Think about it

02/21/2006 11:16 jameson#1
ok this is the theory that i hav but i lack the technical know-how to test it out.

1) Each time a mob drop something, it wont show +1 unless u pick it up right?
2) that also means once u pick it up, its determined that the item(s) is either a +1 (etc) or a +0 right?
3) Which means to say that each item(that has been dropped from mob) has a flag that states whether its been picked up or not; thus this flag tells the Server whether to allocate it +1 or not
4) ok million dollar qn: is there a way, for example to let the server think that the item we jus drop, came from a mob?

so we could like hunt once, grab all drops from mob, use those that are uni/eli/sup n keep re-dropping n picking em up again, to get +1? In a sense if we wanna make +1 boots, we jus keep all boots, n keep trying, n get all boots+1



~the quest to +9 continues~
02/21/2006 14:26 andyandy#2
how do you figure that +1 is not pre determined already? we might not be able to see it through the itemdat thingy...but i think its predetermined. i would hope that i am wrong though...
02/21/2006 15:05 hexed#3
doesnt do anything.. this is lame delete it
02/21/2006 15:08 The!One#4
+1's are generated on pickup by the server, but to trick the server into thinking it was dropped by a monster would require you to have access to the server as it determines when and where items drop
02/21/2006 15:29 jameson#5
alrite then, as i sed, jus a theory =P
delete as necessary =/
02/21/2006 16:50 unknownone#6
Quote:
Originally posted by jameson@Feb 21 2006, 10:16
ok this is the theory that i hav but i lack the technical know-how to test it out.

1) Each time a mob drop something, it wont show +1 unless u pick it up right?
2) that also means once u pick it up, its determined that the item(s) is either a +1 (etc) or a +0 right?
3) Which means to say that each item(that has been dropped from mob) has a flag that states whether its been picked up or not; thus this flag tells the Server whether to allocate it +1 or not
4) ok million dollar qn: is there a way, for example to let the server think that the item we jus drop, came from a mob?

so we could like hunt once, grab all drops from mob, use those that are uni/eli/sup n keep re-dropping n picking em up again, to get +1? In a sense if we wanna make +1 boots, we jus keep all boots, n keep trying, n get all boots+1



~the quest to +9 continues~
Quote:
1) Each time a mob drop something, it wont show +1 unless u pick it up right?
Yes. The ItemDrop (0x44d) packet contains only the ItemTypeID, which connects its name and ItemMapIcon. The composition, bless, enchant, sockets are contained in the ItemInfo (0x3f0) packet. The ItemInfo packet it only received when you pick the item up.

Quote:
2) that also means once u pick it up, its determined that the item(s) is either a +1 (etc) or a +0 right?
NO. Remove all assumptions, assemble what proof you have. (NONE). You have nothing, other than that a UniqueItemID has been connected to an ItemTypeID, and has been dropped on the ground. You send a pick up packet containing the UniqueItemID.
There are two possibilities here. The server either collects item data from a database, OR, it assigns new values to the item.

Although we have no prrof either way, the first seems most logical. Firstly, it removes the requirement to have any flag to say the item has been picked up. Secondly, It would make sense that the whole item is created at once. Why assign an ItemTypeID to an item and nothing else? That also makes further requirements on pickup to check if teh ItemTypeID is actually a pice of equipment and not a potion or quest item.
And finally, the strongest argument. The game has obvious measures in to make sure items cannot be modified. Any function that modifies the data is most likely a private member of the item class, and called only in rare instances, such as creating a new item, or modifying with mets/gems/dbs etc. The pickup routine is likely to contain a const GET function for the data. Having the potential of modifying an items data on pickup is a possible danger, and would be avoided by anyone with common sense.