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  #16  
Old 04-15-2012, 05:19 PM
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provocating
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More than likely above my pay grade right now. I have to crawl before I can walk.
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  #17  
Old 04-15-2012, 05:22 PM
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Yeah I know those feels. I'm right there with you. Trying to see if I can get off the ground with this stuff. I've made it my new goal to get that Extended Target window working and I'm determined >.<

At least thanks to Derision I can freaking open it now...lol
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  #18  
Old 04-15-2012, 05:23 PM
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provocating
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Well I have a second server vm setup as a test ground, it is a start.
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  #19  
Old 04-15-2012, 08:48 PM
Noport
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I'm sorry provocating for leaving out detailed information i wasn't trying to mislead you in no way i wanted you to understand about updating and using the current opcode it was a learning experience for me too.
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  #20  
Old 04-16-2012, 11:45 AM
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provocating
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Do not apologize for something like that.

I am just glad we are all working toward a common goal. Like I said, I am learning so I have no idea how much I will be able to help. With my current project at work my brain is mush when I get home. Weekends are going to be the only time I get a substantial amount of hours to devote to this. Maybe when my project is done I will not be as exhausted when I get home.
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  #21  
Old 04-17-2012, 02:12 AM
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trevius
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Live did some major changes to how item slots are handled. Part of the problem is that it doesn't seem to be used exactly the same way in all cases. So, for stuff like selling and I am sure plenty of other spots, we will need to figure out exactly how they number slots and such. For stuff like item moves, it is 12 bytes used for identifying slots. For inventory/items, I think it is 5 bytes. For selling items, it looks like 8 bytes.


Also, a very useful tool for figuring out struct info is HexVis, which you can find here:

http://www.eqemulator.net/wiki/wikka.php?wakka=HexVis
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