Need your input!!

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Amadeus
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Joined: Sat Jun 29, 2002 3:51 pm

Need your input!!

Post by Amadeus » Sat Jun 14, 2003 1:47 am

I've discovered the aspect of the item struct that holds the "item type" (ie, marks things as a tradeskill item, or whatnot). However, we need to fill in all the "types"!

SO, everyone can help with this! All you have to do is go to http://lucy.fnord.net/index.html ....then start searching for all your equipment (or anything you can think of that is unique) in the "Item Search" box. Then, on the main screen you get when you click on an item from the search you'll see something on the screen that says:
Item Type: Charm
...or something to that effect.

Then, if you notice that it is something that no one else has discovered yet (based on this thread) ..then click on the link at the top right corner marked "Raw". This will take you to a screen with lots of values that you don't care about. Look for Item Type on this screen and take note of the number that is shown. THIS is the number that correlates to the Item Type 'description' that you saw on the first page.

So....we're looking to fill in this chart ..I've given you a few just to show you how it's done ;) ...have fun! Once we fill it in, we'll have some cool new funcationality that I'll patch in *grin*

Code: Select all

/* 
* itemtypes.h 
*/ 
   "1H Slashing",			// 0 
   "2H Slashing",			// 1 
   "Piercing",				// 2 
   "1H Blunt",				// 3 
   "2H Blunt",				// 4 
   "Archery",				// 5 
   NULL,					// 6 
   "Throwingv1",			// 7 
   "Shield",				// 8 
   NULL,					// 9 
   "Armor",					//10 
   "Misc",					//11 
   "Lockpicks",				//12 
   NULL,					//13 
   "Food",					//14 
   "Drink",					//15 
   "Light",					//16 
   "Combinable",			//17 
   "Bandages",				//18 
   "Throwingv2",			//19 
   "Scroll",				//20 
   "Potion",				//21 
   NULL,					//22 
   "Wind Instrument",		//23 
   "Stringed Instrument",   //24 
   "Brass Instrument",		//25 
   "Percussion Instrument", //26 
   "Arrow",					//27 
   NULL,					//28 
   "Jewelry",				//29 
   "Skull",					//30 
   "Tome",					//31 
   NULL,					//32 
   "Keyv1",					//33 
   "Coin",					//34 
   "2H Piercing",			//35 
   "Fishing Pole",			//36 
   "Fishing Bait",			//37 
   "Alcohol",				//38 
   "Keyv2",					//39 
   "Compass",				//40 
   NULL,					//41 
   "Poison",				//42 
   NULL,					//43 
   NULL,					//44 
   "Martial",				//45 
   NULL,					//46 
   NULL,					//47 
   NULL,					//48 
   NULL,					//49 
   NULL,					//50 
   NULL,					//51 
   "Charm",					//52 
EDIT: This is everything found so far..
EDIT2: The comment lines are formatted correctly in VS.net ..I'm not messing with them here...you can suffer ;)
Last edited by Amadeus on Sat Jun 14, 2003 1:52 pm, edited 2 times in total.

Amadeus
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Joined: Sat Jun 29, 2002 3:51 pm

Post by Amadeus » Sat Jun 14, 2003 1:56 am

By the way, I know the temptation is just to write a function that checks for this in the game and /identifying everything and figuring it out that way. However, I want our "descriptions" to jive with Lucy's :)

Valerian
a grimling bloodguard
a grimling bloodguard
Posts: 709
Joined: Sun Jul 28, 2002 3:29 am

Post by Valerian » Sat Jun 14, 2003 2:27 am

why, what's so special about lucy? you sleeping with her or something? *grins*

User avatar
dont_know_at_all
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Contact:

Post by dont_know_at_all » Sat Jun 14, 2003 2:53 am

3 - 1h blunt
23 - wind instrument
24 - stringed instrument
25 - brass instrument
26 - percussion instrument


Here are all the types:
1H Blunt
1H Slashing
2H Blunt
2H Piercing
2H Slashing
Alcohol
Archery
Armor
Arrow
Bandages
Book
Brass Instrument
Charm
Coin
Combinable
Compass
Container
Drink
Fishing Bait
Fishing Pole
Food
Jewelry
Key
Light
Lockpicks
Martial
Misc
Note
Percussion Instrument
Piercing
Poison
Potion
Scroll
Shield
Skull
Stringed Instrument
Throwing
Tome
Wind Instrument

somemage
a lesser mummy
a lesser mummy
Posts: 35
Joined: Mon May 12, 2003 7:44 pm

Post by somemage » Sat Jun 14, 2003 6:31 am

Code: Select all

/*
* itemtypes.h
*/
   "1H Slashing",      // 0
   "2H Slashing",      // 1
   "Piercing",         // 2
   "1H Blunt",         // 3
   "2H Blunt",         // 4
   "Archery",          // 5
   NULL,               // 6
   NULL,               // 7
   "Shield",           // 8
   NULL,               // 9
   "Armor",            //10
   "Misc",             //11
   "Lockpicks",        //12
   NULL,               //13
   "Food",             //14
   "Drink",            //15
   "Light",            //16
   "Combinable",       //17
   "Bandages",         //18
   "Throwingv2",       //19
   "Scroll",           //20
   "Potion",           //21
   NULL,               //22
   "Wind Instrument",  //23
   "Stringed Instrument",   //24
   "Brass Instrument", //25
   "Percussion Instrument", //26
   "Arrow",            //27
   NULL,               //28
   "Jewelry",          //29
   "Skull",            //30
   "Tome",             //31
   NULL,               //32
   "Keyv1",            //33
   "Coin",             //34
   "2H Piercing",      //35
   "Fishing Pole",     //36
   "Fishing Bait",     //37
   "Alcohol",          //38
   "Keyv2",            //39
   "Compass",          //40
   NULL,               //41
   "Poison",           //42
   NULL,               //43
   NULL,               //44
   "Martial",          //45
   NULL,               //46
   NULL,               //47
   NULL,               //48
   NULL,               //49
   NULL,               //50
   NULL,               //51
   "Charm",            //52 

khazil
orc pawn
orc pawn
Posts: 24
Joined: Wed Sep 04, 2002 8:52 pm

Post by khazil » Sat Jun 14, 2003 8:51 am

Couple extra

Code: Select all

/* 
* itemtypes.h 
*/ 
   "1H Slashing",           // 0 
   "2H Slashing",           // 1 
   "Piercing",              // 2 
   "1H Blunt",              // 3 
   "2H Blunt",              // 4 
   "Archery",               // 5 
   NULL,                    // 6 
   "Throwingv1",            // 7 
   "Shield",                // 8 
   NULL,                    // 9 
   "Armor",                 //10 
   "Misc",                  //11 
   "Lockpicks",             //12 
   NULL,                    //13 
   "Food",                  //14 
   "Drink",                 //15 
   "Light",                 //16	
   "Combinable",            //17 
   "Bandages",              //18 
   "Throwingv2",            //19 
   "Scroll",                //20 
   "Potion",                //21 
   NULL,                    //22 
   "Wind Instrument",       //23 
   "Stringed Instrument",   //24 
   "Brass Instrument",      //25 
   "Percussion Instrument", //26 
   "Arrow",                 //27 
   NULL,                    //28 
   "Jewelry",               //29 
   "Skull",                 //30 
   "Tome",                  //31 
   NULL,                    //32 
   "Keyv1",                 //33 
   "Coin",                  //34 
   "2H Piercing",           //35 
   "Fishing Pole",          //36 
   "Fishing Bait",          //37 
   "Alcohol",               //38 
   "Keyv2",                 //39 
   "Compass",               //40 
   NULL,                    //41 
   "Poison",                //42 
   NULL,                    //43 
   NULL,                    //44 
   "Martial",               //45 
   NULL,                    //46 
   NULL,                    //47 
   NULL,                    //48 
   NULL,                    //49 
   NULL,                    //50 
   NULL,                    //51 
   "Charm",                 //52 

Amadeus
The Maestro
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Joined: Sat Jun 29, 2002 3:51 pm

Post by Amadeus » Sat Jun 14, 2003 12:39 pm

Cool...keep em coming.

DKAA> Expect a patch with this and some sprinkled code additions to put this info in the macro language and in /id. :)