Thread: Augmentor Quest
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  #4  
Old 03-14-2014, 05:13 PM
Kingly_Krab
Administrator
 
Join Date: May 2013
Location: United States
Posts: 1,603
Default

I'd say $client->GetItemStat(), but it doesn't have augment slots according to this. Yeah, the code confirming it doesn't have augment slots is below.

Code:
uint32 Mob::GetItemStat(uint32 itemid, const char *identifier)
{
	const ItemInst* inst = database.CreateItem(itemid);
	if (!inst)
		return 0;

	const Item_Struct* item = inst->GetItem();
	if (!item)
		return 0;

	if (!identifier)
		return 0;

	uint32 stat = 0;

	std::string id = identifier;
	for(int i = 0; i < id.length(); ++i)
	{
		id[i] = tolower(id[i]);
	}

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

	safe_delete(inst);
	return stat;
}
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