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  1. #1

    Question Loot Items with missing IDs

    Greetings,

    been looking at the recent (as of U8) loot from the "Inn of the Forsaken" and both "Tham Mirdain" instances. The problem is that the items are generic and no ID can be obtained via Compendium, Tulkas or other tools. The Shortcut cannot provide a fixed ID. Am I doing something wrong and is there a workaround?

    An example of what I'm talking about: http://lorebook.lotro.com/wiki/Armou...on's_Cloak

  2. #2
    Quote Originally Posted by Belissario View Post
    Greetings,
    No idea why this has been posted under my other id.. just to make it clear, it's me.
    [B]Landroval[/B] [COLOR=#ff0000]off[/COLOR] [B]Feoktist [/B](brg)
    RU.Lotro U13 [B]Fornost [/B][COLOR=#ff0000]off[/COLOR] [B]Gustavo[/B] (brg) / [B]Narciss [/B] (wdn)

  3. #3
    Quote Originally Posted by Belissario View Post
    Greetings,

    been looking at the recent (as of U8) loot from the "Inn of the Forsaken" and both "Tham Mirdain" instances. The problem is that the items are generic and no ID can be obtained via Compendium, Tulkas or other tools. The Shortcut cannot provide a fixed ID. Am I doing something wrong and is there a workaround?

    An example of what I'm talking about: http://lorebook.lotro.com/wiki/Armou...on's_Cloak
    I think the kind of items you're looking at are "scaling items". (I don't know the real name for them.) The item level and resulting stats for these items aren't fixed until the items actually drop from a scaled instance.

    I'm not sure how they get handled in terms of shortcuts. When players look at tooltips for these items when they're linked to chat in-game, the results seem to vary widely.

    According to the Lorebook, the item you linked should have an ID of 0x7002928A. Is there anything like that in its data?

  4. #4
    Quote Originally Posted by Fredelas View Post
    According to the Lorebook, the item you linked should have an ID of 0x7002928A. Is there anything like that in its data?
    There seems to be a change in behavior since all equip IDs are null. Tulkas has a box where you can drop an item to see its ID. Regardless of what item I try to drop I invariably get an error "Tulkas: Item contains an invalid ID: 0."
    So I went on and looked into the value that is provided by GetShortcut():GetData() method and here's a few observations:

    Jacket of the Hytbold Knife: "0x03AB0002B00DC782,0x00000000 " - Tulkas has ID 1879247103 (0x700308FF)
    Jacket of the Hytbold Gambler: "0x03AB0002C175F5AF,0x00000000 " - Tulkas ID 1879247107 (0x70030903)
    Bracer of the Huntsman: "0x03AB0002B0B022FC,0x00000000 " - Tulkas ID 1879216990 (0x7002935E)
    Agile Bracelet of Éomer: "0x03AB0002B89CFAD4,0x00000000 " - Tulkas ID 1879243628 (0x7002FB6C)
    Loop of the Dunlending Archer: "0x03AB000225E5AA0D,0x00000000 " - Tulkas ID 1879217749 (0x70029655)
    Empowered Anduin Vagabond's Earring: "0x03AB0002597D8246,0x00000000 " - Tulkas ID 1879232308 (0x7002CF34)
    Skillful Dagger of Éomer: "0x03AB0002B088F6DE,0x00000000 " - Tulkas ID 1879243740 (0x7002FBDC)
    Creoth Sacrificial Blade: "0x03AB0002B0716928,0x0000 000" - Tulkas ID 1879217424 (0x70029510)

    BUT at the same time
    Rohan's Celebrant Salve: "0x03AB0002C2848511,0x70030F41 "
    Draigoch's Scale: "0x03AB0002C333EB8F,0x7002510B "

    That led me to think that once you equip an item it looses it's short ID but no, any equippable item now has a short ID of 0x00000000. Also, all the long IDs I've checked start with 0x03AB0002 for me. I see a comment in Tulkas code that looks like "0x03240002AD311046,0x70027710 " - so probably "0xAB" means Russian and "0x24" means English somehow.

    Now the question is whether the remaining 4 bytes of the long code can be converted into the old ID. Before I go deeper into that, can you please confirm you're seeing the same?

  5. #5
    Item instance IDs may change every time you log out and back in. I suspect this data is in some packed binary format, maybe not aligned on byte boundaries. It may be necessary to expand it completely bitwise to discover what information it contains.

    Of note, your experiment seems to show that stackable items maintain a clear reference to the item's data ID (possibly to aid the display of multiple stack quantity totals in shortcuts), whereas non-stackable items don't keep this extra bit of information.

    Edit: I can't find any reference from an item instance ID to the data ID of the base item it represents. Perhaps this relationship is now only stored on the server and is queried every time an item's name or icon image is needed in the client. It might be worth capturing the the item instance examination tags from chat events when they're linked to chat to see if they contain any more data.

    From your first example (Jacket of the Hytbold Knife):

    Your item instance ID from your shortcut: 03 AB 00 02 B0 0D C7 82

    00000011 10101011 00000000 00000010 10110000 00001101 11000111 10000010

    Data ID that instance represents (not in shortcut): 70 03 08 FF

    01110000 00000011 00001000 11111111
    Last edited by Fredelas; Apr 05 2013 at 05:40 AM.

  6. #6
    Quote Originally Posted by Fredelas View Post
    Item instance IDs may change every time you log out and back in. I suspect this data is in some packed binary format, maybe not aligned on byte boundaries. It may be necessary to expand it completely bitwise to discover what information it contains.
    ...
    Edit: I can't find any reference from an item instance ID to the data ID of the base item it represents. Perhaps this relationship is now only stored on the server and is queried every time an item's name or icon image is needed in the client. It might be worth capturing the the item instance examination tags from chat events when they're linked to chat to see if they contain any more data.
    ...
    For the record, after 1 relog that magic number didn't change.

    I traced how the items are linked to the chat by default Ctrl+RMB hoping to get more insight, but instead discovered that the Jacket of the Knife is linked via
    Code:
    <ExamineItemInstance:ItemInfo: here comes a sequence of about 140 bytes>[Jacket of the Hytbold Knife]<\ExamineItemInstance>
    This sequence of bytes (shown in chat as 72 UTF-8 symbols, didn't look at it in binary form yet) also persisted through relog. Probably it has item ID somewhere, but finding it will not be an easy task =( Moreover, if the same type of item is linked by someone else, I can see a shorter sequence, about 120 bytes long.

    Seems like the only valid source for grabbing the item IDs are the <Examine:IIDDID:...> links one can get at vendors and chests.

    Interesting that Legendary Items are linked as <ExamineIA:IAInfo: here comes 400+ bytes line>[LI Name]<\ExamineIA>. The sequence is considerably longer than for regular items, the legacy info might be encrypted there somewhere.
    [B]Landroval[/B] [COLOR=#ff0000]off[/COLOR] [B]Feoktist [/B](brg)
    RU.Lotro U13 [B]Fornost [/B][COLOR=#ff0000]off[/COLOR] [B]Gustavo[/B] (brg) / [B]Narciss [/B] (wdn)

  7. #7
    Join Date
    Mar 2007
    Posts
    1,171
    The first item ID in the shortcuts are a Server unique ID for an item or stack of items. The second ID is the generic item ID (when it isn't 0). The unique IDs are generated sequentially any time the server needs to reference a new instance of an item or stack. For instance, loot a node or chest when you have no instances of the items the node/chest could drop. Then check the item IDs for those items and the unique ID will be sequential (assuming the node/chest had multiple items). There does seem to be at least two pools of IDs being allocated since loot from killing mobs drop items that are sequential from one pool while items gathered from nodes are sequential from a slightly different pool. The first part of each of those unique IDs reference the ID type and server you are on, for instance 0A is Landroval, 04 is Meneldor, 16 is Snowbourn, etc. and the 03 is for Items. Those same server IDs appear in several other places such as the select object IDs that contain the player names in chat messages (so 030A is a Landroval Item while 020A is a Landroval Character) .

    Example:
    A low level mob dropped these three items:
    0x030A00039929C66E,0x7000DB17
    0x030A00039929C66F,0x7000DCBC
    0x030A00039929C670,0x70001E05
    then a node immediately harvested after killing the mob dropped these items:
    0x030A0003992C0DD7,0x7000394C
    0x030A0003992C0DD9,0x70004EBE
    then another low level mob dropped these:
    030A00039929C6A6,0x7000DB17
    030A00039929C6A7,0x70001E05
    and a third mob dropped:
    030A00039929C6AD,0x7000DCBC

    It should be readily apparent that the mob drops are being assigned unique IDs from one pool while the node assigned sequential IDs from a different pool - the gaps in the sequences between mob kills are due to the fact that other people in the world were killing mobs but all of the items dropped by a single mob were in exact sequential order and the IDs were always in ascending order in the order the mobs were killed.

    There is NO way to derive the generic item ID from those unique IDs without looking up the item on the server which is not possible for Lua.

    The ExamineItemInstance:ItemInfo values are interesting. They not only contain enough information to identify the item, but also the quantity of a stack as well as what location the item was linked from. Try linking an item from one inventory slot, then move the same item to a different inventory slot and link it - the ExamineItemInstance:ItemInfo value will change but if you move it back to the first slot you will again get the first value. Even more insteresting is that the ID can have a different number of bytes if the item is in bag slots 1,2,or 3 but will have the same number of bytes for all other slots. The same thing seems to occur for a stack if the quantity is 1,2 or 3. The leading part of the ID seems to have two numbers, the first seems to indicate some class of item while the second seems to be the same value for all items, even cross server. Also, the values seem to make more sense if the characters are decoded as Unicode rather than UTF-8.
    Last edited by Garan; Apr 05 2013 at 01:44 PM.

 

 

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