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Item Type: 18 - How will we handle these?

Posted: Wed Jan 09, 2013 9:58 am
by John Adams
Note: This is NOT something I am expecting us to implement right away - this is merely a discussion of the raw data and what we can do with it someday.


Item Sets data seems to be made up of a couple of different datasets. First, I will discuss what I am referring to as the "Itemset Collections" raw data. Collections because these sets of items by their name do not exist as individual Item ID's on data.soe.com, but are shown as collections of items on Zam's (for example). They are confusing me, hence this epic post.

Let's work with this example from Zam's: Rift Guardian Set


Raw Itemset Collection Data:
As I stated, these have no Item ID of their own, but are instead the footer structs `set_name` value on an individual item as it is being parsed. Parser checks for this, and if it exists, it will loop through the item set arrays parsing out the additional info in the packet (other items in the set, effects, stats, etc).

I created a few new raw items tables to handle the arrays found in the item's footer.
raw_item_itemsets - The set name, generating a unique id (internal parser and us only)
item_itemsets.jpg
I did it this way to cut down on the redundant set name text.
raw_item_itemset_items - The items that are also a part of the set (they are all listed in each item's examine info
item_itemset_items.jpg
Note the set_id, that item belongs to the set in the previous (parent) table.
raw_item_itemset_bonus_stats
raw_item_itemset_bonus_effects

The stats and effects bonuses for having the item, along with the increasing bonuses the more items in the set you possess
Explained, the itemsets have items in them, and each item has bonus_stats and bonus_effects.

The stats and effects are affected by how many items you posses like such -
item_itemsets_bonus_effects.jpg
In this example, item set 1 (the Rift Guardian's Set) - if you have at least 2 items, then you get the following bonus effects -
  • Applies Focus: Winds of Healing VI.
    Increases base healing of Winds of Healing VI by 20%.
Soon as you acquire 4 of the items in the Rift Guardian's Set, the effects get better -
  • Applies Focus: Instinct V.
    Adds 7 Double Attack and 10% Accuracy to Instinct V
Question 1: Are these effects cumulative? Meaning if I have 4 items, will I have all 4 of the effects I just mentioned? Or do the new effects from having 4 items replace the previous 2 because they are better?

Same happens with bonus stats, in our Rift Guardian's set example a "stat bonus" only happens when you have at least 6 items -
  • stat 657 (critbonus) +10
Looking at one of the items in the set, you can see the full list of bonuses to stats and effects you might get -
soedata.jpg
Link: http://data.soe.com/jml/get/eq2/item/?d ... of%20Order, setbonus_list tag.
(boy there were times in EQ2 I wish my healer had Wildly Uncontrolled Healing :))


So, all that info will be used to build the item Examine Info, so I wanted to explain what I discovered and get feedback if any of it is incorrect.


Raw Item Data Containing Set Items:
Second point on Item Sets is the data parsed as Item Type 18. I believe these are the actual "packs" of items. Example, the Brigandine Armor Pack (Level 42 Mastercrafted) seems to contains Brigandine items.

HOWEVER!

Not one item_name in details_itemsets exists in itemset_items...

Question 2: Am I just confusing item Packs (crates of armor for instance) with sets of items that generate bonus stats/effects for players? These are two completely different things, right? If so, then I do not think there's anything wrong with the data.


Conclusion:
Since this is probably where you jumped straight to (ahem)... I believe World will need to build it's item Examine Info from the set of `itemset` tables I am about to provide. I *think* the data is accurate, but (devs) please log into the DB admin interface and scope it out yourself.

Re: Item Type: 18 - How will we handle these?

Posted: Sat Jan 12, 2013 2:54 pm
by John Adams
/bump - I edited this post after I learned more than I ever needed to know about EQ2 Item Sets... please check out the updated info. Need feedback.

Re: Item Type: 18 - How will we handle these?

Posted: Mon Nov 06, 2017 5:19 am
by Ememjr
Question 2: Am I just confusing item Packs (crates of armor for instance) with sets of items that generate bonus stats/effects for players? These are two completely different things, right? If so, then I do not think there's anything wrong with the data.

i know this is an old thread, but was wandering if anyone made progress on this,

the answer to question 2 they are 2 didffernt things
i would like to fix both

1. so that item examine will work completely
and
2. so we can have crate of items that we can sell of a merchant to get a complete set of gear so we dont have to list each piece separate if we dont want to
I see in the DB we have items_itemset_items, i am assuming this is where we would put the few items we want to have in the crate in this table
i also see that this type of container is set to Item_set under item_type in the db
what i dont see is where is tell us what item set to associate with the item so it knows what list goes with it

so as not to confuse the issue this is for containers that include items that you buy, an example on live would be vet rewards when you purchase them there are several items in a box you open and it puts the items in tour bag

Re: Item Type: 18 - How will we handle these?

Posted: Mon Nov 06, 2017 9:43 pm
by Zcoretri
The table `items_itemset_items` was set up to hold items that belong in a set, it had nothing to do with what is in a crate that you can 'unpack'.
I think we might have to create a new table for crates, or maybe we can adjust the table to work with crates?

Re: Item Type: 18 - How will we handle these?

Posted: Tue Nov 07, 2017 4:53 am
by Ememjr
Zcoretri wrote: Mon Nov 06, 2017 9:43 pm The table `items_itemset_items` was set up to hold items that belong in a set, it had nothing to do with what is in a crate that you can 'unpack'.
I think we might have to create a new table for crates, or maybe we can adjust the table to work with crates?
ok upon furture investigation there is a table already for the items you unpack from a crate, `item_details_itemset`

in fact is has the items with number 22000+ already there but the item id is using soe item is and not our item id

so i am currently adding code to itemsdb.cpp etc to load that info inti the world, then will work on the item structs portion of the code to display it correctly

Re: Item Type: 18 - How will we handle these?

Posted: Tue Nov 07, 2017 10:10 am
by Ememjr
any suggestions on which way to bring these items items into the world

my ideas were
1. add a vector that contains them into the item db(mabe to expensive)
2. add a vector to the world that contains the entire table of these itemset items and have it looked up if it exists when the item is used/examined by itemid

yor ideas anyone?

i already tried #1 and failed miserably will try #2 now

Re: Item Type: 18 - How will we handle these?

Posted: Tue Nov 07, 2017 10:36 am
by Ememjr
i am going to mimic who the stats are added to an item in code, seems to be the easiest

Re: Item Type: 18 - How will we handle these?

Posted: Tue Nov 07, 2017 3:49 pm
by Ememjr
Got it done, will post code changes, struct changes, DB changes shortly
ItemSets.JPG