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Kilralpine
01-16-2009, 10:04 PM
We Are All Familure With the (augrestrict) field on Items; Well I Was Wondering If Anyone Knew a Good Place To Find a List of the #s and their respective Restrictions....

Im Aware of:

1= Armor
2 = Weapon




I knew a few more for Individual Weapon Types But Ive Forgotten Them...
Anyone know of a few?? Post Them Here And Ill Add Them To The Wiki When I Get a Decent List

trevius
01-17-2009, 01:20 AM
The easiest solution would be for you to make 20 copies of the same aug and set the aug restrict from -1 to 18 (or so) and chart them out. It would take 1 reboot and a simple #finditem search and you could click each link and figure this info out very quickly. I thought about it before in the past, but I am too easily distracted, lol.

Kilralpine
01-17-2009, 01:38 PM
True story... I Think Ill try This and Post Results

ChaosSlayer
01-19-2009, 12:31 AM
I was just about to do the same thing when I saw this post - I guess I will wait a bit now :D

back in game SOE was managed to pull off restrictions like "2hand slash only with delay no less than 40" on the augs, or something close to that.

having such list compiled would be most appriciated

there actualy going to quite a few values

Kilralpine
01-19-2009, 09:23 PM
Ok Did It -1-21 and These Are The Results:

1=Armor
2=Weapon
3=1h Weapons Only
4=2h Weapons Only
5=1h Slash Only
6=1h Blunt Only
7=Piercing Only
8=Hand To Hand Only
9=2h Slash Only
10=2h Blunt Only
11 = I MISSED SRY
12=Bows Only

***
-1 and 13+ = No Results

jenco420
01-20-2009, 12:51 AM
Ok Did It -1-21 and These Are The Results:

1=Armor
2=Weapon
3=1h Weapons Only
4=2h Weapons Only
5=1h Slash Only
6=1h Blunt Only
7=Piercing Only
8=Hand To Hand Only
9=2h Slash Only
10=2h Blunt Only
11 = I MISSED SRY
12=Bows Only

***
-1 and 13+ = No Results

Thanks for also adding it to the wiki =)

Kilralpine
01-20-2009, 03:53 AM
NP Now My Issue Is Find How To Calculate Aug Type Slots For Instance:

128 = Type 8

64 = Type 7

Anyone Know How This Is calculated??

KLS
01-20-2009, 08:57 PM
Looks like a bit mask, they're fairly common in EQ structures, you use bitwise or to combine the bit flags and bitwise and for comparison.

Each flag has a value that has a specific orientation in binary
1 00000001
2 00000010
4 00000100
8 00001000
16 00010000
32 00100000
64 01000000
128 10000000

In this situation say you wanted to combine type 8(128) and type 7(64)
10000000 (128) OR
01000000 (64)
---------
11000000 (192)

You'll notice that 64+128 is 192 so you can create your masks easily by just adding the values you want together if you don't have the patience to deal with the binary =p. Course the masks have to be correct or bad things will happen

unknownhost
01-20-2009, 09:13 PM
Looks like a bit mask, they're fairly common in EQ structures, you use bitwise or to combine the bit flags and bitwise and for comparison.

Each flag has a value that has a specific orientation in binary
1 00000001
2 00000010
4 00000100
8 00001000
16 00010000
32 00100000
64 01000000
128 10000000

In this situation say you wanted to combine type 8(128) and type 7(64)
10000000 (128) OR
01000000 (64)
---------
11000000 (192)

You'll notice that 64+128 is 192 so you can create your masks easily by just adding the values you want together if you don't have the patience to deal with the binary =p. Course the masks have to be correct or bad things will happen


reading through this, learning, and it triggered a memory.

couldnt remember where the heck i had used a system exactly like this then it poped in there. UOx used to setup their npc spell lists like this. like 1= magic arrow, 2=harm, 4=fireballetc. place a 3 there and the npc would cast both magic arrow & harm.

sorry not relavent to the thread i guess but hey it got my brain churning on the EQEmu at least. :D

Kilralpine
01-21-2009, 01:48 AM
I C, Thanks For Posting :P