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Old 08-19-2002, 03:43 PM
Lurker_005
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Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
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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;
};
};
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