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  #1  
Old 08-19-2002, 03:30 AM
mByte
Hill Giant
 
Join Date: Feb 2002
Posts: 206
Default Problem With 2.71 Admin?

I was fiddling around making items and logged into to try them out.

Keep getting that your class, race and or diety cannot use this item messege

funnything is I checked all the class's and races when that did not work I check all dieties too.

No Go.
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  #2  
Old 08-19-2002, 05:57 AM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

Grrr this is getting frustrating. There must be some field in the item structure that's still unknown that's affecting it. If we knew the location of the field that sets the player's deity it would be a big help too. Is there anyone else (dev or otherwise) who might be able to help track down these unknown fields? When I test the tool I usually put up a label and fill it with hex dumps of everything still marked as unknown, but so far I haven't been able to make heads or tails of anything else.

WC
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  #3  
Old 08-19-2002, 10:34 AM
mByte
Hill Giant
 
Join Date: Feb 2002
Posts: 206
Default Here are all my offsets - Note they are php

Well see if you can use any of this information it's what I use for my web based item editor.

Note the code is php but is has most of the offsets.

*************************************************
//Common Information
$itemname = GetNulLTermString(substr($row[0],0,64));
$itemlore = GetNulLTermString(substr($row[0],64,80));
// * - lore item
// ~ - pending lore
// # - artifact
// & - summoned
$itemVisual = GetNulLTermString(substr($row[0],144,16));
$itemWeight = hexdec(bin2hex(substr($row[0],174,1)));
$itemNoRent = hexdec(bin2hex(substr($row[0],175,1)));
$itemNoDrop = hexdec(bin2hex(substr($row[0],176,1)));
$itemSize = hexdec(bin2hex(substr($row[0],177,1)));
$itemTypeFlag = hexdec(bin2hex(substr($row[0],178,1)));
// 0 - Generic
// 1 - Contaner
// 2 - Book
$itemNuma = bin2hex(substr($row[0],180,1));
$itemNumb = bin2hex(substr($row[0],181,1));
$itemNum = hexdec($itemNumb . $itemNuma);
$itemIcona = hexdec(bin2hex(substr($row[0],182,1)));
$itemIconb = hexdec(bin2hex(substr($row[0],183,2)));
$itemIcon = $itemIcona + $itemIconb;
$itemPSlot = hexdec(bin2hex(substr($row[0],184,1)));
$itemSlotsa = hexdec(bin2hex(substr($row[0],188,1)));
$itemSlotsb = hexdec(bin2hex(substr($row[0],189,2)));
$itemSlotsc = hexdec(bin2hex(substr($row[0],190,2))) * 256 - $itemSlotsb;
if($itemSlotsc <= -1){
$itemSlotsc = 0;
}
$itemSlots = $itemSlotsa + $itemSlotsb + $itemSlotsc;
$itemCost = hexdec(bin2hex(substr($row[0],192,1)));
$itemID = "0"; //hexdec(bin2hex(substr($row[0],212,1))); // somthing about the zone

//General Item Information
$itemSTR = hexdec(bin2hex(substr($row[0],228,1)));
$itemSTA = hexdec(bin2hex(substr($row[0],229,1)));
$itemCHA = hexdec(bin2hex(substr($row[0],230,1)));
$itemDEX = hexdec(bin2hex(substr($row[0],231,1)));
$itemINT = hexdec(bin2hex(substr($row[0],232,1)));
$itemAGI = hexdec(bin2hex(substr($row[0],233,1)));
$itemWIS = hexdec(bin2hex(substr($row[0],234,1)));
$itemMR = hexdec(bin2hex(substr($row[0],235,1)));
$itemFR = hexdec(bin2hex(substr($row[0],236,1)));
$itemCR = hexdec(bin2hex(substr($row[0],237,1)));
$itemPR = hexdec(bin2hex(substr($row[0],238,1)));
$itemDR = hexdec(bin2hex(substr($row[0],239,1)));
$itemHP = hexdec(bin2hex(substr($row[0],240,1)));
$itemMana = hexdec(bin2hex(substr($row[0],242,1)));
$itemAC = hexdec(bin2hex(substr($row[0],244,1)));
$itemMaxCharges = hexdec(bin2hex(substr($row[0],246,1)));
$itemGMFLAG = hexdec(bin2hex(substr($row[0],247,1)));
$itemLight = hexdec(bin2hex(substr($row[0],248,1)));
$itemDelay = hexdec(bin2hex(substr($row[0],249,1)));
$itemDMG = hexdec(bin2hex(substr($row[0],250,1)));
$itemEffect = hexdec(bin2hex(substr($row[0],251,1)));
$itemRange = hexdec(bin2hex(substr($row[0],252,1)));
$itemSkill = hexdec(bin2hex(substr($row[0],253,1)));
$itemMagicFlag = hexdec(bin2hex(substr($row[0],254,1)));
$itemCastLevel = hexdec(bin2hex(substr($row[0],255,1)));
$itemEquipType = hexdec(bin2hex(substr($row[0],256,1)));
$itemColor = hexdec(bin2hex(substr($row[0],260,1)));
$itemDiety = hexdec(bin2hex(substr($row[0],264,1)));
$itemSpell = hexdec(bin2hex(substr($row[0],266,1)));
$itemClass1 = hexdec(bin2hex(substr($row[0],268,1)));
$itemClass2 = hexdec(bin2hex(substr($row[0],269,2)));
$itemClass = $itemClass1 + $itemClass2;
$itemRaces1 = hexdec(bin2hex(substr($row[0],272,1)));
$itemRaces2 = hexdec(bin2hex(substr($row[0],273,2)));
$itemRaces = $itemRaces1 + $itemRaces2;
$itemSaleRate = hexdec(bin2hex(substr($row[0],288,1)));
$itemCastTime = hexdec(bin2hex(substr($row[0],292,1)));
$itemSkillModIndex = hexdec(bin2hex(substr($row[0],312,1)));
$itemSkillModValue = hexdec(bin2hex(substr($row[0],314,1)));
$itemBaneDMGrace = hexdec(bin2hex(substr($row[0],316,1)));
$itemBaneDMGbody = hexdec(bin2hex(substr($row[0],318,1)));
$itemBaneDMG = hexdec(bin2hex(substr($row[0],320,1)));
$itemReqLevel = hexdec(bin2hex(substr($row[0],324,1)));
$itemReqSkill = hexdec(bin2hex(substr($row[0],325,1)));
$itemElemDMGType = hexdec(bin2hex(substr($row[0],328,1)));
// 0 - None
// 1 - MR
// 2 - FR
// 3 - CR
// 4 - PR
// 5 - DR
$itemElemDMG = hexdec(bin2hex(substr($row[0],329,1)));
$itemDietyReq = hexdec(bin2hex(substr($row[0],348,1)));

//Faction Modification - No Idea on this yet
// itemFactionModI_1 = hexdec(bin2hex(substr($row[0],330,1)));
// itemFactionModI_2 = hexdec(bin2hex(substr($row[0],330,1)));
// itemFactionModI_3 = hexdec(bin2hex(substr($row[0],330,1)));
// itemFactionModI_4 = hexdec(bin2hex(substr($row[0],330,1)));
// itemFactionModV_1 = hexdec(bin2hex(substr($row[0],338,1)));
// itemFactionModV_2 = hexdec(bin2hex(substr($row[0],338,1)));
// itemFactionModV_3 = hexdec(bin2hex(substr($row[0],338,1)));
// itemFactionModV_4 = hexdec(bin2hex(substr($row[0],338,1)));
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  #4  
Old 08-19-2002, 01:25 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

link ?

btw: its the 3.5 item DB i've been told from several people in irc... drop the 3.5 db's items and put in the 3.4 items.. two mysql commands.. i don't know them but search button can help.. i gotta rush so I can't.. but should be useful to try that.
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  #5  
Old 08-19-2002, 01:40 PM
mByte
Hill Giant
 
Join Date: Feb 2002
Posts: 206
Default

Quote:
btw: its the 3.5 item DB i've been told from several people in irc... drop the 3.5 db's items and put in the 3.4 items.. two mysql commands.. i don't know them but search button can help.. i gotta rush so I can't.. but should be useful to try that.
I have already dropped the table from my 3.5 database and imported the 3.4 items

Same Error

I also dropped the 3.5 items and created new items nothing

BUT I created a 1hs, Normal Item, HUM, WAR, RALLOS ZEK and it worked

so its not the table if i can get the same error on both databases.

only thing that i had a problem with from the 3.5 items table was i couldnt summon items in game. that was sloved by dropping 3.5 items and adding 3.4 items
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  #6  
Old 08-19-2002, 03:43 PM
Lurker_005
Demi-God
 
Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
Default

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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  #7  
Old 09-01-2002, 07:35 AM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
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OK, I'm adding the new fields in...but is this for 0.34 or 0.35 items? Or are they the same?
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  #8  
Old 09-01-2002, 04:05 PM
Lurker_005
Demi-God
 
Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
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They are the same
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