#include <Item.h>
◆ _439DF3_get_additional_damage()
int Item::_439DF3_get_additional_damage |
( |
DamageType * |
a2, |
|
|
bool * |
vampiyr |
|
) |
| |
◆ AuraEffectBlue()
bool Item::AuraEffectBlue |
( |
| ) |
const |
|
inline |
◆ AuraEffectGreen()
bool Item::AuraEffectGreen |
( |
| ) |
const |
|
inline |
◆ AuraEffectPurple()
bool Item::AuraEffectPurple |
( |
| ) |
const |
|
inline |
◆ AuraEffectRed()
bool Item::AuraEffectRed |
( |
| ) |
const |
|
inline |
◆ canSellRepairIdentifyAt()
bool Item::canSellRepairIdentifyAt |
( |
HouseId |
houseId | ) |
|
◆ ClearItemBonusMaps()
static void Item::ClearItemBonusMaps |
( |
| ) |
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static |
◆ GenerateArtifact()
bool Item::GenerateArtifact |
( |
| ) |
|
◆ generateGold()
◆ GetDamageDice()
uint8_t Item::GetDamageDice |
( |
| ) |
const |
◆ GetDamageMod()
uint8_t Item::GetDamageMod |
( |
| ) |
const |
◆ GetDamageRoll()
uint8_t Item::GetDamageRoll |
( |
| ) |
const |
◆ GetDisplayName()
std::string Item::GetDisplayName |
( |
| ) |
const |
◆ GetIconName()
const std::string & Item::GetIconName |
( |
| ) |
const |
◆ GetIdentifiedName()
std::string Item::GetIdentifiedName |
( |
| ) |
const |
◆ GetItemBonusArtifact()
◆ GetItemBonusSpecialEnchantment()
void Item::GetItemBonusSpecialEnchantment |
( |
const Character * |
owner, |
|
|
CharacterAttribute |
attrToGet, |
|
|
int * |
additiveBonus, |
|
|
int * |
halfSkillBonus |
|
) |
| const |
◆ GetPlayerSkillType()
◆ GetValue()
int Item::GetValue |
( |
| ) |
const |
◆ inventorySize()
Sizei Item::inventorySize |
( |
| ) |
const |
- Returns
- This item's size in inventory slots.
◆ isArmor()
bool Item::isArmor |
( |
| ) |
const |
|
inline |
◆ isBook()
bool Item::isBook |
( |
| ) |
const |
|
inline |
◆ IsBroken()
bool Item::IsBroken |
( |
| ) |
const |
|
inline |
◆ isGold()
bool Item::isGold |
( |
| ) |
const |
|
inline |
◆ IsIdentified()
bool Item::IsIdentified |
( |
| ) |
const |
|
inline |
◆ isMeleeWeapon()
bool Item::isMeleeWeapon |
( |
| ) |
const |
|
inline |
◆ isMessageScroll()
bool Item::isMessageScroll |
( |
| ) |
const |
|
inline |
◆ isPassiveEquipment()
bool Item::isPassiveEquipment |
( |
| ) |
const |
|
inline |
◆ isPotion()
bool Item::isPotion |
( |
| ) |
const |
|
inline |
◆ isReagent()
bool Item::isReagent |
( |
| ) |
const |
|
inline |
◆ IsRegularEnchanmentForAttribute()
◆ isShield()
bool Item::isShield |
( |
| ) |
const |
|
inline |
◆ isSpellScroll()
bool Item::isSpellScroll |
( |
| ) |
const |
|
inline |
◆ IsStolen()
bool Item::IsStolen |
( |
| ) |
const |
|
inline |
◆ isWand()
bool Item::isWand |
( |
| ) |
const |
|
inline |
◆ isWeapon()
bool Item::isWeapon |
( |
| ) |
const |
|
inline |
◆ ItemEnchanted()
bool Item::ItemEnchanted |
( |
| ) |
const |
|
inline |
◆ PopulateArtifactBonusMap()
void Item::PopulateArtifactBonusMap |
( |
| ) |
|
|
static |
◆ PopulateRegularBonusMap()
void Item::PopulateRegularBonusMap |
( |
| ) |
|
|
static |
◆ PopulateSpecialBonusMap()
void Item::PopulateSpecialBonusMap |
( |
| ) |
|
|
static |
◆ postGenerate()
Does post-processing for items, filling in special enchantments for items that should have them, and potion power and wand charges if those are not set.
- Parameters
-
source | Where the item is coming from. MM7 used different item generation code for items in chests / lying on the floor / carried by monsters. |
◆ rarity()
◆ Reset()
◆ ResetEnchantAnimation()
void Item::ResetEnchantAnimation |
( |
| ) |
|
|
inline |
◆ SetBroken()
◆ SetIdentified()
void Item::SetIdentified |
( |
| ) |
|
|
inline |
◆ SetStolen()
◆ type()
◆ UpdateTempBonus()
void Item::UpdateTempBonus |
( |
Time |
time | ) |
|
◆ enchantmentExpirationTime
Time Item::enchantmentExpirationTime |
◆ equippedSlot
◆ flags
ItemFlags Item::flags = 0 |
◆ goldAmount
◆ itemId
◆ lichJarCharacterIndex
int Item::lichJarCharacterIndex = -1 |
◆ maxCharges
◆ numCharges
◆ placedInChest
bool Item::placedInChest = false |
◆ potionPower
int Item::potionPower = 0 |
◆ specialEnchantment
◆ standardEnchantment
◆ standardEnchantmentStrength
int Item::standardEnchantmentStrength = 0 |
The documentation for this struct was generated from the following files: