Aardwolf item tags/IDs

Posted by Blainer on Thu 28 May 2009 10:51 AM — 22 posts, 98,012 views.

#0
Nick,
In the below topic you mentioned IDs for Aardwolf items. Is this working yet and can I use it? How do I get the item IDs from the MUD?

http://www.gammon.com.au/forum/bbshowpost.php?id=8936&page=2

Quote:

The stats are delivered on-the-fly using a special request/reply sequence Lasher and I worked out. It looks something like this:


Client sends:

invdetails 2067752

Server replies:

{invdetails}
{invheader}2067752|0|3|Weapon|3|2wield|v3|||||1|
{weapon}spear|5|pierce|Pierce|
{statmod}Dexterity|1
{/invdetails}


The number is the item "id" number which is now generated for every item on Aardwolf. There is no central database, although you could gradually build one up, it may not be accurate because of item enhancements.
Amended on Thu 28 May 2009 10:52 AM by Blainer
#1
It's there, but I don't know what some of the fields mean or if the format is finalized.

From testing:
You can wear, remove, get and drop eq with the serial #.
You can't use the serial # to get something from a container (I hope this gets fixed)
You can't use keep or unkeep with the serial #.
Both the identify spell and command work with the serial #.
The lore command does not. (wish this would change)

eqdata
shows your worn eq

Sample Output:
  55984226,KG,a hallowed light,1,1,1,0,-1

<serial>,<shortflags>,<description>,<level>,<type>,unknown,<wearslot>,unknown

invdata
shows what you have in inventory
you can also do invdata <container> and it will show what is in the container

Sample Output:
  60125052,K,a @Gd@yrago@Gn @wmask,100,6,0,-1,-1

<serial>,<shortflags>,<description>,<level>,<type>,unknown,<wearslot>,unknown


invdetails <serial>
get the details of a particular item
doesn't work for items in a container, you must get them out first (I wish this would change)

Example Output:

{invdetails}
{invheader}55984226|1|Light|0|3|light|unique, glow, magic, bless, held, auctioned, recharged||||||
{statmod}Hit roll|3
{statmod}Damage roll|3
{statmod}Strength|5
{statmod}Dexterity|4
{statmod}Constitution|6
{statmod}Intelligence|3
{/invdetails}


Object Types:
1: Light
2: Scroll
3:
4:
5: Weapon
6: Treasure
7: Armor
8: Potion
9: Furniture
10: Trash
11: Container
12: Drink Container
13: Key
14: Food
15:
16:
17:
18:
19: Pill
20: Portal


Bast
Amended on Thu 28 May 2009 04:28 PM by Bast
#2
Thanks dude. I think we'll see this completed around the time Nick's inventory plugin is ready, can't wait.
Australia Forum Administrator #3
Skimming back through my old plugins, I have extracted this information which may help you:



The flags are H=Hum, G=Glow, K=Kept, I=Invis, M=Magic. There are more object flags, but these are all that show in 'inventory'.




The information in 'invheader', in order, is:


Object Id | Level | Type | Value | Weight | Wear flags | Object flags | Owner | Clan | Timer | # of resist affects | # of skill affects




The wear loc is the last number in 'invdetails' and shows -1 if the item is not worn.

The locations are:


 0 light
 1 head
 2 eyes
 3 lear
 4 rear
 5 neck1
 6 neck2
 7 back
 8 medal1
 9 medal2
 10 medal3
 11 medal4
 12 torso
 13 body
 14 waist
 15 arms
 16 lwrist
 17 rwrist
 18 hands
 19 lfinger
 20 rfinger
 21 legs
 22 feet
 23 shield
 24 wielded
 25 second
 26 hold
 27 float
 28 tattoo1
 29 tattoo2
 30 above
 31 portal
 32 sleeping





Item types:


1  Light    
2  Scroll
3  Wand
4  Staff
5  Weapon
6  Treasure
7  Armor
8  Potion
9  Furniture
10  Trash    
11  Container
12  Drink
13  Key
14  Food
15  Boat
16  Mobcorpse
17  Corpse
18  Fountain
19  Pill
20  Portal  
21  Beacon
22  Giftcard
23  Gold
24  Raw material  




Invdata fields:


<serial>,<shortflags>,<description>,<level>,<type>,<unique>,<wearslot>,unknown
#4
Where are you getting the invheader data from?
Australia Forum Administrator #5
What do you mean? Where did I get the information? Or how do you get the invheader to appear?
#6
Yeah how do you get invheader to appear. invdata is a MUD command but invheader is not.
Australia Forum Administrator #7
See the first post on this page - invheader is one of the responses to invdetails.
#8
Dammit, sorry for that.
#9
How do I find the Skill Mod on this mace. It shows with "id mace", at identify shop, but not in "invdetails" after identify, is this because I lack the lore skill?


+-----------------------------------------------------------------+
| Keywords   : trusty aylorian heavy iron mace                    |
| Name       : a Trusty Aylorian Mace                             |
| Type       : Weapon                    Level  :     9           |
| Worth      : 60                        Weight :     5           |
| Wearable   : wield                                              |
| Flags      : V3                                                 |
| Found at   : The Grand City of Aylor                            |
+-----------------------------------------------------------------+
| Weapon Type: mace                  Average Dam :     12         |
| Inflicts   : pound                 Damage Type : Bash           |
+-----------------------------------------------------------------+
| Stat Mods  : Damage roll  : +1                                  |
+-----------------------------------------------------------------+
| Skill Mods : Modifies Mace by +2                                |
+-----------------------------------------------------------------+

{invdetails}
{invheader}156099982|9|Weapon|60|5|wield|v3|||||1|
{weapon}mace|12|pound|Bash|
{statmod}Damage roll|1
{/invdetails}


Could someone post a sample of an item's invdetails that has a skill mod?
Amended on Tue 16 Jun 2009 07:10 AM by Blainer
Australia Forum Administrator #10
Not sure, better ask Lasher. Send him a query in-game referencing this forum post,
#11
OK I've asked Lasher. I'll post the answer here.
#12
This is from this thread: http://www.gammon.com.au/forum/?id=9475
Quote:

{invdetails}
{invheader}44318507|0|210|Armor|100,000|10|torso|unique, glow, hum, magic, burn-proof, v3, precious|Lasher|||||
{statmod}Luck|2
{statmod}Constitution|2
{statmod}Wisdom|2
{statmod}Dexterity|2
{statmod}Strength|2
{statmod}Intelligence|2
{statmod}Hit points|125
{statmod}Mana|125
{statmod}Moves|125
{statmod}Damage roll|42
{statmod}Hit roll|42
{resistmod}Acid|100
{resistmod}Air|100
{resistmod}Cold|100
{resistmod}Earth|100
{resistmod}Energy|100
{resistmod}Fire|100
{resistmod}Holy|100
{resistmod}Light|100
{resistmod}Electric|100
{resistmod}Mental|100
{resistmod}Negative|100
{resistmod}Sonic|100
{resistmod}Shadow|100
{resistmod}Water|100
{resistmod}Magic|100
{resistmod}All physical|53
{/invdetails}
USA #13
I know there is at least vaguely some way of getting around not having a full identify. Here is a quick example for an alt I have that does not have any identify skills/spells/wish and it was also in a room without any mobs to identify or appraise:

+-----------------------------------------------------------------+
| Keywords   : butcher knife                                      |
| Name       : Butcher Knife                                      |
| Type       : Weapon                    Level  :     9           |
| Worth      : 25                        Weight :    10           |
| Wearable   : wield                                              |
| Flags      : held, V3                                           |
+-----------------------------------------------------------------+
| Weapon Type: axe                   Average Dam :     10         |
| Notes      : Item has weapon special flags.                     |
+-----------------------------------------------------------------+
| Stat Mods  : Strength     : +1                                  |
+-----------------------------------------------------------------+

{invdetails}
{invheader}155754657|9|Weapon|25|10|wield|held, v3||||||
{weapon}axe|10|chop|Slash|vampiric
{statmod}Strength|1
{/invdetails}


Under "Notes" for the weapon, it says there are special flags. It also does not show the damage type of the weapon. Under invdetails, it shows that it is chopping (Slash damage) and Vampiric.
USA #14
Almost forgot... here is what I see with invdetails on the same type of mace with the identify wish:

{invdetails}
{invheader}156419934|9|Weapon|60|5|wield|v3||||||
{weapon}mace|12|pound|Bash|
{statmod}Damage roll|1
{skillmod}204|2
{/invdetails}


Apparently skill 204 is mace.
#15
Thanks Shaun. This is a mute point now though. Because my concern was to do with designing tables in a db. Nick and Dave explained it here:
http://www.gammon.com.au/forum/?id=9475

So I can create the records for the mods as I get them.

While I'm posting in this thread if anyone has anymore info on these commands and their output or ideas as to what other cool stuff can be done with them please post here.

I have a plugin showing an idea here:
http://www.gammon.com.au/forum/?id=9522
Amended on Thu 18 Jun 2009 12:11 PM by Blainer
#16
Got a reply from Lasher on my question.

Quote:

Invdetails was never completed, was a work in progress that never
finished but I think (not sure anymore) I excluded skills from it
intentionally because it wasn't part of the 'free' identify.

Been away from the MUD for a while and have a LOT of catching up to do,
but at some point we'll be picking this back up. You can actually get/drop/etc
by the unique id each item has -- but not all object manipulation commands
work, that's another part of the 'work in progress' (or, more actually,
work 'not in progress' :)


Commands I have found that do work:
quaf
drop
get (even after dropped)
id
hold
wield
remove
wear

drink and sell command say "you don't have that."
#17
Has anyone got {spells} figured out?

I think it goes:
Uses, Spell Level, Spell Num 1, Spell Num 2, Spell Num 3, Spell Num 4, Spell Num 5

Can anyone confirm this?


{invdetails}
{invheader}140746966|1|Potion|10|2||hum, magic, nosell, held, burn-proof, v3||||||
{spells}1|20|24|24|24|0|0
{/invdetails}
+-----------------------------------------------------------------+
| Keywords   : academy heal potion                                |
| Name       : Academy Healing Potion                             |
| Type       : Potion                    Level  :     1           |
| Worth      : 10                        Weight :     2           |
| Flags      : hum, magic, nosell, held, burn-proof, V3           |
| Found at   : The Aylorian Academy                               |
+-----------------------------------------------------------------+
| Spells     : 1 use of level 20 'cure critical'                  |
|            : 1 use of level 20 'cure critical'                  |
|            : 1 use of level 20 'cure critical'                  |
+-----------------------------------------------------------------+

Australia Forum Administrator #18

{spells}uses|level|sn0..sn4

#19
Found some more tags info:

Use command "invmon" to enable these:

REMOVE
{invmon}1,148947979,-1,0
You remove an adventurer's head, making the room a little darker.

GET
{invitem}164309966,,a long spike,1,5,0,-1,-1
{invmon}4,164309966,-1,-1
You get a long spike.

WIELD
You wield a long spike.
A long spike feels a little clumsy in your hands.
You feel your dagger skill increase.
{invmon}2,164352909,-1,24

You wear Gueldar's tough leather cap on your head.
{invmon}2,164409548,-1,1

DROP
{invmon}3,164352909,-1,-1
You drop a long spike.

QUAF
You quaff (!(Light Relief)!).
You feel slightly better.
You are now fully healed.
You feel slightly better.
You are now fully healed.
{invmon}7,164397486,-1,-1

BUY
You buy Gueldar's tough leather cap from Gueldar the armorer for 25 gold.
{invitem}164409548,,Gueldar's tough leather cap,6,7,0,-1,-1
{invmon}4,164409548,-1,-1

SELL
You sell a long spike to Gueldar the armorer for 2 gold.
{invmon}3,164309966,-1,-1

PUT
{invmon}6,163739526,148785709,-1
You put a long spike into a well used backpack.

They show when items enter or leave your inventory.

<actiontype><serial><bag serial if applicable><wear location if applicable>

Post the rest as I work them out.
Amended on Fri 10 Jul 2009 06:05 AM by Blainer
#20
{invmon}<actiontype><serial><bag serial><wear location if applicable>

actiontype
1 = remove
2 = wield / wear
3 = drop / sell
4 = buy / get
5 = get
6 = put
7 = quaf / eat / drink

Amended on Mon 13 Jul 2009 01:09 AM by Blainer
Australia Forum Administrator #21
The intention there was to allow the inventory to be immediately updated, rather than waiting for some periodic poll.