Seeing +1s...

06/04/2005 17:45 dgamer#16
Quote:
Originally posted by ZeRoB@Jun 4 2005, 16:35
well i guess ill just tell you that i know a way to show what items are dropped by monsters on the ground fixed, unique ref, elite, +1 or super.... all we need to do is edit the itemtype.dat, i have already tested this and it work O.o
Pleas we beg u, tell us how, we want to see +1's on floor :rolleyes:
06/05/2005 13:49 ZeRoB#17
ah sorry, dident mean the +1 i were tired yesterday O.o you can see anything execept +1 i dont think its possible to see +1 without packet sniffing. IF even that is possible. O.o
02/25/2006 00:40 I( . )EaT( . )AnTz#18
Quote:
Originally posted by ZeRoB@Jun 5 2005, 12:49
ah sorry, dident mean the +1 i were tired yesterday O.o you can see anything execept +1 i dont think its possible to see +1 without packet sniffing. IF even that is possible. O.o
There is no way to see the +1 Quality on the Ground...the only way to discover the +1 Items is a surprise...as in "Once its in ur inventory" , My Theory is how many monsters you kill / how many items u pick up...<----I kno ...its kinda retarded but works for me...or Carry a few good items on u that has a less value (Incase u get PKed an drop that *Good* Item drops.... , Like everytime I hunt on my archer , I carry 2 Mets and a +1 War Helm (Because there cheap on my server 300k , AND LAST BUT NOT LEAST....a crappy Uni Item such as Uni no soc spear etc..Hey I get a +1 less than 15 Min...an I been doin this for a while. Try It ^_^
02/25/2006 00:42 einhornchen#19
You're not going to be able to see any +1's before they are picked up, due to items are not distinguished as +1 until they are picked up. The server decides the +1 quality after the item has been picked up. There is a way, however, to make the client, or a program, to beep on +1 pickups. That is your best option.

-einhornchen
02/25/2006 01:45 Walmartbagger#20
Notice on the Qonquer Server, it says..

+1 Item Dropped! Rate : 0.3284728936%

When one drops. Means the server sends a packet to say "This item at THIS location is +1."
02/25/2006 02:41 Dania#21
Quote:
Originally posted by Walmartbagger@Feb 25 2006, 01:45
Notice on the Qonquer Server, it says..

+1 Item Dropped! Rate : 0.3284728936%

When one drops. Means the server sends a packet to say "This item at THIS location is +1."
That is not the rate for Conquer Servers. There is actually no possible way of discovering a +1 item before picked up unless you change the server files to indicate that +1s would look like refindes..

It would take serious coding to create another item type aside from normal view of the item. I don't think anyone has the time or the effort to make a whole new system including changing every item to be able to look like a +1 (for example changing a +1 to look like refined)
05/12/2006 00:55 RavenX86#22
what about a macro that drops an item and picks it up back?
from waht i know the +1 items get when you pick many many many items.
So... you start the macro with only one item in inventory an the macro stops when the item gets +1.
05/12/2006 01:14 yenEXE#23
NUBCAEK
05/12/2006 01:17 RavenX86#24
lol
05/12/2006 01:36 Qonquer#25
Quote:
Originally posted by Walmartbagger@Feb 25 2006, 02:45
Notice on the Qonquer Server, it says..

+1 Item Dropped! Rate : 0.3284728936%

When one drops. Means the server sends a packet to say "This item at THIS location is +1."
Yeah, the server knows it's a +1 when the item drops on the floor, but that's the server, the server knows everything. Nothing is actually sent to the client about the item's composition until it goes into your inventory. The spawn packet for items on the floor only conveys the coordinates of the item, its ItemID and UniqueID. No extra information such as Composition, Bless, Dura, Max Dura, Enchant, Sockets or Effect is sent in that packet.

This means it is 100% impossible to determine the composition (indeed any other factor besides quality and colour, as they are determined by the ItemID) of an item when it first drops on the floor.

Let's for instance take a normal weapon, there are usually 7 entries for that weapon (8 if there's a fixed one) in the itemtype.dat file. Each entry represents a quality, 3 basic qualities and 4 advanced qualities. With the case of armor, headgear and shield, there are also colours, each colour of an item is represented by a new ItemID, so a normal headgear would have 49 (7 qualities x 7 colours = 49) entries. That's it, that's all the information you can gather from the item being on the floor.

Now imagine that they made composition part of that too, that would mean that a headgear would have to have an ItemID for every colour, quality and composition which would be 7 x 7 x 10 = 490, not to mention upto 255 enchant =7 x 7 x 10 x 255 = 124,950 as well as bless = 999,600 and sockets = 2,998,800 and dura too, let's say the top dura is 80 for arguments sake =239,904,000. So if all item data was sent in that spawn packet using only the item ID, you would have to have at least 239 million entries for each item with colors, which aint gonna happen is it? the itemtype.dat would be the size of an entire hard drive.
05/12/2006 02:15 RavenX86#26
Quote:
Originally posted by einhornchen@Feb 25 2006, 01:42
You're not going to be able to see any +1's before they are picked up, due to items are not distinguished as +1 until they are picked up. The server decides the +1 quality after the item has been picked up. There is a way, however, to make the client, or a program, to beep on +1 pickups. That is your best option.

-einhornchen
if so why dont u buy a item from npc and drop it and pick it up over and over again
05/12/2006 07:27 PaulWall#27
My theory on the +1 item dropping is that it is determined at pickup. So, an item on the ground is not yet a +1 until a player picks it up. This means that with any given item, Player1 could pick it up and get a +1, while Player2 could pick up the same item and not get a +1. It is all determined by the server at pickup time. This is another way that TQ can regulate the amount of +1's that are in the server, simply by only giving them out at pickup instead of letting them lie on the ground for a lot of drops.
05/12/2006 08:45 Schanz#28
hmmm, What about that:
Drop a +1 Item and pick it up again
Its still a +1 item, dont matter how often u drop it / pick it up
05/14/2006 01:25 Qonquer#29
It's not really logical to assume an item's composition is decided when it is picked up. As previously stated, if a known +1 (or any other +) item is dropped on the floor, it is still the same when it's picked up again. Lets also no forget that there are other features of an item such as bless and sockets (in weapons) that can exist as well. In order for that theory to correctly work there would have to be a server side flag on every item that indicates if the item has ever been in someone' inventory or not, and based on the condition of that flag, to determine the composition, bless and sockets at the point of pickup. Quite frankly, why would they bother? That's a lot of extra work and code that would have absolutely no benefit whatsoever. The only possible reason they would want to do it is if they wanted to bias the +1 drop rate depending on other factors, but again, what a lot of complicated code and algorythms, why would anyone bother to code it that way unless they had a LOT of spare time? A lot of confusion about items occurs because some people find it difficult to grasp 2 basic concepts.

1. The client is not sent information about every event that occurs. And when it does the information is not always complete. Some people assume the server sends info about everything that happens to everyone, it doesn't.

2. Items, no matter where they are, (equipped, on the floor, in the inventory) are still items, they will still be represented by the same server side object.