New fields in Items database [Archive] - ForumsHQ
Posted: Thu Jun 19, 2003 4:43 pm
Not really "new", more like, "recently found".
Using syntax53's existing hex map of the data locations, here's an updated version with the new fields, specifically, look for RUNC, PLAC, GOLC, SILC, and COPC--
0001 0203 0405 0607 0809 0A0B 0C0D 0E0F
0000 #### ?? LIMT ?? ?? ?? ??
0010 0000 0000 0000 0000 0000 0000 0000 0000
0020 0000 0000 0000 0000 0000 0000 0000 0000
0030 0000 0000 0000 0000 0000 0000 0000 0000
0040 0000 0000 0000 0000 0000 0000 0000 0000
0050 0000 0000 0000 0000 0000 0000 0000 0000
0060 0000 0000 0000 0000 0000 0000 0000 0000
0070 0000 0000 0000 0000 0000 0000 0000 0000
0080 0000 0000 0000 0000 0000 0000 0000 0000
0090 0000 0000 0000 0000 0000 0000 0000 0000
00A0 0000 0000 0000 0000 0000 0000 00NN NNNN
00B0 NNNN NNNN NNNN NNNN NNNN NNNN NNNN NNNN
00C0 NNNN NNNN NNNN NNNN NNNN 00DD DDDD DDDD
00D0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
00E0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
00F0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0100 DDDD DDDD DDDD 0000 DDDD DDDD DDDD DDDD
0110 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0120 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0130 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0140 DDDD DD00 00DD DDDD DDDD DDDD DDDD DDDD
0150 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0160 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0170 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0180 0000 DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0190 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
01A0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
01B0 DDDD DDDD DDDD DDDD DDDD DDDD DD00 00DD
01C0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
01D0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
01E0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
01F0 DDDD DDDD DDDD DDDD DDDD 0000 DDDD DDDD
0200 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0210 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0220 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0230 DDDD DDDD DDDD DD00 00DD DDDD DDDD DDDD
0240 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0250 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0260 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0270 DDDD DDDD 0000 ???? ???? ???? ???? ????
0280 ???? ???? ???? ???? ???? ???? ???? ????
0290 ???? ???? ???? ???? ???? ???? ???? ????
02A0 ???? ???? ???? ???? ???? ???? ???? ????
02B0 ???? 00DD DDDD DDDD DDDD DDDD DDDD DDDD
02C0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
02D0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
02E0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
02F0 DDDD DD00 0000 0000 0000 0000 0000 0000
0300 0000 0000 0000 0000 0000 0000 0000 0000
0310 0000 0000 0000 0000 0000 0000 0000 0000
0320 0000 0000 0000 0000 0000 0000 0000 0000
0330 ???? WGHT TYPE ABL1 ABL2 ABL3 ABL4 ABL5
0340 ABL6 ABL7 ABL8 ABL9 AB10 AB11 AB12 AB13
0350 AB14 AB15 AB16 AB17 AB18 AB19 AB20 USES
0360 ?? COST CLS1 CLS2 CLS3 CLS4 CLS5 CLS6
0370 CLS7 CLS8 CLS9 CLS0 0000 0000 0000 MINH
0380 MAXH AC RAC1 RAC2 RAC3 RAC4 RAC5 RAC6
0390 RAC7 RAC8 RAC9 RAC0 0000 0000 0000 0000
03A0 0000 0000 0000 0000 0000 0000 NEG1 NEG2
03B0 NEG3 NEG4 NEG5 NEG6 NEG7 NEG8 NEG9 NEG0
03C0 0000 0000 0000 0000 0000 0000 0000 0000
03D0 0000 0000 WEPN ARMR WORN ACCY DR GTBL
03E0 STR 0000 0000 0000 0000 0000 RUNC RUNC
03F0 PLAC PLAC GOLC GOLC SILC SILC COPC COPC
0400 0000 0000 0000 0000 0000 0000 0000 0000
0410 0000 0000 ???? ???? ???? ???? 0000 SPED
0420 0000 MOD1 MOD2 MOD3 MOD4 MOD5 MOD6 MOD7
0430 MOD8 MOD9 MO10 MO11 MO12 MO13 MO14 MO15
0440 MO16 MO17 MO18 MO19 MO20 0000 HMSG
0450 MMSG RMSG DMSG 0000 0000
0460 0000 0000 0000 0000 DP/CT 00DS
#### Item Number
NNNN Name
LIMIT Limit in Game
WGHT Weight
TYPE Type
ABL1-20 Ability 1-20 (at least one to 10)
USES Uses
COST Cost (currency defined later)
CLS1-10 class restriction (possibly 1-12 or 13)
MINH Minimum Hit Damage
MAXH Maximum Hit Damage
AC Armor Class
RAC1-10 race restriction (possibly 1-12 or 13 as well)
NEG1-10 negate effects/spells
WEPN weapon type
ARMR armour type
WORN where it's worn
ACCY accuracy bonus
DR damage resistance
GTBL getable
RUNC runic when opened as a container-type item
PLAC platinum when opened as a container-type item
GOLC gold when opened as a container-type item
SILC silver when opened as a container-type item
COPC when opened as a container-type item
SPED speed
MOD1-20 modifier for abilities 1-20
HMSG hit message
MMSG miss message
RMSG read message
DMSG distruct message
DP dropable
CT currency type
DS destroy on death
Note that I added offset guides along the top row and left column to make it easier to find the data in a hex editor. =) You can figure the exact offset by adding the column and row together.
The new fields are used in container type objects (chests, like silverwood chest, steel chest, etc) to determine how much cash to give when the items are opened. As far as I can tell you can only specify the maximum amount, then rely upon probability to ensure that it never/rarely returns low cash amounts. =) Basically the same way monster cash droppings work. I'm not 100% certain on the runic field, but the others are all used by Metro/WCC and the ordering of the fields makes it make sense that runic would come after platinum. =)
Using syntax53's existing hex map of the data locations, here's an updated version with the new fields, specifically, look for RUNC, PLAC, GOLC, SILC, and COPC--
0001 0203 0405 0607 0809 0A0B 0C0D 0E0F
0000 #### ?? LIMT ?? ?? ?? ??
0010 0000 0000 0000 0000 0000 0000 0000 0000
0020 0000 0000 0000 0000 0000 0000 0000 0000
0030 0000 0000 0000 0000 0000 0000 0000 0000
0040 0000 0000 0000 0000 0000 0000 0000 0000
0050 0000 0000 0000 0000 0000 0000 0000 0000
0060 0000 0000 0000 0000 0000 0000 0000 0000
0070 0000 0000 0000 0000 0000 0000 0000 0000
0080 0000 0000 0000 0000 0000 0000 0000 0000
0090 0000 0000 0000 0000 0000 0000 0000 0000
00A0 0000 0000 0000 0000 0000 0000 00NN NNNN
00B0 NNNN NNNN NNNN NNNN NNNN NNNN NNNN NNNN
00C0 NNNN NNNN NNNN NNNN NNNN 00DD DDDD DDDD
00D0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
00E0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
00F0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0100 DDDD DDDD DDDD 0000 DDDD DDDD DDDD DDDD
0110 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0120 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0130 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0140 DDDD DD00 00DD DDDD DDDD DDDD DDDD DDDD
0150 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0160 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0170 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0180 0000 DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0190 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
01A0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
01B0 DDDD DDDD DDDD DDDD DDDD DDDD DD00 00DD
01C0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
01D0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
01E0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
01F0 DDDD DDDD DDDD DDDD DDDD 0000 DDDD DDDD
0200 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0210 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0220 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0230 DDDD DDDD DDDD DD00 00DD DDDD DDDD DDDD
0240 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0250 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0260 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
0270 DDDD DDDD 0000 ???? ???? ???? ???? ????
0280 ???? ???? ???? ???? ???? ???? ???? ????
0290 ???? ???? ???? ???? ???? ???? ???? ????
02A0 ???? ???? ???? ???? ???? ???? ???? ????
02B0 ???? 00DD DDDD DDDD DDDD DDDD DDDD DDDD
02C0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
02D0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
02E0 DDDD DDDD DDDD DDDD DDDD DDDD DDDD DDDD
02F0 DDDD DD00 0000 0000 0000 0000 0000 0000
0300 0000 0000 0000 0000 0000 0000 0000 0000
0310 0000 0000 0000 0000 0000 0000 0000 0000
0320 0000 0000 0000 0000 0000 0000 0000 0000
0330 ???? WGHT TYPE ABL1 ABL2 ABL3 ABL4 ABL5
0340 ABL6 ABL7 ABL8 ABL9 AB10 AB11 AB12 AB13
0350 AB14 AB15 AB16 AB17 AB18 AB19 AB20 USES
0360 ?? COST CLS1 CLS2 CLS3 CLS4 CLS5 CLS6
0370 CLS7 CLS8 CLS9 CLS0 0000 0000 0000 MINH
0380 MAXH AC RAC1 RAC2 RAC3 RAC4 RAC5 RAC6
0390 RAC7 RAC8 RAC9 RAC0 0000 0000 0000 0000
03A0 0000 0000 0000 0000 0000 0000 NEG1 NEG2
03B0 NEG3 NEG4 NEG5 NEG6 NEG7 NEG8 NEG9 NEG0
03C0 0000 0000 0000 0000 0000 0000 0000 0000
03D0 0000 0000 WEPN ARMR WORN ACCY DR GTBL
03E0 STR 0000 0000 0000 0000 0000 RUNC RUNC
03F0 PLAC PLAC GOLC GOLC SILC SILC COPC COPC
0400 0000 0000 0000 0000 0000 0000 0000 0000
0410 0000 0000 ???? ???? ???? ???? 0000 SPED
0420 0000 MOD1 MOD2 MOD3 MOD4 MOD5 MOD6 MOD7
0430 MOD8 MOD9 MO10 MO11 MO12 MO13 MO14 MO15
0440 MO16 MO17 MO18 MO19 MO20 0000 HMSG
0450 MMSG RMSG DMSG 0000 0000
0460 0000 0000 0000 0000 DP/CT 00DS
#### Item Number
NNNN Name
LIMIT Limit in Game
WGHT Weight
TYPE Type
ABL1-20 Ability 1-20 (at least one to 10)
USES Uses
COST Cost (currency defined later)
CLS1-10 class restriction (possibly 1-12 or 13)
MINH Minimum Hit Damage
MAXH Maximum Hit Damage
AC Armor Class
RAC1-10 race restriction (possibly 1-12 or 13 as well)
NEG1-10 negate effects/spells
WEPN weapon type
ARMR armour type
WORN where it's worn
ACCY accuracy bonus
DR damage resistance
GTBL getable
RUNC runic when opened as a container-type item
PLAC platinum when opened as a container-type item
GOLC gold when opened as a container-type item
SILC silver when opened as a container-type item
COPC when opened as a container-type item
SPED speed
MOD1-20 modifier for abilities 1-20
HMSG hit message
MMSG miss message
RMSG read message
DMSG distruct message
DP dropable
CT currency type
DS destroy on death
Note that I added offset guides along the top row and left column to make it easier to find the data in a hex editor. =) You can figure the exact offset by adding the column and row together.
The new fields are used in container type objects (chests, like silverwood chest, steel chest, etc) to determine how much cash to give when the items are opened. As far as I can tell you can only specify the maximum amount, then rely upon probability to ensure that it never/rarely returns low cash amounts. =) Basically the same way monster cash droppings work. I'm not 100% certain on the runic field, but the others are all used by Metro/WCC and the ordering of the fields makes it make sense that runic would come after platinum. =)