Items (Decoding)

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Seg 002 of EXE

A Full Item Table
Items come in a few types. Each item sits within msq blocks, the item strings (i.e. the name) are contained in the EXE.

Each item is described by 8 bytes. For each of the item types, the bytes may be interpreted in a different way. Forexample, byte 6 of weapons may be damage, whereas in Armour is it Armour Class. The following list shows the currentbest guess of each of the item types, and a table showing the actual field contents, as extracted from the executable.

{disp} Byte 2 (B2) is how stores determine if an item is for sale or not in that store. Its the number of that particular item that the store has to sell, if its zero, the store does not sell it. This works in the following way. Each store has its own item list, which has B2 filled in as to how many of a particular item it has to sell. FF means it has 256 (255?) of that item in stock. Its not known yet if this list is updated as you leave a store, or if it loads the original unaltered list each time you visit. (eye: I'm pretty sure it saves it, as you can deplete the stock of a store, and when you sell energy clips it tracks those as well) It is also not known yet how the store handles buying items off of a char.



More Info
B0 - Cost low value B1 - Cost high value B2 - Number of the item for sale in a particular store

Byte 3 is broken into upper 5 bits and lower 3 bits
B3 High - Weapon type (1-13), B3 Low - Seems to be set to 1 for Demo weapons only. 0 for everything else. B4 - Ammo capacity of weapon. B5 - Related weapon skill B6 - Damage value. B6 is the number of d6 for base damage (before any luck or attack type or armor calculations) B7 - Ammo Type (Matches offset to ammo data start)
 * 1 is melee,
 * 2/3/4 is short/medium/long range,
 * 5/6/7 is short/medium/long range with burst/auto fire enabled,
 * 8/9 is medium/long range for rockets,
 * 10/11/12 is short/medium/long range for energy weapons,
 * 13 is for exlosives.
 * So this byte is also responsible for choosing the correct combat text messages.
 * This is used for the 1 in 6 dud check AND splash damage on a auto-miss roll.
 * It also determines if an explosion sound effect is played when you (U)se it.

Armor


NOTE: Item type of 0Fh is Armor (B3 High)