Difference between revisions of "Slot Data"

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(Format)
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* [[Protocol#Entity_Equipment_.280x05.29|0x05 Entity Equipment]]
 
* [[Protocol#Entity_Equipment_.280x05.29|0x05 Entity Equipment]]
 
* [[Protocol#Player_Block_Placement_.280x0F.29|0x0F Player Block Placement]]
 
* [[Protocol#Player_Block_Placement_.280x0F.29|0x0F Player Block Placement]]
 +
* [[Protocol#Spawn Dropped Item (0x15)| 0x15 Spawn Dropped Item]]
 
* [[Protocol#Window_click_.280x66.29|0x66 Window Click]]
 
* [[Protocol#Window_click_.280x66.29|0x66 Window Click]]
 
* [[Protocol#Set_slot_.280x67.29|0x67 Set Slot]]
 
* [[Protocol#Set_slot_.280x67.29|0x67 Set Slot]]

Revision as of 17:01, 28 October 2012

The slot data structure is how minecraft represents an item and its associated data in the minecraft protocol

Packets

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.

If the block ID is not -1, three more fields follow. These fields are a byte (item count), a short (item damage), and another short (length of item metadata).

If the short (length of item metadata) is -1, there is no item metadata, and no further data follows. Otherwise, a byte array will follow.

The byte array 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.