Player inventory menu

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  1. #1
    diablothree's Avatar Corporal
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    Player inventory

    Has anyone started looking into player inventory yet? I started with player gold, and tracing backwards discovered that there is an ActorCommonData structure (that does not appear to have an associated RActor) for the GoldCoins actor with an attribute set to the player's current inventory gold balance. I haven't determined how that ACD is referenced, though. I assume there is a container object storing all of the player inventory items somewhere, and one of those inventory items will always be a GoldCoins object, but I'm still working off a bit of assumption.

    If anyone else has worked on this already or wants to collaborate on a solution, let me know.

    Player inventory
  2. #2
    Valtharak's Avatar Master Sergeant
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    What i found out was that inventory items don`t show in the RActor list, only in the ACD list

    I'm assuming you can get item stats with the GetInteger GetDouble. theres attributes refering to those stats . havent tried to play with that yet.
    Also havent figured how many bag slot an item takes.

    ACD
    OwnerGuid = 0x110,
    Position = 0x114, // Stash 0x11
    InventoryX = 0x118,
    InventoryY = 0x11C,

    public enum ItemPosition
    {
    PlayerBackpack = 0,
    PlayerHead = 1,
    PlayerTorso = 2,
    PlayerRightHand = 3,
    PlayerLeftHand = 4,
    PlayerHands = 5,
    PlayerWaist = 6,
    PlayerFeet = 7,
    PlayerShoulders = 8,
    PlayerLegs = 9,
    PlayerBracers = 10,
    PlayerLeftFinger = 11,
    PlayerRightFinger = 12,
    PlayerNeck = 13,
    PlayerTalisman = 14,
    PlayerStash = 17,
    Merchant = 20,
    PetRightHand = 23,
    PetLeftHand = 24,
    PetSpecial = 25,
    PetLeftFinger = 28,
    PetRightFinger = 27,
    PetNeck = 26,
    }

  3. #3
    diablothree's Avatar Corporal
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    Great, thanks for the help. Got the backpack working. I'm not seeing items from my shared stash (only GoldCoins-61 has ItemPosition.PlayerStash) but that could be a Mooege issue. I'll keep this thread updated if I find the number of inventory spaces an item takes up. My first guess would be that it's a field in a SNO file, along with the hash of the inventory thumbnail name.

  4. #4
    Valtharak's Avatar Master Sergeant
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    I can see my stash items with equip position 0x11 or 17 in decimal but still on version 9 so dunno if version 10 broke something

  5. #5
    Valtharak's Avatar Master Sergeant
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    did some digging

    if (Item.IsWeapon(item.ItemType) || Item.IsArmor(item.ItemType) || Item.IsOffhand(item.ItemType))
    {
    return new InventorySize() { Width = 1, Height = 2 };
    }
    return new InventorySize() { Width = 1, Height = 1 };

    Seem like only weapons armor and offhand are 1x2 in size rest is 1x1 maybe someone with the beta could confirm
    Last edited by Valtharak; 01-30-2012 at 10:53 PM.

  6. #6
    felheartx's Avatar Corporal
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    I think this is correct.
    I'm in the beta (the "half-public" one, with maxlevel 13), and so far I've only encountered Weapons and Armor that are 1x2 in size.
    The only exception i can imagine are questitems maybe? But as I said, it seems the Weapon and Armor itemtypes are the only ones that are 1x2

  7. #7
    xzidez's Avatar Member
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    Originally Posted by Valtharak View Post
    did some digging

    if (Item.IsWeapon(item.ItemType) || Item.IsArmor(item.ItemType) || Item.IsOffhand(item.ItemType))
    {
    return new InventorySize() { Width = 1, Height = 2 };
    }
    return new InventorySize() { Width = 1, Height = 1 };

    Seem like only weapons armor and offhand are 1x2 in size rest is 1x1 maybe someone with the beta could confirm
    If you by armor mean; head, chest, boots, gloves. Then yesh! . .Belt is 1x1

  8. #8
    diablothree's Avatar Corporal
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    Looks like the enum has changed a bit in 8296:

    https://github.com/mooege/mooege/com...GameBalance.cs

  9. #9
    felheartx's Avatar Corporal
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    Originally Posted by xzidez View Post
    If you by armor mean; head, chest, boots, gloves. Then yesh! . .Belt is 1x1

    Correct!
    Sorry for the above, I only thought about the 1x2 stuff...
    Belt, and also rings are obviously exceptions.

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