mirror of
https://github.com/emagi/eq2emu
synced 2026-08-12 18:23:04 -04:00
4.4 KiB
4.4 KiB
File: Items_DoV.h
Classes
MasterItemListPlayerEntityItemStatsValuesItemCoreItemStatItemLevelOverrideItemClassItemAppearancePlayerItemListItemItemStatStringGeneric_InfoArmor_InfoWeapon_InfoShield_InfoRanged_InfoBag_InfoFood_InfoBauble_InfoBook_InfoSkill_InfoHouse_InfoHouseContainer_InfoRecipeBook_InfoThrown_InfoItemEffectMasterItemListPlayerItemListOverFlowItemListEquipmentItemList
Functions
void AddEffect(string effect, int8 percentage, int8 subbulletflag);int32 GetMaxSellValue();void SetMaxSellValue(int32 val);void SetItem(Item* old_item);int16 GetOverrideLevel(int8 adventure_class, int8 tradeskill_class);void AddLevelOverride(int8 adventure_class, int8 tradeskill_class, int16 level);void AddLevelOverride(ItemLevelOverride* class_);bool CheckClassLevel(int8 adventure_class, int8 tradeskill_class, int16 level);bool CheckClass(int8 adventure_class, int8 tradeskill_class);bool CheckLevel(int8 adventure_class, int8 tradeskill_class, int16 level);void SetAppearance(int16 type, int8 red, int8 green, int8 blue, int8 highlight_red, int8 highlight_green, int8 highlight_blue);void SetAppearance(ItemAppearance* appearance);void AddStat(ItemStat* in_stat);void AddStatString(ItemStatString* in_stat);void AddStat(int8 type, int16 subtype, float value, char* name = 0);void SetWeaponType(int8 type);int8 GetWeaponType();bool HasSlot(int8 slot, int8 slot2 = 255);bool IsNormal();bool IsWeapon();bool IsArmor();bool IsRanged();bool IsBag();bool IsFood();bool IsBauble();bool IsSkill();bool IsHouseItem();bool IsHouseContainer();bool IsShield();bool IsAdornment();bool IsAmmo();bool IsBook();bool IsChainArmor();bool IsClothArmor();bool IsCollectable();bool IsCloak();bool IsCrushWeapon();bool IsFoodFood();bool IsFoodDrink();bool IsJewelry();bool IsLeatherArmor();bool IsMisc();bool IsPierceWeapon();bool IsPlateArmor();bool IsPoison();bool IsPotion();bool IsRecipeBook();bool IsSalesDisplay();bool IsSlashWeapon();bool IsSpellScroll();bool IsTinkered();bool IsTradeskill();bool IsThrown();void SetItemScript(string name);int32 CalculateRepairCost();void SetItemType(int8 in_type);void serialize(PacketStruct* packet, bool show_name = false, Player* player = 0, int16 packet_type = 0, int8 subtype = 0, bool loot_item = false);bool CheckFlag(int32 flag);void AddSlot(int8 slot_id);void SetSlots(int32 slots);void AddItem(Item* item);bool IsBag(int32 item_id);void RemoveAll();bool SharedBankAddAllowed(Item* item);bool HasItem(int32 id, bool include_bank = false);void MoveItem(Item* item, sint32 inv_slot, int16 slot, bool erase_old = true);bool MoveItem(sint32 to_bag_id, int16 from_index, sint8 to, int8 charges);bool AssignItemToFreeSlot(Item* item);int16 GetNumberOfFreeSlots();int16 GetNumberOfItems();bool HasFreeSlot();bool HasFreeBagSlot();void DestroyItem(int16 index);void RemoveItem(Item* item, bool delete_item = false);void AddItem(Item* item);bool HasFreeBankSlot();int8 FindFreeBankSlot();bool GetFirstFreeSlot(sint32* bag_id, sint16* slot);void Stack(Item* orig_item, Item* item);bool OverFlowSlotFull();int8 GetNextOverFlowSlot();bool AddItem(Item* item);bool HasItem(int32 id);int8 GetNumberOfItems();void SetItem(int8 slot_id, Item* item);void RemoveItem(int8 slot, bool delete_item = false);bool AddItem(int8 slot, Item* item);bool CheckEquipSlot(Item* tmp, int8 slot);bool CanItemBeEquippedInSlot(Item* tmp, int8 slot);int8 GetFreeSlot(Item* tmp, int8 slot_id = 255);
Notable Comments
- /*
- */
- //#define ITEM_STAT_VS_HEAT 203 //just so no build error
- //#define ITEM_STAT_VS_MAGIC 205 //just so no build error
- //#define ITEM_STAT_VS_POISON 209 //just so no build error
- //#define ITEM_STAT_VS_DROWNING 210 //just so no build error
- //#define ITEM_STAT_VS_FALLING 211 //just so no build error
- //#define ITEM_STAT_VS_PAIN 212 //just so no build error
- //#define ITEM_STAT_VS_MELEE 213 //just so no build error
- //#define ITEM_STAT_HPREGEN 600