[Quest API] Add Augment Slot Type/Visible to GetItemStat (#2686)

* [Quest API] Add Augment Slot Type/Visible to GetItemStat

# Notes
- Adds the ability to get an item's augment slot types and augment slot visibility information.

* const
This commit is contained in:
Alex King 2023-01-01 11:35:15 -05:00 committed by GitHub
parent 3a4ba6f422
commit 1531650b3a
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
11 changed files with 371 additions and 348 deletions

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@ -206,7 +206,7 @@ namespace EQ
void SetCustomItemData(uint32 character_id, int16 slot_id, std::string identifier, float value);
void SetCustomItemData(uint32 character_id, int16 slot_id, std::string identifier, bool value);
std::string GetCustomItemData(int16 slot_id, std::string identifier);
static int GetItemStatValue(uint32 item_id, const char* identifier);
static const int GetItemStatValue(uint32 item_id, std::string identifier);
protected:
///////////////////////////////
// Protected Methods

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@ -2412,9 +2412,9 @@ std::string Perl__get_data_remaining(std::string bucket_name)
return DataBucket::GetDataRemaining(bucket_name);
}
int Perl__getitemstat(uint32 item_id, std::string stat_identifier)
const int Perl__getitemstat(uint32 item_id, std::string identifier)
{
return quest_manager.getitemstat(item_id, stat_identifier);
return quest_manager.getitemstat(item_id, identifier);
}
int Perl__getspellstat(uint32 spell_id, std::string stat_identifier)

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@ -3871,339 +3871,362 @@ std::string EQ::InventoryProfile::GetCustomItemData(int16 slot_id, std::string i
return "";
}
int EQ::InventoryProfile::GetItemStatValue(uint32 item_id, const char* identifier) {
const EQ::ItemInstance* inst = database.CreateItem(item_id);
if (!inst)
const int EQ::InventoryProfile::GetItemStatValue(uint32 item_id, std::string identifier) {
if (identifier.empty()) {
return 0;
const EQ::ItemData* item = inst->GetItem();
if (!item)
return 0;
if (!identifier)
return 0;
int32 stat = 0;
std::string id = identifier;
for(uint32 i = 0; i < id.length(); ++i) {
id[i] = tolower(id[i]);
}
if (id == "itemclass")
stat = int32(item->ItemClass);
if (id == "id")
stat = int32(item->ID);
if (id == "idfile")
stat = atoi(&item->IDFile[2]);
if (id == "weight")
stat = int32(item->Weight);
if (id == "norent")
stat = int32(item->NoRent);
if (id == "nodrop")
stat = int32(item->NoDrop);
if (id == "size")
stat = int32(item->Size);
if (id == "slots")
stat = int32(item->Slots);
if (id == "price")
stat = int32(item->Price);
if (id == "icon")
stat = int32(item->Icon);
if (id == "loregroup")
stat = int32(item->LoreGroup);
if (id == "loreflag")
stat = int32(item->LoreFlag);
if (id == "pendingloreflag")
stat = int32(item->PendingLoreFlag);
if (id == "artifactflag")
stat = int32(item->ArtifactFlag);
if (id == "summonedflag")
stat = int32(item->SummonedFlag);
if (id == "fvnodrop")
stat = int32(item->FVNoDrop);
if (id == "favor")
stat = int32(item->Favor);
if (id == "guildfavor")
stat = int32(item->GuildFavor);
if (id == "pointtype")
stat = int32(item->PointType);
if (id == "bagtype")
stat = int32(item->BagType);
if (id == "bagslots")
stat = int32(item->BagSlots);
if (id == "bagsize")
stat = int32(item->BagSize);
if (id == "bagwr")
stat = int32(item->BagWR);
if (id == "benefitflag")
stat = int32(item->BenefitFlag);
if (id == "tradeskills")
stat = int32(item->Tradeskills);
if (id == "cr")
stat = int32(item->CR);
if (id == "dr")
stat = int32(item->DR);
if (id == "pr")
stat = int32(item->PR);
if (id == "mr")
stat = int32(item->MR);
if (id == "fr")
stat = int32(item->FR);
if (id == "astr")
stat = int32(item->AStr);
if (id == "asta")
stat = int32(item->ASta);
if (id == "aagi")
stat = int32(item->AAgi);
if (id == "adex")
stat = int32(item->ADex);
if (id == "acha")
stat = int32(item->ACha);
if (id == "aint")
stat = int32(item->AInt);
if (id == "awis")
stat = int32(item->AWis);
if (id == "hp")
stat = int32(item->HP);
if (id == "mana")
stat = int32(item->Mana);
if (id == "ac")
stat = int32(item->AC);
if (id == "deity")
stat = int32(item->Deity);
if (id == "skillmodvalue")
stat = int32(item->SkillModValue);
if (id == "skillmodtype")
stat = int32(item->SkillModType);
if (id == "banedmgrace")
stat = int32(item->BaneDmgRace);
if (id == "banedmgamt")
stat = int32(item->BaneDmgAmt);
if (id == "banedmgbody")
stat = int32(item->BaneDmgBody);
if (id == "magic")
stat = int32(item->Magic);
if (id == "casttime_")
stat = int32(item->CastTime_);
if (id == "reqlevel")
stat = int32(item->ReqLevel);
if (id == "bardtype")
stat = int32(item->BardType);
if (id == "bardvalue")
stat = int32(item->BardValue);
if (id == "light")
stat = int32(item->Light);
if (id == "delay")
stat = int32(item->Delay);
if (id == "reclevel")
stat = int32(item->RecLevel);
if (id == "recskill")
stat = int32(item->RecSkill);
if (id == "elemdmgtype")
stat = int32(item->ElemDmgType);
if (id == "elemdmgamt")
stat = int32(item->ElemDmgAmt);
if (id == "range")
stat = int32(item->Range);
if (id == "damage")
stat = int32(item->Damage);
if (id == "color")
stat = int32(item->Color);
if (id == "classes")
stat = int32(item->Classes);
if (id == "races")
stat = int32(item->Races);
if (id == "maxcharges")
stat = int32(item->MaxCharges);
if (id == "itemtype")
stat = int32(item->ItemType);
if (id == "material")
stat = int32(item->Material);
if (id == "casttime")
stat = int32(item->CastTime);
if (id == "elitematerial")
stat = int32(item->EliteMaterial);
if (id == "herosforgemodel")
stat = int32(item->HerosForgeModel);
if (id == "procrate")
stat = int32(item->ProcRate);
if (id == "combateffects")
stat = int32(item->CombatEffects);
if (id == "shielding")
stat = int32(item->Shielding);
if (id == "stunresist")
stat = int32(item->StunResist);
if (id == "strikethrough")
stat = int32(item->StrikeThrough);
if (id == "extradmgskill")
stat = int32(item->ExtraDmgSkill);
if (id == "extradmgamt")
stat = int32(item->ExtraDmgAmt);
if (id == "spellshield")
stat = int32(item->SpellShield);
if (id == "avoidance")
stat = int32(item->Avoidance);
if (id == "accuracy")
stat = int32(item->Accuracy);
if (id == "charmfileid")
stat = int32(item->CharmFileID);
if (id == "factionmod1")
stat = int32(item->FactionMod1);
if (id == "factionmod2")
stat = int32(item->FactionMod2);
if (id == "factionmod3")
stat = int32(item->FactionMod3);
if (id == "factionmod4")
stat = int32(item->FactionMod4);
if (id == "factionamt1")
stat = int32(item->FactionAmt1);
if (id == "factionamt2")
stat = int32(item->FactionAmt2);
if (id == "factionamt3")
stat = int32(item->FactionAmt3);
if (id == "factionamt4")
stat = int32(item->FactionAmt4);
if (id == "augtype")
stat = int32(item->AugType);
if (id == "ldontheme")
stat = int32(item->LDoNTheme);
if (id == "ldonprice")
stat = int32(item->LDoNPrice);
if (id == "ldonsold")
stat = int32(item->LDoNSold);
if (id == "banedmgraceamt")
stat = int32(item->BaneDmgRaceAmt);
if (id == "augrestrict")
stat = int32(item->AugRestrict);
if (id == "endur")
stat = int32(item->Endur);
if (id == "dotshielding")
stat = int32(item->DotShielding);
if (id == "attack")
stat = int32(item->Attack);
if (id == "regen")
stat = int32(item->Regen);
if (id == "manaregen")
stat = int32(item->ManaRegen);
if (id == "enduranceregen")
stat = int32(item->EnduranceRegen);
if (id == "haste")
stat = int32(item->Haste);
if (id == "damageshield")
stat = int32(item->DamageShield);
if (id == "recastdelay")
stat = int32(item->RecastDelay);
if (id == "recasttype")
stat = int32(item->RecastType);
if (id == "augdistiller")
stat = int32(item->AugDistiller);
if (id == "attuneable")
stat = int32(item->Attuneable);
if (id == "nopet")
stat = int32(item->NoPet);
if (id == "potionbelt")
stat = int32(item->PotionBelt);
if (id == "stackable")
stat = int32(item->Stackable);
if (id == "notransfer")
stat = int32(item->NoTransfer);
if (id == "questitemflag")
stat = int32(item->QuestItemFlag);
if (id == "stacksize")
stat = int32(item->StackSize);
if (id == "potionbeltslots")
stat = int32(item->PotionBeltSlots);
if (id == "book")
stat = int32(item->Book);
if (id == "booktype")
stat = int32(item->BookType);
if (id == "svcorruption")
stat = int32(item->SVCorruption);
if (id == "purity")
stat = int32(item->Purity);
if (id == "backstabdmg")
stat = int32(item->BackstabDmg);
if (id == "dsmitigation")
stat = int32(item->DSMitigation);
if (id == "heroicstr")
stat = int32(item->HeroicStr);
if (id == "heroicint")
stat = int32(item->HeroicInt);
if (id == "heroicwis")
stat = int32(item->HeroicWis);
if (id == "heroicagi")
stat = int32(item->HeroicAgi);
if (id == "heroicdex")
stat = int32(item->HeroicDex);
if (id == "heroicsta")
stat = int32(item->HeroicSta);
if (id == "heroiccha")
stat = int32(item->HeroicCha);
if (id == "heroicmr")
stat = int32(item->HeroicMR);
if (id == "heroicfr")
stat = int32(item->HeroicFR);
if (id == "heroiccr")
stat = int32(item->HeroicCR);
if (id == "heroicdr")
stat = int32(item->HeroicDR);
if (id == "heroicpr")
stat = int32(item->HeroicPR);
if (id == "heroicsvcorrup")
stat = int32(item->HeroicSVCorrup);
if (id == "healamt")
stat = int32(item->HealAmt);
if (id == "spelldmg")
stat = int32(item->SpellDmg);
if (id == "ldonsellbackrate")
stat = int32(item->LDoNSellBackRate);
if (id == "scriptfileid")
stat = int32(item->ScriptFileID);
if (id == "expendablearrow")
stat = int32(item->ExpendableArrow);
if (id == "clairvoyance")
stat = int32(item->Clairvoyance);
// Begin Effects
if (id == "clickeffect")
stat = int32(item->Click.Effect);
if (id == "clicktype")
stat = int32(item->Click.Type);
if (id == "clicklevel")
stat = int32(item->Click.Level);
if (id == "clicklevel2")
stat = int32(item->Click.Level2);
if (id == "proceffect")
stat = int32(item->Proc.Effect);
if (id == "proctype")
stat = int32(item->Proc.Type);
if (id == "proclevel")
stat = int32(item->Proc.Level);
if (id == "proclevel2")
stat = int32(item->Proc.Level2);
if (id == "worneffect")
stat = int32(item->Worn.Effect);
if (id == "worntype")
stat = int32(item->Worn.Type);
if (id == "wornlevel")
stat = int32(item->Worn.Level);
if (id == "wornlevel2")
stat = int32(item->Worn.Level2);
if (id == "focuseffect")
stat = int32(item->Focus.Effect);
if (id == "focustype")
stat = int32(item->Focus.Type);
if (id == "focuslevel")
stat = int32(item->Focus.Level);
if (id == "focuslevel2")
stat = int32(item->Focus.Level2);
if (id == "scrolleffect")
stat = int32(item->Scroll.Effect);
if (id == "scrolltype")
stat = int32(item->Scroll.Type);
if (id == "scrolllevel")
stat = int32(item->Scroll.Level);
if (id == "scrolllevel2")
stat = int32(item->Scroll.Level2);
const auto* inst = database.CreateItem(item_id);
if (!inst) {
return 0;
}
const auto* item = inst->GetItem();
if (!item) {
return 0;
}
int stat = 0;
if (Strings::EqualFold(identifier, "itemclass")) {
stat = static_cast<int>(item->ItemClass);
} else if (Strings::EqualFold(identifier, "id")) {
stat = static_cast<int>(item->ID);
} else if (Strings::EqualFold(identifier, "idfile")) {
stat = Strings::IsNumber(&item->IDFile[2]) ? std::stoi(&item->IDFile[2]) : 0;
} else if (Strings::EqualFold(identifier, "weight")) {
stat = static_cast<int>(item->Weight);
} else if (Strings::EqualFold(identifier, "norent")) {
stat = static_cast<int>(item->NoRent);
} else if (Strings::EqualFold(identifier, "nodrop")) {
stat = static_cast<int>(item->NoDrop);
} else if (Strings::EqualFold(identifier, "size")) {
stat = static_cast<int>(item->Size);
} else if (Strings::EqualFold(identifier, "slots")) {
stat = static_cast<int>(item->Slots);
} else if (Strings::EqualFold(identifier, "price")) {
stat = static_cast<int>(item->Price);
} else if (Strings::EqualFold(identifier, "icon")) {
stat = static_cast<int>(item->Icon);
} else if (Strings::EqualFold(identifier, "loregroup")) {
stat = static_cast<int>(item->LoreGroup);
} else if (Strings::EqualFold(identifier, "loreflag")) {
stat = static_cast<int>(item->LoreFlag);
} else if (Strings::EqualFold(identifier, "pendingloreflag")) {
stat = static_cast<int>(item->PendingLoreFlag);
} else if (Strings::EqualFold(identifier, "artifactflag")) {
stat = static_cast<int>(item->ArtifactFlag);
} else if (Strings::EqualFold(identifier, "summonedflag")) {
stat = static_cast<int>(item->SummonedFlag);
} else if (Strings::EqualFold(identifier, "fvnodrop")) {
stat = static_cast<int>(item->FVNoDrop);
} else if (Strings::EqualFold(identifier, "favor")) {
stat = static_cast<int>(item->Favor);
} else if (Strings::EqualFold(identifier, "guildfavor")) {
stat = static_cast<int>(item->GuildFavor);
} else if (Strings::EqualFold(identifier, "pointtype")) {
stat = static_cast<int>(item->PointType);
} else if (Strings::EqualFold(identifier, "bagtype")) {
stat = static_cast<int>(item->BagType);
} else if (Strings::EqualFold(identifier, "bagslots")) {
stat = static_cast<int>(item->BagSlots);
} else if (Strings::EqualFold(identifier, "bagsize")) {
stat = static_cast<int>(item->BagSize);
} else if (Strings::EqualFold(identifier, "bagwr")) {
stat = static_cast<int>(item->BagWR);
} else if (Strings::EqualFold(identifier, "benefitflag")) {
stat = static_cast<int>(item->BenefitFlag);
} else if (Strings::EqualFold(identifier, "tradeskills")) {
stat = static_cast<int>(item->Tradeskills);
} else if (Strings::EqualFold(identifier, "cr")) {
stat = static_cast<int>(item->CR);
} else if (Strings::EqualFold(identifier, "dr")) {
stat = static_cast<int>(item->DR);
} else if (Strings::EqualFold(identifier, "pr")) {
stat = static_cast<int>(item->PR);
} else if (Strings::EqualFold(identifier, "mr")) {
stat = static_cast<int>(item->MR);
} else if (Strings::EqualFold(identifier, "fr")) {
stat = static_cast<int>(item->FR);
} else if (Strings::EqualFold(identifier, "astr")) {
stat = static_cast<int>(item->AStr);
} else if (Strings::EqualFold(identifier, "asta")) {
stat = static_cast<int>(item->ASta);
} else if (Strings::EqualFold(identifier, "aagi")) {
stat = static_cast<int>(item->AAgi);
} else if (Strings::EqualFold(identifier, "adex")) {
stat = static_cast<int>(item->ADex);
} else if (Strings::EqualFold(identifier, "acha")) {
stat = static_cast<int>(item->ACha);
} else if (Strings::EqualFold(identifier, "aint")) {
stat = static_cast<int>(item->AInt);
} else if (Strings::EqualFold(identifier, "awis")) {
stat = static_cast<int>(item->AWis);
} else if (Strings::EqualFold(identifier, "hp")) {
stat = static_cast<int>(item->HP);
} else if (Strings::EqualFold(identifier, "mana")) {
stat = static_cast<int>(item->Mana);
} else if (Strings::EqualFold(identifier, "ac")) {
stat = static_cast<int>(item->AC);
} else if (Strings::EqualFold(identifier, "deity")) {
stat = static_cast<int>(item->Deity);
} else if (Strings::EqualFold(identifier, "skillmodvalue")) {
stat = static_cast<int>(item->SkillModValue);
} else if (Strings::EqualFold(identifier, "skillmodtype")) {
stat = static_cast<int>(item->SkillModType);
} else if (Strings::EqualFold(identifier, "banedmgrace")) {
stat = static_cast<int>(item->BaneDmgRace);
} else if (Strings::EqualFold(identifier, "banedmgamt")) {
stat = static_cast<int>(item->BaneDmgAmt);
} else if (Strings::EqualFold(identifier, "banedmgbody")) {
stat = static_cast<int>(item->BaneDmgBody);
} else if (Strings::EqualFold(identifier, "magic")) {
stat = static_cast<int>(item->Magic);
} else if (Strings::EqualFold(identifier, "casttime_")) {
stat = static_cast<int>(item->CastTime_);
} else if (Strings::EqualFold(identifier, "reqlevel")) {
stat = static_cast<int>(item->ReqLevel);
} else if (Strings::EqualFold(identifier, "bardtype")) {
stat = static_cast<int>(item->BardType);
} else if (Strings::EqualFold(identifier, "bardvalue")) {
stat = static_cast<int>(item->BardValue);
} else if (Strings::EqualFold(identifier, "light")) {
stat = static_cast<int>(item->Light);
} else if (Strings::EqualFold(identifier, "delay")) {
stat = static_cast<int>(item->Delay);
} else if (Strings::EqualFold(identifier, "reclevel")) {
stat = static_cast<int>(item->RecLevel);
} else if (Strings::EqualFold(identifier, "recskill")) {
stat = static_cast<int>(item->RecSkill);
} else if (Strings::EqualFold(identifier, "elemdmgtype")) {
stat = static_cast<int>(item->ElemDmgType);
} else if (Strings::EqualFold(identifier, "elemdmgamt")) {
stat = static_cast<int>(item->ElemDmgAmt);
} else if (Strings::EqualFold(identifier, "range")) {
stat = static_cast<int>(item->Range);
} else if (Strings::EqualFold(identifier, "damage")) {
stat = static_cast<int>(item->Damage);
} else if (Strings::EqualFold(identifier, "color")) {
stat = static_cast<int>(item->Color);
} else if (Strings::EqualFold(identifier, "classes")) {
stat = static_cast<int>(item->Classes);
} else if (Strings::EqualFold(identifier, "races")) {
stat = static_cast<int>(item->Races);
} else if (Strings::EqualFold(identifier, "maxcharges")) {
stat = static_cast<int>(item->MaxCharges);
} else if (Strings::EqualFold(identifier, "itemtype")) {
stat = static_cast<int>(item->ItemType);
} else if (Strings::EqualFold(identifier, "material")) {
stat = static_cast<int>(item->Material);
} else if (Strings::EqualFold(identifier, "casttime")) {
stat = static_cast<int>(item->CastTime);
} else if (Strings::EqualFold(identifier, "elitematerial")) {
stat = static_cast<int>(item->EliteMaterial);
} else if (Strings::EqualFold(identifier, "herosforgemodel")) {
stat = static_cast<int>(item->HerosForgeModel);
} else if (Strings::EqualFold(identifier, "procrate")) {
stat = static_cast<int>(item->ProcRate);
} else if (Strings::EqualFold(identifier, "combateffects")) {
stat = static_cast<int>(item->CombatEffects);
} else if (Strings::EqualFold(identifier, "shielding")) {
stat = static_cast<int>(item->Shielding);
} else if (Strings::EqualFold(identifier, "stunresist")) {
stat = static_cast<int>(item->StunResist);
} else if (Strings::EqualFold(identifier, "strikethrough")) {
stat = static_cast<int>(item->StrikeThrough);
} else if (Strings::EqualFold(identifier, "extradmgskill")) {
stat = static_cast<int>(item->ExtraDmgSkill);
} else if (Strings::EqualFold(identifier, "extradmgamt")) {
stat = static_cast<int>(item->ExtraDmgAmt);
} else if (Strings::EqualFold(identifier, "spellshield")) {
stat = static_cast<int>(item->SpellShield);
} else if (Strings::EqualFold(identifier, "avoidance")) {
stat = static_cast<int>(item->Avoidance);
} else if (Strings::EqualFold(identifier, "accuracy")) {
stat = static_cast<int>(item->Accuracy);
} else if (Strings::EqualFold(identifier, "charmfileid")) {
stat = static_cast<int>(item->CharmFileID);
} else if (Strings::EqualFold(identifier, "factionmod1")) {
stat = static_cast<int>(item->FactionMod1);
} else if (Strings::EqualFold(identifier, "factionmod2")) {
stat = static_cast<int>(item->FactionMod2);
} else if (Strings::EqualFold(identifier, "factionmod3")) {
stat = static_cast<int>(item->FactionMod3);
} else if (Strings::EqualFold(identifier, "factionmod4")) {
stat = static_cast<int>(item->FactionMod4);
} else if (Strings::EqualFold(identifier, "factionamt1")) {
stat = static_cast<int>(item->FactionAmt1);
} else if (Strings::EqualFold(identifier, "factionamt2")) {
stat = static_cast<int>(item->FactionAmt2);
} else if (Strings::EqualFold(identifier, "factionamt3")) {
stat = static_cast<int>(item->FactionAmt3);
} else if (Strings::EqualFold(identifier, "factionamt4")) {
stat = static_cast<int>(item->FactionAmt4);
} else if (Strings::EqualFold(identifier, "augtype")) {
stat = static_cast<int>(item->AugType);
} else if (Strings::EqualFold(identifier, "ldontheme")) {
stat = static_cast<int>(item->LDoNTheme);
} else if (Strings::EqualFold(identifier, "ldonprice")) {
stat = static_cast<int>(item->LDoNPrice);
} else if (Strings::EqualFold(identifier, "ldonsold")) {
stat = static_cast<int>(item->LDoNSold);
} else if (Strings::EqualFold(identifier, "banedmgraceamt")) {
stat = static_cast<int>(item->BaneDmgRaceAmt);
} else if (Strings::EqualFold(identifier, "augrestrict")) {
stat = static_cast<int>(item->AugRestrict);
} else if (Strings::EqualFold(identifier, "endur")) {
stat = static_cast<int>(item->Endur);
} else if (Strings::EqualFold(identifier, "dotshielding")) {
stat = static_cast<int>(item->DotShielding);
} else if (Strings::EqualFold(identifier, "attack")) {
stat = static_cast<int>(item->Attack);
} else if (Strings::EqualFold(identifier, "regen")) {
stat = static_cast<int>(item->Regen);
} else if (Strings::EqualFold(identifier, "manaregen")) {
stat = static_cast<int>(item->ManaRegen);
} else if (Strings::EqualFold(identifier, "enduranceregen")) {
stat = static_cast<int>(item->EnduranceRegen);
} else if (Strings::EqualFold(identifier, "haste")) {
stat = static_cast<int>(item->Haste);
} else if (Strings::EqualFold(identifier, "damageshield")) {
stat = static_cast<int>(item->DamageShield);
} else if (Strings::EqualFold(identifier, "recastdelay")) {
stat = static_cast<int>(item->RecastDelay);
} else if (Strings::EqualFold(identifier, "recasttype")) {
stat = static_cast<int>(item->RecastType);
} else if (Strings::EqualFold(identifier, "augdistiller")) {
stat = static_cast<int>(item->AugDistiller);
} else if (Strings::EqualFold(identifier, "attuneable")) {
stat = static_cast<int>(item->Attuneable);
} else if (Strings::EqualFold(identifier, "nopet")) {
stat = static_cast<int>(item->NoPet);
} else if (Strings::EqualFold(identifier, "potionbelt")) {
stat = static_cast<int>(item->PotionBelt);
} else if (Strings::EqualFold(identifier, "stackable")) {
stat = static_cast<int>(item->Stackable);
} else if (Strings::EqualFold(identifier, "notransfer")) {
stat = static_cast<int>(item->NoTransfer);
} else if (Strings::EqualFold(identifier, "questitemflag")) {
stat = static_cast<int>(item->QuestItemFlag);
} else if (Strings::EqualFold(identifier, "stacksize")) {
stat = static_cast<int>(item->StackSize);
} else if (Strings::EqualFold(identifier, "potionbeltslots")) {
stat = static_cast<int>(item->PotionBeltSlots);
} else if (Strings::EqualFold(identifier, "book")) {
stat = static_cast<int>(item->Book);
} else if (Strings::EqualFold(identifier, "booktype")) {
stat = static_cast<int>(item->BookType);
} else if (Strings::EqualFold(identifier, "svcorruption")) {
stat = static_cast<int>(item->SVCorruption);
} else if (Strings::EqualFold(identifier, "purity")) {
stat = static_cast<int>(item->Purity);
} else if (Strings::EqualFold(identifier, "backstabdmg")) {
stat = static_cast<int>(item->BackstabDmg);
} else if (Strings::EqualFold(identifier, "dsmitigation")) {
stat = static_cast<int>(item->DSMitigation);
} else if (Strings::EqualFold(identifier, "heroicstr")) {
stat = static_cast<int>(item->HeroicStr);
} else if (Strings::EqualFold(identifier, "heroicint")) {
stat = static_cast<int>(item->HeroicInt);
} else if (Strings::EqualFold(identifier, "heroicwis")) {
stat = static_cast<int>(item->HeroicWis);
} else if (Strings::EqualFold(identifier, "heroicagi")) {
stat = static_cast<int>(item->HeroicAgi);
} else if (Strings::EqualFold(identifier, "heroicdex")) {
stat = static_cast<int>(item->HeroicDex);
} else if (Strings::EqualFold(identifier, "heroicsta")) {
stat = static_cast<int>(item->HeroicSta);
} else if (Strings::EqualFold(identifier, "heroiccha")) {
stat = static_cast<int>(item->HeroicCha);
} else if (Strings::EqualFold(identifier, "heroicmr")) {
stat = static_cast<int>(item->HeroicMR);
} else if (Strings::EqualFold(identifier, "heroicfr")) {
stat = static_cast<int>(item->HeroicFR);
} else if (Strings::EqualFold(identifier, "heroiccr")) {
stat = static_cast<int>(item->HeroicCR);
} else if (Strings::EqualFold(identifier, "heroicdr")) {
stat = static_cast<int>(item->HeroicDR);
} else if (Strings::EqualFold(identifier, "heroicpr")) {
stat = static_cast<int>(item->HeroicPR);
} else if (Strings::EqualFold(identifier, "heroicsvcorrup")) {
stat = static_cast<int>(item->HeroicSVCorrup);
} else if (Strings::EqualFold(identifier, "healamt")) {
stat = static_cast<int>(item->HealAmt);
} else if (Strings::EqualFold(identifier, "spelldmg")) {
stat = static_cast<int>(item->SpellDmg);
} else if (Strings::EqualFold(identifier, "ldonsellbackrate")) {
stat = static_cast<int>(item->LDoNSellBackRate);
} else if (Strings::EqualFold(identifier, "scriptfileid")) {
stat = static_cast<int>(item->ScriptFileID);
} else if (Strings::EqualFold(identifier, "expendablearrow")) {
stat = static_cast<int>(item->ExpendableArrow);
} else if (Strings::EqualFold(identifier, "clairvoyance")) {
stat = static_cast<int>(item->Clairvoyance);
} else if (Strings::EqualFold(identifier, "clickeffect")) {
stat = static_cast<int>(item->Click.Effect);
} else if (Strings::EqualFold(identifier, "clicktype")) {
stat = static_cast<int>(item->Click.Type);
} else if (Strings::EqualFold(identifier, "clicklevel")) {
stat = static_cast<int>(item->Click.Level);
} else if (Strings::EqualFold(identifier, "clicklevel2")) {
stat = static_cast<int>(item->Click.Level2);
} else if (Strings::EqualFold(identifier, "proceffect")) {
stat = static_cast<int>(item->Proc.Effect);
} else if (Strings::EqualFold(identifier, "proctype")) {
stat = static_cast<int>(item->Proc.Type);
} else if (Strings::EqualFold(identifier, "proclevel")) {
stat = static_cast<int>(item->Proc.Level);
} else if (Strings::EqualFold(identifier, "proclevel2")) {
stat = static_cast<int>(item->Proc.Level2);
} else if (Strings::EqualFold(identifier, "worneffect")) {
stat = static_cast<int>(item->Worn.Effect);
} else if (Strings::EqualFold(identifier, "worntype")) {
stat = static_cast<int>(item->Worn.Type);
} else if (Strings::EqualFold(identifier, "wornlevel")) {
stat = static_cast<int>(item->Worn.Level);
} else if (Strings::EqualFold(identifier, "wornlevel2")) {
stat = static_cast<int>(item->Worn.Level2);
} else if (Strings::EqualFold(identifier, "focuseffect")) {
stat = static_cast<int>(item->Focus.Effect);
} else if (Strings::EqualFold(identifier, "focustype")) {
stat = static_cast<int>(item->Focus.Type);
} else if (Strings::EqualFold(identifier, "focuslevel")) {
stat = static_cast<int>(item->Focus.Level);
} else if (Strings::EqualFold(identifier, "focuslevel2")) {
stat = static_cast<int>(item->Focus.Level2);
} else if (Strings::EqualFold(identifier, "scrolleffect")) {
stat = static_cast<int>(item->Scroll.Effect);
} else if (Strings::EqualFold(identifier, "scrolltype")) {
stat = static_cast<int>(item->Scroll.Type);
} else if (Strings::EqualFold(identifier, "scrolllevel")) {
stat = static_cast<int>(item->Scroll.Level);
} else if (Strings::EqualFold(identifier, "scrolllevel2")) {
stat = static_cast<int>(item->Scroll.Level2);
} else if (Strings::EqualFold(identifier, "augslot1type")) {
stat = static_cast<int>(item->AugSlotType[0]);
} else if (Strings::EqualFold(identifier, "augslot2type")) {
stat = static_cast<int>(item->AugSlotType[1]);
} else if (Strings::EqualFold(identifier, "augslot3type")) {
stat = static_cast<int>(item->AugSlotType[2]);
} else if (Strings::EqualFold(identifier, "augslot4type")) {
stat = static_cast<int>(item->AugSlotType[3]);
} else if (Strings::EqualFold(identifier, "augslot5type")) {
stat = static_cast<int>(item->AugSlotType[4]);
} else if (Strings::EqualFold(identifier, "augslot6type")) {
stat = static_cast<int>(item->AugSlotType[5]);
} else if (Strings::EqualFold(identifier, "augslot1visible")) {
stat = static_cast<int>(item->AugSlotVisible[0]);
} else if (Strings::EqualFold(identifier, "augslot2visible")) {
stat = static_cast<int>(item->AugSlotVisible[1]);
} else if (Strings::EqualFold(identifier, "augslot3visible")) {
stat = static_cast<int>(item->AugSlotVisible[2]);
} else if (Strings::EqualFold(identifier, "augslot4visible")) {
stat = static_cast<int>(item->AugSlotVisible[3]);
} else if (Strings::EqualFold(identifier, "augslot5visible")) {
stat = static_cast<int>(item->AugSlotVisible[4]);
} else if (Strings::EqualFold(identifier, "augslot6visible")) {
stat = static_cast<int>(item->AugSlotVisible[5]);
}
safe_delete(inst);
return stat;

View File

@ -2012,8 +2012,8 @@ std::string lua_get_data_remaining(std::string bucket_name) {
return DataBucket::GetDataRemaining(bucket_name);
}
int lua_get_item_stat(uint32 item_id, std::string stat_identifier) {
return quest_manager.getitemstat(item_id, stat_identifier);
const int lua_get_item_stat(uint32 item_id, std::string identifier) {
return quest_manager.getitemstat(item_id, identifier);
}
int lua_get_spell_stat(uint32 spell_id, std::string stat_identifier) {

View File

@ -2213,9 +2213,9 @@ int Lua_Mob::GetWeaponDamageBonus(Lua_Item weapon, bool offhand) {
return self->GetWeaponDamageBonus(weapon, offhand);
}
int Lua_Mob::GetItemStat(uint32 itemid, const char* identifier) {
const int Lua_Mob::GetItemStat(uint32 item_id, std::string identifier) {
Lua_Safe_Call_Int();
return self->GetItemStat(itemid, identifier);
return self->GetItemStat(item_id, identifier);
}
Lua_StatBonuses Lua_Mob::GetItemBonuses()
@ -3090,7 +3090,7 @@ luabind::scope lua_register_mob() {
.def("GetInvul", (bool(Lua_Mob::*)(void))&Lua_Mob::GetInvul)
.def("GetItemBonuses", &Lua_Mob::GetItemBonuses)
.def("GetItemHPBonuses", &Lua_Mob::GetItemHPBonuses)
.def("GetItemStat", (int(Lua_Mob::*)(uint32,const char*))&Lua_Mob::GetItemStat)
.def("GetItemStat", &Lua_Mob::GetItemStat)
.def("GetLastName", &Lua_Mob::GetLastName)
.def("GetLevel", &Lua_Mob::GetLevel)
.def("GetLevelCon", (uint32(Lua_Mob::*)(int))&Lua_Mob::GetLevelCon)

View File

@ -452,7 +452,7 @@ public:
bool IsAmnesiad();
int32 GetMeleeMitigation();
int GetWeaponDamageBonus(Lua_Item weapon, bool offhand);
int GetItemStat(uint32 itemid, const char* identifier);
const int GetItemStat(uint32 item_id, std::string identifier);
Lua_StatBonuses GetItemBonuses();
Lua_StatBonuses GetSpellBonuses();
Lua_StatBonuses GetAABonuses();

View File

@ -4971,9 +4971,9 @@ void Mob::TrySympatheticProc(Mob *target, uint32 spell_id)
CheckNumHitsRemaining(NumHit::MatchingSpells, -1, focus_spell);
}
int32 Mob::GetItemStat(uint32 itemid, const char *identifier)
const int Mob::GetItemStat(uint32 item_id, std::string identifier)
{
return EQ::InventoryProfile::GetItemStatValue(itemid, identifier);
return EQ::InventoryProfile::GetItemStatValue(item_id, identifier);
}
std::string Mob::GetGlobal(const char *varname) {

View File

@ -876,7 +876,7 @@ public:
void Shout(const char *format, ...);
void Emote(const char *format, ...);
void QuestJournalledSay(Client *QuestInitiator, const char *str, Journal::Options &opts);
int32 GetItemStat(uint32 itemid, const char *identifier);
const int GetItemStat(uint32 item_id, std::string identifier);
int64 CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, bool best_focus=false, uint16 casterid = 0, Mob *caster = nullptr);
uint8 IsFocusEffect(uint16 spellid, int effect_index, bool AA=false,uint32 aa_effect=0);

View File

@ -1908,9 +1908,9 @@ void Perl_Mob_TempName(Mob* self, const char* name) // @categories Script Utilit
self->TempName(name);
}
int Perl_Mob_GetItemStat(Mob* self, uint32 item_id, const char* stat) // @categories Inventory and Items, Stats and Attributes
const int Perl_Mob_GetItemStat(Mob* self, uint32 item_id, std::string identifier) // @categories Inventory and Items, Stats and Attributes
{
return self->GetItemStat(item_id, stat);
return self->GetItemStat(item_id, identifier);
}
std::string Perl_Mob_GetGlobal(Mob* self, const char* varname)

View File

@ -3633,9 +3633,9 @@ std::string QuestManager::getinventoryslotname(int16 slot_id) {
return EQ::invslot::GetInvPossessionsSlotName(slot_id);
}
int QuestManager::getitemstat(uint32 item_id, std::string stat_identifier) {
const int QuestManager::getitemstat(uint32 item_id, std::string stat_identifier) {
QuestManagerCurrentQuestVars();
return EQ::InventoryProfile::GetItemStatValue(item_id, stat_identifier.c_str());
return EQ::InventoryProfile::GetItemStatValue(item_id, stat_identifier);
}
int QuestManager::getspellstat(uint32 spell_id, std::string stat_identifier, uint8 slot) {

View File

@ -337,7 +337,7 @@ public:
std::string getgendername(uint32 gender_id);
std::string getdeityname(uint32 deity_id);
std::string getinventoryslotname(int16 slot_id);
int getitemstat(uint32 item_id, std::string stat_identifier);
const int getitemstat(uint32 item_id, std::string stat_identifier);
int getspellstat(uint32 spell_id, std::string stat_identifier, uint8 slot = 0);
const SPDat_Spell_Struct *getspell(uint32 spell_id);
std::string getenvironmentaldamagename(uint8 damage_type);