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#1 2005-05-23 18:06:05

Archi
Administrator
Registered: 2005-02-21

DEMISEItems.DED

DEMISEItems.DED

C++ code, char(1 byte), short(2 bytes), int(4 bytes), float(4 bytes).

Ignore first 12 bytes. Next is "file version", "file revision" and "number of items". Then "number of items" times the item structure which can be seen below.

Code:

char cHeader[12];             // header
char cVersion[8];             // file version
short iRev;                   // file revision
short iItems;                 // number of items

typedef struct item {
   short iNameL;              // name size
   short iNameL2;             // name size again
   char* pName;               // name
   short iIndex;              // item index number
   short iAttack;
   short iDefense;
   int iPrice;
   short iFLevel;             // find level
   short iFPercent;           // find percent     
   float fAbLevitate;         // abilities
   float fAbInvisible;
   float fAbSeeInvisible;
   float fAbProtect;
   float fAbCriticalHit;
   float fAbBackstab;
   float fAbBurn;
   float fAbFreeze;
   float fAbPoison;
   float fAbAcid;
   float fAbElectrocute;
   float fAbStone;
   float fAbBehead;
   float fAbModifyHits;
   float fAbModifySpells;
   float fAbSpellstrike;
   float fAbU1;
   
   short iSwings;
   short iSpecial;
   short iSpellSeq;
   short iSpellID;
   short iUses;
   char cU6[2];
   int iGuilds;               // Art = 1, Warr = 2, Pal = 4...    
   short iLevel;     
   float iPower;           
   int iAlign;                // u=1, g=2, n=4, e=8 (add together for diff combinations)
   short iHands;     
   short iClass;     
   short iRFire;              // resists
   short iRCold;
   short iRElec;
   short iRMind;
   short iRDisease;
   short iRPoison;
   short iRMagic;    
   short iRStone;
   short iRParalysis;
   short iRDrain;
   short iRAcid;
   
   char cU2[2];
   short iStr;                // stat requirements
   short iInt;
   short iWis;
   short iCon;
   short iCha;
   short iDex;
   char cU3[2];
   short iStrM;                // stat modifiers
   short iIntM;
   short iWisM;
   short iConM;
   short iChaM;
   short iDexM;
   char cU4[2];      
   
   short iCursed;             // 0 = not cursed, 1 = cursed, 2 = auto equip cursed
   short iSLevel;
   short iClassR;
   
   float iMHum;               // monster modifiers
   float iMSli;
   float iMDem;
   float iMDev;
   float iMEle;
   float iMRep;
   float iMDra;
   float iMAni;
   float iMIns;
   float iMUnd;
   float iMWat;
   float iMGia;
   float iMMyt;
   float iMLyc;
   float iMThi;
   float iMMag;
   float iMWar;
   float iMInd;
   float iMU1;
   float iMU2;
   float iMU3; 

   short iGuildItem;          // is it guild item?
   short iInfo;               // info text index
   short iSMod1;              // special modifiers
   short iSMod2;
   short iSMod3;
   short iSMod4;
   char cU1[38];              // only sound info left
} item;

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