ISXEQ2:item (Data Type)
From ISMods Wiki
Contents |
ISXEQ2 information for ISXEQ2:item (Data Type) has moved
Please see: http://eq2.isxgames.com/wiki for up-to-date content.
Description
This DataType includes all of the data available to ISXEQ2 that is related to inventory and equipped items.
Members
- Returns: FABLED, LEGENDARY, TREASURED, MASTERCRAFTED, HANDCRAFTED, or UNCOMMON
- string Description
- Please note that not all items have descriptions.
- string ExamineText
- This is the text that appears in the examine window while 'examining' an item.
- string Type
- This returns: Weapon, Armor, Shield, Container, Spell Scroll, Recipe Book, House Item, Food, Drink, or Activateable.
- A result of '-1' indicates unlimited charges.
- int MaxCharges
- A result of '-1' indicates unlimited charges.
- Returns the current slot position for the item within its container, or within your inventory. So, if the item is in a bag that has 20 slots, it will return a number between 0 and 19. If the item (or container) is sitting in one of your six "real" inventory slots, it will return 0 to 5.
- bool IsReady
- Returns true if the IsActivatable == TRUE and the item is ready for use
- float TimeUntilReady
- Returns the time in seconds until the item is ready for use
- Collectible Values
- Weapon Values
- float DamageRating
- int MyMinDamage
- int MyMaxDamage
- int BaseMinDamage
- int BaseMaxDamage
- int MasteryMinDamage
- int MasteryMaxDamage
- float Delay
- int Range
- Returns: int MaxRange
- Returns: Dual Wield, Two-Handed, or One-Handed.
- Shield Values
- int ShieldFactor
- This is the current "Shield Factor" for the active player character.
- int MaxShieldFactor
- Armor Values
- Container Values
- Food/Drink Values
- Activateable Values
- Item Effect/Proc Values
- float Duration
- Food/Drink & Activateables
- int NumClasses
- Returns the number of classes that can use the item
- class Class[#]
- Returns a 'class' datatype -- # is the class number within the array
- Abilities that are usable by ALL will have one class in the array, which will have the name "commoner". Remember, 'commoner' is a class of which everyone is a member
- int NumEquipSlots
- Returns the number of slots in which this item can be equipped
- string EquipSlot[#]
- is the EquipSlot within the array
- bool Artifact
- bool Attuneable
- bool Attuned
- bool Lore
- bool NoDestroy
- bool NoTrade
- bool NoValue
- bool NoZone
- bool Temporary
- int Agility or Agi
- int Crushing
- int Defense
- int Deflection
- int Disruption
- int Focus
- int Health
- int Intelligence or Int
- int Ministration
- int Ordination
- int Piercing
- int Power
- int Slashing
- int Stamina or Sta
- int Strength or Str
- int Subjugation
- int Wisdom or Wis
- int vsCold
- int vsCrushing
- int vsDisease
- int vsDivine
- int vsDrowning
- int vsFalling
- int vsHeat
- int vsMagic
- int vsMental
- int vsPainAndSuffering
- int vsPiercing
- int vsPoison
- int vsSlashing
- As you can see, some of these haven't been implimented by SOE designers as yet (ie, "vsFalling", etc); however, the EQ2 code for using them was at least started at some point...so perhaps seeing this will make them start using objects that have those resists, or finish coding it.
Members Examples
- ${Me.Inventory[sewn].IsSlotOpen[5]}
- ${Me.Inventory[sewn].ItemInSlot[5].Name}
- ${Me.Inventory[sewn].NextSlotOpen
- ${Me.Inventory[sewn].IsSlotOpen[${Me.Inventory[sewn].NumSlots}]}
- a useful one to see if a bag is full
- eq2echo ${Me.Equipment[Head].ToLink}
- eq2execute guildsay ${Me.Equipment[Head].ToLink[My kickass Hat]}!
Methods
- DestroyWithConf
- Destroy
- Equip
- UnEquip
- Consume
- Examine
- Open
- containers only
- Use
- 'Activate' will work for this as well
- Move[#,#]
- Parameters for this command are BagSlot# and BagID# respectively.
- Move[NextFreeNonBank,#]
- The second parameter of this command is the quantity that you wish to move. This command will move that quantity of the given item to the first available slot in your on-character inventory. (Note: For those items that do not have a 'quantity' simply use 0.)
- Move[NextFreeInBank,#]
- The second parameter of this command is the quantity that you wish to move. This command will move that quantity of the given item to the first available slot in your bank or shared bank. (Note: For those items that do not have a 'quantity' simply use 0.)
- Move[#,#,#]
- Parameters for this command are BagSlot#,BagID#, and Quantity respectively.
- RemoveFlag[#]
- Removes a bit flag on a custom inventory array item
- string ToLink
- This will recreate the actual link used with in game chat channels (used typically with eq2echo or eq2execute).
- If you provide an argument, it will create the link with the argument as the link text. (ie, ${Me.Equipment[primary].ToLink[Amadeus' Special Sword]})
- SendAsGift[Quantity]
- Must be in EQ2Mail[compose] already
- Quantity defaults to 1 if not given
- Only works for items in your inventory
- AddToConsignment[Quantity]
- Adds the item to your vendor via the consignment system.
- This method will only work if the item is in your inventory and if your broker window is up.
- InstallAsVendingContainer
- Adds the item (which must be a vending container and must be in your inventory) to your consignment system.
- It will place the vending container into the first free slot that is available. If you have no free slots, it will fail with an error message.
Methods Examples
- Me.Inventory[fishbone]:Equip
- Me.Equipment[fishbone]:Use
- Me.Inventory[strange black ore]:Examine
- Me.Inventory[carp]:Consume
- Me.Inventory[Briarwood Scraps]:Destroy
- Me.Inventory[Shroud]:Open
...let's say you want to move your azure shard to the next slot down from your briarwood lumber:
- Me.Inventory[Azure]:Move[${Me.Inventory[Briarwood Lumber].Slot}+1,${Me.Inventory[Briarwood Lumber].InContainerID}]
...now, let's say you you have a stack of 20 crude broadcloth thread you want to move next to your azure shard:
- Me.Inventory[crude broadcloth thread]:Move[${Me.Inventory[Azure].Slot}+1,${Me.Inventory[Azure].InContainerID}]
...or, maybe you only want to move 3 of them
- Me.Inventory[crude broadcloth thread]:Move[${Me.Inventory[Azure].Slot}+1,${Me.Inventory[Azure].InContainerID},3]
...How about we move our stack of threads to the first available open slot in my collector's pouch ..do something similar to this:
- Me.Inventory[crude broadcloth thread]:Move[${Me.Inventory[Collector's].NextSlotOpen},${Me.Inventory[Collector's].ContainerID}]
..or just four of them...
- Me.Inventory[crude broadcloth thread]:Move[${Me.Inventory[Collector's].NextSlotOpen},${Me.Inventory[Collector's].ContainerID},4]
Actually, we could make it simplier and just move four of our threads to the first available open slot in our inventory...
- Me.Inventory[crude broadcloth thread]:Move[NextFreeNonBank,4]
...or perhaps we'd rather move them to the first slot in our bank (given that the bank window is currently open...
- Me.Inventory[crude broadcloth thread]:Move[NextFreeInBank,4]
