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  #1  
Old 07-04-2002, 04:44 PM
mByte
Hill Giant
 
Join Date: Feb 2002
Posts: 206
Default More item raw_data questions

ok thought I had these working but im missing something.

the code is used on a php page

1) Flag value keeps coming up 0000 shouldnt it be 0x0031?
$itemFlag = bin2hex(substr($row[0],150,2));

2) Where can i get a current spell list with ID's that match that of v0.3.4?

3) Bane list and dmg amt? has this been done yet?

sorry about asking so many questions latly but dealing with blob fields is not a strong point. I got alot of the easy things done but was unable to get a steady pattern on a few of these.
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  #2  
Old 07-05-2002, 01:28 AM
stormgod
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Join Date: Apr 2002
Posts: 419
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position of bane dmg magic dmg , skill mods and recommanded level has been discussed and found in the world building forum a little time ago for 0.3.3.1

should not be difficult to find new positions.
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  #3  
Old 07-05-2002, 04:39 AM
Kaiyodo
Hill Giant
 
Join Date: Jan 2002
Location: Midlands,UK
Posts: 149
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The Hackersquest item structure has the offsets for bane damage and other stuff for 0.3.4. There's a version of it in my item editor source (in NewItemStruct.h) which you can get from http://www.geocities.com/Kaiyodouk

I'm pretty certain that the 'flag' value in the EQEmu Item struct is wrong, it should be part of the 'idfile' along with the array of unknowns after it so I'm not surprised it's coming up as zero most of the time.

K.
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  #4  
Old 07-05-2002, 06:59 AM
mByte
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Join Date: Feb 2002
Posts: 206
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well, no wonder I was having problems

I'll take a look at your files tonight after I get more vodka.
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  #5  
Old 07-05-2002, 07:04 AM
Lurker_005
Demi-God
 
Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
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Programing while drinking Vodka.

Briliance or madness?

Or does it depend on what language you program in?

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  #6  
Old 07-05-2002, 10:17 AM
mByte
Hill Giant
 
Join Date: Feb 2002
Posts: 206
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Um... Would make one hell of a voting thread
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  #7  
Old 07-05-2002, 02:57 PM
mByte
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Join Date: Feb 2002
Posts: 206
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Ok Kaiyodo im gonna pick your brain on this struct

How do you get the offset values of these and what is the purpose of them?

/*0114*/ Player Item?

PI.CountFlag
PI.Level
PI.Count
PI.Effect
PI.Spell
PI.MagicMask

thanks,
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  #8  
Old 07-05-2002, 10:18 PM
Kaiyodo
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Join Date: Jan 2002
Location: Midlands,UK
Posts: 149
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PlayerItem is an EQ_PlayerItem struct contained within the main struct. It's defined at the top of the file as a 10 byte struct (It has offsets from 0x0-0xA). You can get the real offsets inside the main struct by adding 0x114 (it's position in the main struct) to the EQ_PlayerItem offsets.

For example, the offset of PI.Countflag = 0x114 + 0x0
PI.Level = 0x114 + 0x1
PI.Count = 0x114 + 0x2
..
PI.MagicMask = 0x114 + 0x6

What they mean though, I'm not entirely sure. Most of the values in the PlayerItem struct are duplicated, PI.Spell, PI.Level and PI.Effect are the same as Common.SpellId, Common.Level and Common.Effect. I just grabbed the file from Hackerquest, I don't pretend to know what they all mean

K.
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  #9  
Old 07-06-2002, 06:15 AM
mByte
Hill Giant
 
Join Date: Feb 2002
Posts: 206
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gotcha
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