Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Development

Archive::Development Archive area for Development's posts that were moved here after an inactivity period of 90 days.

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #2  
Old 10-31-2002, 12:08 PM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
Default

/*
** 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;
};
};
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 03:21 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3