ever deciphering Item data extensively to begin with, beyond name and item no. 
 
where can I find this windcatchers admin tool? 
 
if anyone knows the actual bit data and can post here it would be greatly appreciated. 
 
Pb 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				11-26-2002, 04:37 PM
			
			
			
		  
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				 Demi-God 
				
				
				
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		Well since I know where this is, here is the info copied from some code Kaiyodo wrote.   
	Code: 
		if(strstr(SlotText, "EAR"))
		CombinedVal += (2+16);        // L and R
	if(strstr(SlotText, "HEAD"))
		CombinedVal += 4;
	if(strstr(SlotText, "FACE"))
		CombinedVal += 8;
	if(strstr(SlotText, "NECK"))
		CombinedVal += 32;
	if(strstr(SlotText, "SHOULDERS"))
		CombinedVal += 64;
	if(strstr(SlotText, "ARMS"))
		CombinedVal += 128;
	if(strstr(SlotText, "BACK"))
		CombinedVal += 256;
	if(strstr(SlotText, "WRIST"))
		CombinedVal += (512+1024);		// L and R
	if(strstr(SlotText, "RANGE"))
		CombinedVal += 2048;
	if(strstr(SlotText, "HANDS"))
		CombinedVal += 4096;
	if(strstr(SlotText, "PRIMARY"))
		CombinedVal += 8192;
	if(strstr(SlotText, "SECONDARY"))
		CombinedVal += 16384;
	if(strstr(SlotText, "FINGERS"))
		CombinedVal += (32768+65536);		// L and R
	if(strstr(SlotText, "CHEST"))
		CombinedVal += 131072;
	if(strstr(SlotText, "LEGS"))
		CombinedVal += 262144;
	if(strstr(SlotText, "FEET"))
		CombinedVal += 524288;
	if(strstr(SlotText, "WAIST"))
		CombinedVal += 1048576;
	if(strstr(SlotText, "AMMO"))
		CombinedVal += 2097152; 
  
		
	
		
		
		
		
		
		
			
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				11-27-2002, 05:55 AM
			
			
			
		  
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				 Fire Beetle 
				
				
				
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		thank you much, sir.  I did actually visit Kaiyodo's site and downloaded EQItemEdit - but didnt see any sources.  Which program is that from? 
 
Many thanks 
 
Pb 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				12-01-2002, 10:24 AM
			
			
			
		  
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				 Fire Beetle 
				
				
				
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		Hey Lurker, I went back to Kaiyodo's site and pulled all the sources but didnt find the code you posted - any chance of posting a link to that particular codebase?  Now I'm looking for the bit data for races and classes, of course   
Thanks.
 
Pb  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				12-02-2002, 01:12 AM
			
			
			
		  
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				 Hill Giant 
				
				
				
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		The program Lurker got the code from was never released to the public at large, it was from a program I made to convert his magelo data into item struct entries. 
If you want the source it's at  http://www.geocities.com/Kaiyodouk/Lurker_005/
The actual program won't be of any use without the magic datafiles, but the code should still work.
 
K.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				12-03-2002, 07:22 PM
			
			
			
		  
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				 Fire Beetle 
				
				
				
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		Thanks Kaiyodo for the link.  I ended up using your eqItemEditor and manually searching for the bitmaps for race, diety and class.  I truly appreciate your work. 
For dieties, I found no items marked  with just the first bit.  Would that be the Nameless perhaps ?     
On a somewhat different topic, I have been reading several of your posts. Heh, you should be working at Frontier Developments and help them make Elite 4 uber. =)
 
Cheers,
 
Pb  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				01-21-2003, 06:34 AM
			
			
			
		  
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				 Fire Beetle 
				
				
				
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		Does anybody have the resulting blob structure?  I am doing a little personal project and know little c++ so I am having trouble determining what all these values mean.  I see the packet structure above and that makes sense but I need to know the structure of it in the database after it's been "SQL-ized" 
 
Can anybody point me in the right direction?  Feel free to IM me if you like. 
 
Thanks in advance. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				01-21-2003, 11:44 AM
			
			
			
		  
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				 Demi-God 
				
				
				
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		The item blob structure is defined in the EQEmu source, eq_packet_structs.h 
 
The .sql files have several characters "escaped"  a \ is listed as \\ in the text file since \ is the escape character for mysql  See the mysql docs for more on other escaped characters. 
		
	
		
		
		
		
		
		
			
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				01-22-2003, 04:42 AM
			
			
			
		  
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				 Fire Beetle 
				
				
				
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		Thank you, I figured out later last nite through staring at each record that \0 = a blank space etc, so I think I am on the right track.  I know jack crap about MySQL so I thought the \ was a field delimitter for the longest time.  Seems it's just one blob of info =\  Thanks for confirming for me.  I'll refer to the docs for the other escape chars (don't know what \n and \r are yet, but you have pointed me in the right direction) 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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