140 lines
4.2 KiB
Markdown
140 lines
4.2 KiB
Markdown
# File: `Items_CoE.h`
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## Classes
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- `MasterItemList`
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- `Player`
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- `ItemStatsValues`
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- `ItemCore`
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- `ItemStat`
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- `ItemLevelOverride`
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- `ItemClass`
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- `ItemAppearance`
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- `PlayerItemList`
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- `Item`
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- `ItemStatString`
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- `Generic_Info`
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- `Armor_Info`
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- `Weapon_Info`
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- `Shield_Info`
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- `Ranged_Info`
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- `Bag_Info`
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- `Food_Info`
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- `Bauble_Info`
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- `Book_Info`
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- `Skill_Info`
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- `House_Info`
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- `HouseContainer_Info`
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- `RecipeBook_Info`
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- `Thrown_Info`
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- `ItemEffect`
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- `MasterItemList`
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- `PlayerItemList`
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- `OverFlowItemList`
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- `EquipmentItemList`
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## Functions
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- `void AddEffect(string effect, int8 percentage, int8 subbulletflag);`
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- `int32 GetMaxSellValue();`
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- `void SetMaxSellValue(int32 val);`
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- `void SetItem(Item* old_item);`
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- `int16 GetOverrideLevel(int8 adventure_class, int8 tradeskill_class);`
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- `void AddLevelOverride(int8 adventure_class, int8 tradeskill_class, int16 level);`
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- `void AddLevelOverride(ItemLevelOverride* class_);`
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- `bool CheckClassLevel(int8 adventure_class, int8 tradeskill_class, int16 level);`
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- `bool CheckClass(int8 adventure_class, int8 tradeskill_class);`
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- `bool CheckLevel(int8 adventure_class, int8 tradeskill_class, int16 level);`
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- `void SetAppearance(int16 type, int8 red, int8 green, int8 blue, int8 highlight_red, int8 highlight_green, int8 highlight_blue);`
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- `void SetAppearance(ItemAppearance* appearance);`
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- `void AddStat(ItemStat* in_stat);`
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- `void AddStatString(ItemStatString* in_stat);`
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- `void AddStat(int8 type, int16 subtype, float value, char* name = 0);`
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- `void SetWeaponType(int8 type);`
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- `int8 GetWeaponType();`
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- `bool HasSlot(int8 slot, int8 slot2 = 255);`
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- `bool IsNormal();`
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- `bool IsWeapon();`
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- `bool IsArmor();`
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- `bool IsRanged();`
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- `bool IsBag();`
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- `bool IsFood();`
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- `bool IsBauble();`
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- `bool IsSkill();`
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- `bool IsHouseItem();`
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- `bool IsHouseContainer();`
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- `bool IsShield();`
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- `bool IsAdornment();`
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- `bool IsAmmo();`
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- `bool IsBook();`
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- `bool IsChainArmor();`
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- `bool IsClothArmor();`
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- `bool IsCollectable();`
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- `bool IsCloak();`
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- `bool IsCrushWeapon();`
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- `bool IsFoodFood();`
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- `bool IsFoodDrink();`
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- `bool IsJewelry();`
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- `bool IsLeatherArmor();`
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- `bool IsMisc();`
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- `bool IsPierceWeapon();`
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- `bool IsPlateArmor();`
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- `bool IsPoison();`
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- `bool IsPotion();`
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- `bool IsRecipeBook();`
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- `bool IsSalesDisplay();`
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- `bool IsSlashWeapon();`
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- `bool IsSpellScroll();`
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- `bool IsTinkered();`
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- `bool IsTradeskill();`
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- `bool IsThrown();`
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- `void SetItemScript(string name);`
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- `int32 CalculateRepairCost();`
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- `void SetItemType(int8 in_type);`
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- `void serialize(PacketStruct* packet, bool show_name = false, Player* player = 0, int16 packet_type = 0, int8 subtype = 0, bool loot_item = false);`
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- `bool CheckFlag(int32 flag);`
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- `void AddSlot(int8 slot_id);`
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- `void SetSlots(int32 slots);`
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- `void AddItem(Item* item);`
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- `bool IsBag(int32 item_id);`
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- `void RemoveAll();`
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- `bool SharedBankAddAllowed(Item* item);`
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- `bool HasItem(int32 id, bool include_bank = false);`
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- `void MoveItem(Item* item, sint32 inv_slot, int16 slot, bool erase_old = true);`
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- `bool MoveItem(sint32 to_bag_id, int16 from_index, sint8 to, int8 charges);`
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- `bool AssignItemToFreeSlot(Item* item);`
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- `int16 GetNumberOfFreeSlots();`
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- `int16 GetNumberOfItems();`
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- `bool HasFreeSlot();`
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- `bool HasFreeBagSlot();`
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- `void DestroyItem(int16 index);`
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- `void RemoveItem(Item* item, bool delete_item = false);`
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- `void AddItem(Item* item);`
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- `bool HasFreeBankSlot();`
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- `int8 FindFreeBankSlot();`
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- `void Stack(Item* orig_item, Item* item);`
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- `bool OverFlowSlotFull();`
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- `int8 GetNextOverFlowSlot();`
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- `bool AddItem(Item* item);`
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- `bool HasItem(int32 id);`
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- `int8 GetNumberOfItems();`
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- `void SetItem(int8 slot_id, Item* item);`
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- `void RemoveItem(int8 slot, bool delete_item = false);`
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- `bool AddItem(int8 slot, Item* item);`
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- `bool CheckEquipSlot(Item* tmp, int8 slot);`
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- `bool CanItemBeEquippedInSlot(Item* tmp, int8 slot);`
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- `int8 GetFreeSlot(Item* tmp, int8 slot_id = 255);`
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## Notable Comments
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- /*
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- */
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- //#define ITEM_STAT_VS_SLASH 200
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- //#define ITEM_STAT_VS_CRUSH 201
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- //#define ITEM_STAT_VS_PIERCE 202
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- //#define ITEM_STAT_VS_HEAT 203
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- //#define ITEM_STAT_VS_COLD 204
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- //#define ITEM_STAT_VS_MAGIC 205
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- //#define ITEM_STAT_VS_MENTAL 206
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- //#define ITEM_STAT_VS_DIVINE 207
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