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."
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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.