Slot Data: Difference between revisions
imported>Pdelvo (Updated to 1.3.1) |
imported>Eloston |
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== Packets == | == Packets == | ||
* [[Protocol#Player_Block_Placement_.280x0F.29|0x0F | * [[Protocol#Entity_Equipment_.280x05.29|0x05 Entity Equipment]] | ||
* [[Protocol#Window_click_.280x66.29|0x66 | * [[Protocol#Player_Block_Placement_.280x0F.29|0x0F Player Block Placement]] | ||
* [[Protocol#Set_slot_.280x67.29|0x67 | * [[Protocol#Window_click_.280x66.29|0x66 Window Click]] | ||
* [[Protocol#Window_items_.280x68.29|0x68 | * [[Protocol#Set_slot_.280x67.29|0x67 Set Slot]] | ||
* [[Protocol#Creative_inventory_action_.280x6B.29|0x6B | * [[Protocol#Window_items_.280x68.29|0x68 Window Items]] (as an array) | ||
* [[Protocol#Creative_inventory_action_.280x6B.29|0x6B Creative Inventory Action]] | |||
== Format == | == Format == | ||
Revision as of 08:45, 29 August 2012
The slot data structure is how minecraft represents an item and its associated data in the minecraft protocol
Packets
- 0x05 Entity Equipment
- 0x0F Player Block Placement
- 0x66 Window Click
- 0x67 Set Slot
- 0x68 Window Items (as an array)
- 0x6B Creative Inventory Action
Format
The structure consists of at least a short, which gives the item/block ID [1]. A value of -1 signifies that the slot is empty, and no further data follows.
For non-empty slots, at least two further fields follow. These fields are a byte (item count) and a short (damage/block metadata)
For every block ID, except -1, further data follows. First, a short gives the length of a proceeding byte array. A value of -1 signifies no further data.
The byte array (if present) contains gzipped (that is RFC 1952 rather than RFC 1950) NBT data. The format of this data is as follows:
COMPOUND: ''
LIST: 'ench'
COMPOUND
SHORT: 'id'
SHORT: 'lvl'
END
COMPOUND
...etc
END
END
Each of the inner, untagged COMPOUNDs represents an enchantment, with its ID[2] and level given as child SHORT elements.