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'data' must be an encoded string from an item link, either from The function returns a table with the following fields: item IIDLow - instance item ID, least significant 32 bits item IIDHigh - instance item ID, most significant 32 bits item GID - generic item ID item Crafted By - name of the crafter item Bound To Low - ID of player / account / placeholder ID to which the item is bound, least significant 32 bits item Bound To High - ID of player / account / placeholder ID to which the item is bound, most significant 32 bits item True Level - true level of the item, can be level to equip item Name - name of the (crafted) item item Level - level of the item (to equip) item Upgrades - number of upgrades (crystals) item Worth - worth of the item (in copper coins) item Quantity - number of items in stack (if relevant) item Storage Info - where the item is stored (32bits, needs further decoding) item Dye - color of the item item Bind To Account - whether the item binds to account item Bind On Acquire - whether the item binds on acquire item Armour - armour value of the item li Name - name of LI as named by the player (as opposed to crafted name) li Title ID - ID to a LI title if applied li Legacies - a table of legacies { , ... The first part of an item ID (before the comma) is the unique ID - this is a server ID plus a unique item ID which can be resolved on the server to uniquely identify instances of an item (typically items that can be dyed or have other unique properties).