;;================================================================================
;;================================================================================
;; ToolKit For Item Check Advanced
;; Version 1.0.7
;;================================================================================
;;================================================================================
Global $fichierstatitem = "stat_item_" & @YEAR & "_" & @MON & "_" & @MDAY & "-" & @HOUR & "h" & @MIN & ".txt"
Func _logAdvanced($text)
Local $file = FileOpen(@ScriptDir & "\stat\" & $fichierstatitem, 1)
If $file = -1 Then
;"Unable to open file."
else
FileWriteLine($file, $text & @CRLF)
FileClose($file)
EndIf
EndFunc ;==>_logAdvanced
Func FilterBackpackAdvanced()
Local $__ACDACTOR = IterateBackpackExtendedWithLvlAdvanced(0)
Local $iMax = UBound($__ACDACTOR)
If $iMax > 0 Then
Local $return[$iMax][3]
For $i = 0 To $iMax - 1
; Loop each item in the backpack
If _MemoryRead($__ACDACTOR[$i][7] + 0x164, $d3, 'int') > 0 Then
; this item is unid, lets identify it
Send("{SPACE}") ; make sure we close everything
Send("i") ; open the inventory
sleep(150)
InventoryMove($__ACDACTOR[$i][3], $__ACDACTOR[$i][4])
If IterateActorAtribs($__ACDACTOR[$i][0], $Atrib_Item_Quality_Level) > 8 Then
Sleep(Random(500, 800))
MouseClick("Right")
Sleep(Random(4000, 4500))
Else
Sleep(Random(500, 800))
MouseClick("Right")
Sleep(Random(1000, 1500))
Endif
Send("{SPACE}") ; make sure we close everything
EndIf
$itemDestination = CheckItemAdvanced($__ACDACTOR[$i][0], $__ACDACTOR[$i][1],"BREAKTOWN",$__ACDACTOR[$i][10])
$return[$i][0] = $__ACDACTOR[$i][3] ;col
$return[$i][1] = $__ACDACTOR[$i][4] ;row
$return[$i][2] = $itemDestination ;row
Next
Return $return
EndIf
Return False
EndFunc ;==>FilterBackpackAdvanced
;;--------------------------------------------------------------------------------
;; Getting Backpack Item Info, extended to show some more info
;; $bag = 0 for backpack and 15 for stash
;;--------------------------------------------------------------------------------
Func IterateBackpackExtendedWithLvlAdvanced($bag = 0)
$list = IndexSNO($gameBalance)
$armorOffs = 0
$weaponOffs = 0
$otherOffs = 0
For $j = 0 To UBound($list) - 1
;19750 = armor, 19754 = weapon, 1953 = other
;170627 = leg armor, 19752 = leg weapon, 1189 = leg other
If ($list[$j][1] = 19750) Then
$armorOffs = $list[$j][0]
EndIf
If ($list[$j][1] = 19754) Then
$weaponOffs = $list[$j][0]
EndIf
If ($list[$j][1] = 19753) Then
$otherOffs = $list[$j][0]
EndIf
If ($list[$j][1] = 170627) Then
$legarmorOffs = $list[$j][0]
EndIf
If ($list[$j][1] = 19752) Then
$legweaponOffs = $list[$j][0]
EndIf
If ($list[$j][1] = 1189) Then
$legotherOffs = $list[$j][0]
EndIf
Next
Local $armorItems = GetLevelsAdvanced($armorOffs)
Local $weaponItems = GetLevelsAdvanced($weaponOffs)
Local $otherItems = GetLevelsAdvanced($otherOffs)
Local $legarmorItems = GetLevelsAdvanced($legarmorOffs)
Local $legweaponItems = GetLevelsAdvanced($legweaponOffs)
Local $legotherItems = GetLevelsAdvanced($legotherOffs)
Local $data = IterateBackpack($bag)
Local $armorItemsWithLvl = MapItemWithLvlAdvanced($data, $armorItems, 8)
Local $weaponItemsWithLvl = MapItemWithLvlAdvanced($data, $weaponItems, 8)
Local $otherItemsWithLvl = MapItemWithLvlAdvanced($data, $otherItems, 8)
Local $legarmorItemsWithLvl = MapItemWithLvlAdvanced($data, $legarmorItems, 8)
Local $legweaponItemsWithLvl = MapItemWithLvlAdvanced($data, $legweaponItems, 8)
Local $legotherItemsWithLvl = MapItemWithLvlAdvanced($data, $legotherItems, 8)
Local $allItems[UBound($armorItemsWithLvl, 1)][UBound($armorItemsWithLvl, 2)]
For $i = 0 To UBound($allItems) - 1 Step 1
If $armorItemsWithLvl[$i][9] <> "" Then
;copy from $armorItemsWithLvl to all items
For $j = 0 To UBound($armorItemsWithLvl, 2) - 1 Step 1
$allItems[$i][$j] = $armorItemsWithLvl[$i][$j]
Next
ElseIf $weaponItemsWithLvl[$i][9] <> "" Then
;copy from $weaponItemsWithLvl to all items
For $j = 0 To UBound($weaponItemsWithLvl, 2) - 1 Step 1
$allItems[$i][$j] = $weaponItemsWithLvl[$i][$j]
Next
ElseIf $otherItemsWithLvl[$i][9] <> "" Then
;copy from $otherItemsWithLvl to all items
For $j = 0 To UBound($otherItemsWithLvl, 2) - 1 Step 1
$allItems[$i][$j] = $otherItemsWithLvl[$i][$j]
Next
ElseIf $legarmorItemsWithLvl[$i][9] <> "" Then
;copy from $legarmorItemsWithLvl to all items
For $j = 0 To UBound($legarmorItemsWithLvl, 2) - 1 Step 1
$allItems[$i][$j] = $legarmorItemsWithLvl[$i][$j]
Next
ElseIf $legweaponItemsWithLvl[$i][9] <> "" Then
;copy from $legweaponItemsWithLvl to all items
For $j = 0 To UBound($legweaponItemsWithLvl, 2) - 1 Step 1
$allItems[$i][$j] = $legweaponItemsWithLvl[$i][$j]
Next
ElseIf $legotherItemsWithLvl[$i][9] <> "" Then
;copy from $legotherItemsWithLvl to all items
For $j = 0 To UBound($legotherItemsWithLvl, 2) - 1 Step 1
$allItems[$i][$j] = $legotherItemsWithLvl[$i][$j]
Next
EndIf
Next
Return $allItems
EndFunc ;==>IterateBackpackExtendedWithLvlAdvanced
;;--------------------------------------------------------------------------------
;; Gets levels from Gamebalance file, returns a list with snoid and lvl
;;--------------------------------------------------------------------------------
Func GetLevelsAdvanced($offset)
If $offset <> 0 Then
$ofs = $offset + 0x218;
$read = _MemoryRead($ofs, $d3, 'int')
While $read = 0
$ofs += 0x4
$read = _MemoryRead($ofs, $d3, 'int')
WEnd
$size = _MemoryRead($ofs + 0x4, $d3, 'int')
$size -= 0x5F0
$ofs = $offset + _MemoryRead($ofs, $d3, 'int')
$nr = $size / 0x5F0
Local $snoItems[$nr + 1][3]
$j = 0
For $i = 0 To $size Step 0x5F0
$ofs_address = $ofs + $i
$snoItems[$j][0] = _MemoryRead($ofs_address, $d3, 'ptr')
$snoItems[$j][1] = _MemoryRead($ofs_address + 0x114, $d3, 'int') ;lvl
$snoItems[$j][2] = abs(_MemoryRead($ofs_address + 0x108, $d3, 'int')) ;item_type_hash
$j += 1
Next
EndIf
Return $snoItems
EndFunc ;==>GetLevelsAdvanced
;;--------------------------------------------------------------------------------
;; Maps snos containg a lvl to the item with that snoid
;;--------------------------------------------------------------------------------
Func MapItemWithLvlAdvanced($items, $snowithlvl, $indexForBGID)
Local $newItems = $items
ReDim $newItems[UBound($items, 1)][UBound($items, 2) + UBound($snowithlvl, 2) + 2] ;add size for some new variables
For $i = 0 To UBound($items) - 1 Step 1
For $j = 0 To UBound($snowithlvl) - 1 Step 1
If $snowithlvl[$j][0] = $items[$i][$indexForBGID] Then
$newItems[$i][$indexForBGID + 1] = $snowithlvl[$j][1] ;ilvl
$newItems[$i][$indexForBGID + 2] = $snowithlvl[$j][2] ;item_type_hash
ExitLoop
EndIf
Next
Next
Return $newItems
EndFunc ;==>MapItemWithLvlAdvanced
;;========================================================================================================
; Function: CheckItemAdvanced (by TazGrominet)
; (merci à Sovage44 pour l'idée du context)
;========================================================================================================
Func CheckItemAdvanced($_GUID, $_NAME, $_CONTEXT, $_ItemHash)
_logAdvanced("----------------------------------------------------------------------------------------------------------------")
_logAdvanced("guid: "& $_GUID & " name: " & $_NAME & " Hash: " & $_ItemHash & " qual: " & IterateActorAtribs($_GUID, $Atrib_Item_Quality_Level))
If checkFromList($Potions, $_NAME) Then
_log($_NAME & " ==> It's a pot")
_logAdvanced(" ==> It's a pot : INVENTORY")
Return "Inventory"
ElseIf checkFromList($grabList, $_NAME) Then
_log($_NAME & " ==> It's in the grablist")
_logAdvanced(" ==> It's in the grablist : STASH")
Return "Stash" ;
ElseIf (IterateActorAtribs($_GUID, $Atrib_Item_Quality_Level) >= 6) And checkFromList($rareList, $_NAME) Then
_log($_NAME & " ==> It's a rare in our list")
_logAdvanced(" ==> It's a rare in our list : STASH")
Return "Stash"
ElseIf (IterateActorAtribs($_GUID, $Atrib_Item_Quality_Level) >= $QualityLevel) Then
_log($_NAME & " ==> It's the quality level " & IterateActorAtribs($_GUID, $Atrib_Item_Quality_Level))
_logAdvanced(" ==> Item quality level >= " & $QualityLevel)
If ($_CONTEXT = "LOOT") Then
Return "Stash"
ElseIf ($_CONTEXT = "BREAKTOWN") Then
if $item_Check_Legendary = "true" and $item_check_activated = "true" then
return AnalyseItem($_GUID, $_ItemHash)
elseif $item_Check_Legendary = "false" and $item_check_activated = "true" then
If (IterateActorAtribs($_GUID, $Atrib_Item_Quality_Level) >= 9) Then
_logAdvanced(" ==> It's a legendary or set item : STASH")
Return "Stash"
else
return AnalyseItem($_GUID, $_ItemHash)
endif
else
If (IterateActorAtribs($_GUID, $Atrib_Item_Quality_Level) >= 9) Then
_logAdvanced("==> Advanced item check not activated")
_logAdvanced(" ==> It's a legendary or set item : STASH")
Return "Stash"
else
_logAdvanced("==> Advanced item check not activated")
_logAdvanced(" ==> It's a trash item : TRASH")
Return "Trash"
endif
endif
EndIf
EndIf
Return "Trash"
EndFunc ;==>CheckItemAdvanced
func AnalyseItem($_GUID, $_ItemHash)
_logAdvanced(" ==> Advanced item check activated")
local $TypeItemToCheck = GetTypeItem($_ItemHash)
if $TypeItemToCheck[3] = "NotUsed" or $TypeItemToCheck[4] = "NotUsed" then
_logAdvanced(" ==> Item " & $TypeItemToCheck[0] & " , " & $TypeItemToCheck[1] & " , " & $TypeItemToCheck[2] & " : not filtered : TRASH")
Return "Trash"
elseif $TypeItemToCheck[3] = "unknow" or $TypeItemToCheck[4] = "unknow" then
_logAdvanced(" ==> Item " & $TypeItemToCheck[0] & " , " & $TypeItemToCheck[1] & " , " & $TypeItemToCheck[2] & " : item not known : Stash")
Return "Stash"
else
$TypeItemToCheck[3] = StringReplace($TypeItemToCheck[3],"Filtre1",$_Check_Item_Filtre1_Name)
$TypeItemToCheck[3] = StringReplace($TypeItemToCheck[3],"Filtre2",$_Check_Item_Filtre2_Name)
$TypeItemToCheck[3] = StringReplace($TypeItemToCheck[3],"Filtre3",$_Check_Item_Filtre3_Name)
$TypeItemToCheck[3] = StringReplace($TypeItemToCheck[3],"Filtre4",$_Check_Item_Filtre4_Name)
$TypeItemToCheck[3] = StringReplace($TypeItemToCheck[3],"Filtre5",$_Check_Item_Filtre5_Name)
$TypeItemToCheck[3] = StringReplace($TypeItemToCheck[3],"Filtre6",$_Check_Item_Filtre6_Name)
$TypeItemToCheck[3] = StringReplace($TypeItemToCheck[3],"Filtre7",$_Check_Item_Filtre7_Name)
$TypeItemToCheck[3] = StringReplace($TypeItemToCheck[3],"Filtre8",$_Check_Item_Filtre8_Name)
$TypeItemToCheck[3] = StringReplace($TypeItemToCheck[3],"Filtre9",$_Check_Item_Filtre9_Name)
$TypeItemToCheck[4] = StringReplace($TypeItemToCheck[4],"Filtre1",$_Check_Item_Filtre1_Value)
$TypeItemToCheck[4] = StringReplace($TypeItemToCheck[4],"Filtre2",$_Check_Item_Filtre2_Value)
$TypeItemToCheck[4] = StringReplace($TypeItemToCheck[4],"Filtre3",$_Check_Item_Filtre3_Value)
$TypeItemToCheck[4] = StringReplace($TypeItemToCheck[4],"Filtre4",$_Check_Item_Filtre4_Value)
$TypeItemToCheck[4] = StringReplace($TypeItemToCheck[4],"Filtre5",$_Check_Item_Filtre5_Value)
$TypeItemToCheck[4] = StringReplace($TypeItemToCheck[4],"Filtre6",$_Check_Item_Filtre6_Value)
$TypeItemToCheck[4] = StringReplace($TypeItemToCheck[4],"Filtre7",$_Check_Item_Filtre7_Value)
$TypeItemToCheck[4] = StringReplace($TypeItemToCheck[4],"Filtre8",$_Check_Item_Filtre8_Value)
$TypeItemToCheck[4] = StringReplace($TypeItemToCheck[4],"Filtre9",$_Check_Item_Filtre9_Value)
local $Item_Stat_Rules =StringSplit($TypeItemToCheck[3], ";")
local $Item_Values_Rules = StringSplit($TypeItemToCheck[4], ";")
local $_mem_stat_ok = 0
For $k = 1 to $Item_Stat_Rules[0]
if AnalyseStatItem($_GUID,$Item_Stat_Rules[$k],$Item_Values_Rules[$k],$TypeItemToCheck[0]) then
$_mem_stat_ok += 1
endif
next
if $_mem_stat_ok > 0 then
_logAdvanced(" ==> number of rules ok :" & $_mem_stat_ok)
_logAdvanced(" ==> Item " & $TypeItemToCheck[0] & " , " & $TypeItemToCheck[1] & " , " & $TypeItemToCheck[2] & " : filtered, stat good : STASH")
Return "Stash"
else
_logAdvanced(" ==> Item " & $TypeItemToCheck[0] & " , " & $TypeItemToCheck[1] & " , " & $TypeItemToCheck[2] & " : filtered, stat not good : TRASH")
Return "Trash"
endif
endif
endfunc
func GetTypeItem($_Type_Item_Hash)
local $_Type_Item[5]
Switch $_Type_Item_Hash
case 109694 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon1H"
$_Type_Item[2] = "Axe"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon1H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon1H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon1H_Stat_Value
elseif $_Check_Item_Axe = "true" then
$_Type_Item[3] = $_Check_Item_Axe_Stat_Name
$_Type_Item[4] = $_Check_Item_Axe_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 119458520 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon2H"
$_Type_Item[2] = "Axe2H"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon2H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon2H_Stat_Value
elseif $_Check_Item_Axe2H = "true" then
$_Type_Item[3] = $_Check_Item_Axe2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Axe2H_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 140782159 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon1H"
$_Type_Item[2] = "Sword"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon1H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon1H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon1H_Stat_Value
elseif $_Check_Item_Sword = "true" then
$_Type_Item[3] = $_Check_Item_Sword_Stat_Name
$_Type_Item[4] = $_Check_Item_Sword_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 1307049751 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon2H"
$_Type_Item[2] = "Sword2H"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon2H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon2H_Stat_Value
elseif $_Check_Item_Sword2H = "true" then
$_Type_Item[3] = $_Check_Item_Sword2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Sword2H_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 2987917545
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon2H"
$_Type_Item[2] = "Sword2H"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon2H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon2H_Stat_Value
elseif $_Check_Item_Sword2H = "true" then
$_Type_Item[3] = $_Check_Item_Sword2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Sword2H_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 4026134 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon1H"
$_Type_Item[2] = "Mace"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon1H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon1H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon1H_Stat_Value
elseif $_Check_Item_Mace = "true" then
$_Type_Item[3] = $_Check_Item_Mace_Stat_Name
$_Type_Item[4] = $_Check_Item_Mace_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 89494384 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon2H"
$_Type_Item[2] = "Mace2H"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon2H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon2H_Stat_Value
elseif $_Check_Item_Mace2H = "true" then
$_Type_Item[3] = $_Check_Item_Mace2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Mace2H_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 2094596416 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon1H"
$_Type_Item[2] = "FistWeapon"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon1H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon1H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon1H_Stat_Value
elseif $_Check_Item_FistWeapon = "true" then
$_Type_Item[3] = $_Check_Item_FistWeapon_Stat_Name
$_Type_Item[4] = $_Check_Item_FistWeapon_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 2200370880
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon1H"
$_Type_Item[2] = "FistWeapon"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon1H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon1H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon1H_Stat_Value
elseif $_Check_Item_FistWeapon = "true" then
$_Type_Item[3] = $_Check_Item_FistWeapon_Stat_Name
$_Type_Item[4] = $_Check_Item_FistWeapon_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 1620551894 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon2H"
$_Type_Item[2] = "Daibo"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon2H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon2H_Stat_Value
elseif $_Check_Item_Daibo = "true" then
$_Type_Item[3] = $_Check_Item_Daibo_Stat_Name
$_Type_Item[4] = $_Check_Item_Daibo_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 2674415402 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon2H"
$_Type_Item[2] = "Daibo"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon2H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon2H_Stat_Value
elseif $_Check_Item_Daibo = "true" then
$_Type_Item[3] = $_Check_Item_Daibo_Stat_Name
$_Type_Item[4] = $_Check_Item_Daibo_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 1488678091 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon1H"
$_Type_Item[2] = "MightyWeapon1H"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon1H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon1H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon1H_Stat_Value
elseif $_Check_Item_MightyWeapon1H = "true" then
$_Type_Item[3] = $_Check_Item_MightyWeapon1H_Stat_Name
$_Type_Item[4] = $_Check_Item_MightyWeapon1H_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 1488678058 ;ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon2H"
$_Type_Item[2] = "MightyWeapon2H"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon2H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon2H_Stat_Value
elseif $_Check_Item_MightyWeapon2H = "true" then
$_Type_Item[3] = $_Check_Item_MightyWeapon2H_Stat_Name
$_Type_Item[4] = $_Check_Item_MightyWeapon2H_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 140658708 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon2H"
$_Type_Item[2] = "Staff"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon2H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon2H_Stat_Value
elseif $_Check_Item_Staff = "true" then
$_Type_Item[3] = $_Check_Item_Staff_Stat_Name
$_Type_Item[4] = $_Check_Item_Staff_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 199811863 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon1H"
$_Type_Item[2] = "CeremonialDagger"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon1H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon1H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon1H_Stat_Value
elseif $_Check_Item_CeremonialDagger = "true" then
$_Type_Item[3] = $_Check_Item_CeremonialDagger_Stat_Name
$_Type_Item[4] = $_Check_Item_CeremonialDagger_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 262576534 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon1H"
$_Type_Item[2] = "Dagger"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon1H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon1H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon1H_Stat_Value
elseif $_Check_Item_Dagger = "true" then
$_Type_Item[3] = $_Check_Item_Dagger_Stat_Name
$_Type_Item[4] = $_Check_Item_Dagger_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 1203595600 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon2H"
$_Type_Item[2] = "Polearm"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon2H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon2H_Stat_Value
elseif $_Check_Item_Polearm = "true" then
$_Type_Item[3] = $_Check_Item_Polearm_Stat_Name
$_Type_Item[4] = $_Check_Item_Polearm_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 140519163 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Weapon1H"
$_Type_Item[2] = "Spear"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Weapon1H = "true" then
$_Type_Item[3] = $_Check_Item_Weapon1H_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon1H_Stat_Value
elseif $_Check_Item_Spear = "true" then
$_Type_Item[3] = $_Check_Item_Spear_Stat_Name
$_Type_Item[4] = $_Check_Item_Spear_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 110504 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Ranged2H"
$_Type_Item[2] = "Bow"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Ranged2H = "true" then
$_Type_Item[3] = $_Check_Item_Ranged2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Ranged2H_Stat_Value
elseif $_Check_Item_Bow = "true" then
$_Type_Item[3] = $_Check_Item_Bow_Stat_Name
$_Type_Item[4] = $_Check_Item_Bow_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 1338851342 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Ranged2H"
$_Type_Item[2] = "Crossbow"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Ranged2H = "true" then
$_Type_Item[3] = $_Check_Item_Ranged2H_Stat_Name
$_Type_Item[4] = $_Check_Item_Ranged2H_Stat_Value
elseif $_Check_Item_Crossbow = "true" then
$_Type_Item[3] = $_Check_Item_Crossbow_Stat_Name
$_Type_Item[4] = $_Check_Item_Crossbow_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 763102523 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Ranged1H"
$_Type_Item[2] = "HandXbow"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Ranged1H = "true" then
$_Type_Item[3] = $_Check_Item_Ranged1H_Stat_Name
$_Type_Item[4] = $_Check_Item_Ranged1H_Stat_Value
elseif $_Check_Item_HandXbow = "true" then
$_Type_Item[3] = $_Check_Item_HandXbow_Stat_Name
$_Type_Item[4] = $_Check_Item_HandXbow_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 4385866 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "Ranged1H"
$_Type_Item[2] = "Wand"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_Ranged1H = "true" then
$_Type_Item[3] = $_Check_Item_Ranged1H_Stat_Name
$_Type_Item[4] = $_Check_Item_Ranged1H_Stat_Value
elseif $_Check_Item_Wand = "true" then
$_Type_Item[3] = $_Check_Item_Wand_Stat_Name
$_Type_Item[4] = $_Check_Item_Wand_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 332825721 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "WeaponOH"
$_Type_Item[2] = "Shield"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_WeaponOH = "true" then
$_Type_Item[3] = $_Check_Item_WeaponOH_Stat_Name
$_Type_Item[4] = $_Check_Item_WeaponOH_Stat_Value
elseif $_Check_Item_Shield = "true" then
$_Type_Item[3] = $_Check_Item_Shield_Stat_Name
$_Type_Item[4] = $_Check_Item_Shield_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 124739 ; ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "WeaponOH"
$_Type_Item[2] = "Orb"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_WeaponOH = "true" then
$_Type_Item[3] = $_Check_Item_WeaponOH_Stat_Name
$_Type_Item[4] = $_Check_Item_WeaponOH_Stat_Value
elseif $_Check_Item_Orb = "true" then
$_Type_Item[3] = $_Check_Item_Orb_Stat_Name
$_Type_Item[4] = $_Check_Item_Orb_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 4041621 ;ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "WeaponOH"
$_Type_Item[2] = "Mojo"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_WeaponOH = "true" then
$_Type_Item[3] = $_Check_Item_WeaponOH_Stat_Name
$_Type_Item[4] = $_Check_Item_WeaponOH_Stat_Value
elseif $_Check_Item_Mojo = "true" then
$_Type_Item[3] = $_Check_Item_Mojo_Stat_Name
$_Type_Item[4] = $_Check_Item_Mojo_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 269990204 ;ok
$_Type_Item[0] = "Weapon"
$_Type_Item[1] = "WeaponOH"
$_Type_Item[2] = "Quiver"
if $_Check_Item_Weapon = "true" then
$_Type_Item[3] = $_Check_Item_Weapon_Stat_Name
$_Type_Item[4] = $_Check_Item_Weapon_Stat_Value
elseif $_Check_Item_WeaponOH = "true" then
$_Type_Item[3] = $_Check_Item_WeaponOH_Stat_Name
$_Type_Item[4] = $_Check_Item_WeaponOH_Stat_Value
elseif $_Check_Item_Quiver = "true" then
$_Type_Item[3] = $_Check_Item_Quiver_Stat_Name
$_Type_Item[4] = $_Check_Item_Quiver_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 119253633
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Armor"
$_Type_Item[2] = "Armor"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 3851110 ; ok Legendary
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Helm"
$_Type_Item[2] = "Helm"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Helm = "true" then
$_Type_Item[3] = $_Check_Item_Helm_Stat_Name
$_Type_Item[4] = $_Check_Item_Helm_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 947867741 ; ok
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Helm"
$_Type_Item[2] = "Helm"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Helm = "true" then
$_Type_Item[3] = $_Check_Item_Helm_Stat_Name
$_Type_Item[4] = $_Check_Item_Helm_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 3347099555
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Helm"
$_Type_Item[2] = "GenericHelm"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Helm = "true" then
$_Type_Item[3] = $_Check_Item_Helm_Stat_Name
$_Type_Item[4] = $_Check_Item_Helm_Stat_Value
elseif $_Check_Item_GenericHelm = "true" then
$_Type_Item[3] = $_Check_Item_GenericHelm_Stat_Name
$_Type_Item[4] = $_Check_Item_GenericHelm_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 576647032 ;ok
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Helm"
$_Type_Item[2] = "SpiritStone"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Helm = "true" then
$_Type_Item[3] = $_Check_Item_Helm_Stat_Name
$_Type_Item[4] = $_Check_Item_Helm_Stat_Value
elseif $_Check_Item_SpiritStone = "true" then
$_Type_Item[3] = $_Check_Item_SpiritStone_Stat_Name
$_Type_Item[4] = $_Check_Item_SpiritStone_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 1499089042 ;ok
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Helm"
$_Type_Item[2] = "WizardHat"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Helm = "true" then
$_Type_Item[3] = $_Check_Item_Helm_Stat_Name
$_Type_Item[4] = $_Check_Item_Helm_Stat_Value
elseif $_Check_Item_WizardHat = "true" then
$_Type_Item[3] = $_Check_Item_WizardHat_Stat_Name
$_Type_Item[4] = $_Check_Item_WizardHat_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 333341566 ; ok
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Helm"
$_Type_Item[2] = "VoodooMask"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Helm = "true" then
$_Type_Item[3] = $_Check_Item_Helm_Stat_Name
$_Type_Item[4] = $_Check_Item_Helm_Stat_Value
elseif $_Check_Item_VoodooMask = "true" then
$_Type_Item[3] = $_Check_Item_VoodooMask_Stat_Name
$_Type_Item[4] = $_Check_Item_VoodooMask_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 131821392 ; ok
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Gloves"
$_Type_Item[2] = "Gloves"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Gloves = "true" then
$_Type_Item[3] = $_Check_Item_Gloves_Stat_Name
$_Type_Item[4] = $_Check_Item_Gloves_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 120334087 ; ok
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Boots"
$_Type_Item[2] = "Boots"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Boots = "true" then
$_Type_Item[3] = $_Check_Item_Boots_Stat_Name
$_Type_Item[4] = $_Check_Item_Boots_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 940830407 ; ok
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Shoulders"
$_Type_Item[2] = "Shoulders"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Shoulders = "true" then
$_Type_Item[3] = $_Check_Item_Shoulders_Stat_Name
$_Type_Item[4] = $_Check_Item_Shoulders_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 3266863896
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Chest"
$_Type_Item[2] = "ChestArmor"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Chest = "true" then
$_Type_Item[3] = $_Check_Item_Chest_Stat_Name
$_Type_Item[4] = $_Check_Item_Chest_Stat_Value
elseif $_Check_Item_ChestArmor = "true" then
$_Type_Item[3] = $_Check_Item_ChestArmor_Stat_Name
$_Type_Item[4] = $_Check_Item_ChestArmor_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 828360981 ; ok
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Chest"
$_Type_Item[2] = "GenericChestArmor"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Chest = "true" then
$_Type_Item[3] = $_Check_Item_Chest_Stat_Name
$_Type_Item[4] = $_Check_Item_Chest_Stat_Value
elseif $_Check_Item_GenericChestArmor = "true" then
$_Type_Item[3] = $_Check_Item_GenericChestArmor_Stat_Name
$_Type_Item[4] = $_Check_Item_GenericChestArmor_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 121411562 ; ok
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Chest"
$_Type_Item[2] = "Cloak"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Chest = "true" then
$_Type_Item[3] = $_Check_Item_Chest_Stat_Name
$_Type_Item[4] = $_Check_Item_Chest_Stat_Value
elseif $_Check_Item_Cloak = "true" then
$_Type_Item[3] = $_Check_Item_Cloak_Stat_Name
$_Type_Item[4] = $_Check_Item_Cloak_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 948083356 ; ok
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Belt"
$_Type_Item[2] = "Belt"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Belt = "true" then
$_Type_Item[3] = $_Check_Item_Belt_Stat_Name
$_Type_Item[4] = $_Check_Item_Belt_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 479768568 ; ok
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Belt"
$_Type_Item[2] = "MightyBelt"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Belt = "true" then
$_Type_Item[3] = $_Check_Item_Belt_Stat_Name
$_Type_Item[4] = $_Check_Item_Belt_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 3994699 ; ok
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Legs"
$_Type_Item[2] = "Legs"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Legs = "true" then
$_Type_Item[3] = $_Check_Item_Legs_Stat_Name
$_Type_Item[4] = $_Check_Item_Legs_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 1999984446 ; ok
$_Type_Item[0] = "Armor"
$_Type_Item[1] = "Bracers"
$_Type_Item[2] = "Bracers"
if $_Check_Item_Armor = "true" then
$_Type_Item[3] = $_Check_Item_Armor_Stat_Name
$_Type_Item[4] = $_Check_Item_Armor_Stat_Value
elseif $_Check_Item_Bracers = "true" then
$_Type_Item[3] = $_Check_Item_Bracers_Stat_Name
$_Type_Item[4] = $_Check_Item_Bracers_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 4214896 ; ok
$_Type_Item[0] = "Jewelry"
$_Type_Item[1] = "Finger"
$_Type_Item[2] = "Ring"
if $_Check_Item_Jewelry = "true" then
$_Type_Item[3] = $_Check_Item_Jewelry_Stat_Name
$_Type_Item[4] = $_Check_Item_Jewelry_Stat_Value
elseif $_Check_Item_Finger = "true" then
$_Type_Item[3] = $_Check_Item_Finger_Stat_Name
$_Type_Item[4] = $_Check_Item_Finger_Stat_Value
elseif $_Check_Item_Ring = "true" then
$_Type_Item[3] = $_Check_Item_Ring_Stat_Name
$_Type_Item[4] = $_Check_Item_Ring_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 365243096 ;ok
$_Type_Item[0] = "Jewelry"
$_Type_Item[1] = "Neck"
$_Type_Item[2] = "Amulet"
if $_Check_Item_Jewelry = "true" then
$_Type_Item[3] = $_Check_Item_Jewelry_Stat_Name
$_Type_Item[4] = $_Check_Item_Jewelry_Stat_Value
elseif $_Check_Item_Neck = "true" then
$_Type_Item[3] = $_Check_Item_Neck_Stat_Name
$_Type_Item[4] = $_Check_Item_Neck_Stat_Value
elseif $_Check_Item_Amulet = "true" then
$_Type_Item[3] = $_Check_Item_Amulet_Stat_Name
$_Type_Item[4] = $_Check_Item_Amulet_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 129668150 ;ok
$_Type_Item[0] = "Follower"
$_Type_Item[1] = "Templar"
$_Type_Item[2] = "TemplarSpecial"
if $_Check_Item_Follower = "true" then
$_Type_Item[3] = $_Check_Item_Follower_Stat_Name
$_Type_Item[4] = $_Check_Item_Follower_Stat_Value
elseif $_Check_Item_Templar = "true" then
$_Type_Item[3] = $_Check_Item_Templar_Stat_Name
$_Type_Item[4] = $_Check_Item_Templar_Stat_Value
elseif $_Check_Item_TemplarSpecial = "true" then
$_Type_Item[3] = $_Check_Item_TemplarSpecial_Stat_Name
$_Type_Item[4] = $_Check_Item_TemplarSpecial_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 953512528 ;ok
$_Type_Item[0] = "Follower"
$_Type_Item[1] = "Scoundrel"
$_Type_Item[2] = "ScoundrelSpecial"
if $_Check_Item_Follower = "true" then
$_Type_Item[3] = $_Check_Item_Follower_Stat_Name
$_Type_Item[4] = $_Check_Item_Follower_Stat_Value
elseif $_Check_Item_Scoundrel = "true" then
$_Type_Item[3] = $_Check_Item_Scoundrel_Stat_Name
$_Type_Item[4] = $_Check_Item_Scoundrel_Stat_Value
elseif $_Check_Item_ScoundrelSpecial = "true" then
$_Type_Item[3] = $_Check_Item_ScoundrelSpecial_Stat_Name
$_Type_Item[4] = $_Check_Item_ScoundrelSpecial_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case 464307745 ; ok
$_Type_Item[0] = "Follower"
$_Type_Item[1] = "Enchantress"
$_Type_Item[2] = "EnchantressSpecial"
if $_Check_Item_Follower = "true" then
$_Type_Item[3] = $_Check_Item_Follower_Stat_Name
$_Type_Item[4] = $_Check_Item_Follower_Stat_Value
elseif $_Check_Item_Enchantress = "true" then
$_Type_Item[3] = $_Check_Item_Enchantress_Stat_Name
$_Type_Item[4] = $_Check_Item_Enchantress_Stat_Value
elseif $_Check_Item_EnchantressSpecial = "true" then
$_Type_Item[3] = $_Check_Item_EnchantressSpecial_Stat_Name
$_Type_Item[4] = $_Check_Item_EnchantressSpecial_Stat_Value
else
$_Type_Item[3] = "NotUsed"
$_Type_Item[4] = "NotUsed"
endif
case else
$_Type_Item[0] = "unknow"
$_Type_Item[1] = "unknow"
$_Type_Item[2] = "unknow"
$_Type_Item[3] = "unknow"
$_Type_Item[4] = "unknow"
endSwitch
return $_Type_Item
endfunc ;==>GetTypeItem
Func AnalyseStatItem($_GUID,$_List_StatNameToCheck,$_List_StatValueToCheck,$_Family_Name)
Local $_Stat_Name_List = StringSplit($_List_StatNameToCheck, "|")
Local $_Stat_Value_List = StringSplit($_List_StatValueToCheck, "|")
Local $_Nb_Stat_Ok = 0
Local $_Stat_Err = 0
For $i = 1 to $_Stat_Name_List[0]
if $_Stat_Name_List[$i] = "Strength" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Strength_Item)
_logAdvanced(" ==> Strength=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "Vitality" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Vitality_Item)
_logAdvanced(" ==> Vitality=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "Intelligence" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Intelligence_Item)
_logAdvanced(" ==> Intelligence=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "Dexterity" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Dexterity_Item)
_logAdvanced(" ==> Dexterity=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "ResistAll" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Resistance_All)
_logAdvanced(" ==> ResistAll=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "GF" then
$_Stat = Round(IterateActorAtribs($_GUID, $Atrib_Gold_Find) * 100,1)
_logAdvanced(" ==> GF=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "MF" then
$_Stat = Round(IterateActorAtribs($_GUID, $Atrib_Magic_Find) * 100,1)
_logAdvanced(" ==> MF=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "HealthBonus" then
$_Stat = Round(IterateActorAtribs($_GUID, $Atrib_Hitpoints_Max_Percent_Bonus_Item) * 100,1)
_logAdvanced(" ==> HealthBonus=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "AttackSpeedBonus" then
if $_Family_Name <> "Weapon" then
$_Stat = Round(IterateActorAtribs($_GUID, $Atrib_Attacks_Per_Second_Percent) * 100,1)
_logAdvanced(" ==> AttackSpeedBonus=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
else
$_Stat = Round(IterateActorAtribs($_GUID, $Atrib_Attacks_Per_Second_Item_Percent) * 100,1)
_logAdvanced(" ==> AttackSpeedBonus=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
endif
elseif $_Stat_Name_List[$i]= "AttackSpeedTotal" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Attacks_Per_Second_Item_Total)
_logAdvanced(" ==> AttackSpeedTotal=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "ArmorBonus" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Armor_Bonus_Item)
_logAdvanced(" ==> ArmorBonus=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "ArmorTotal" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Armor_Item_Total)
_logAdvanced(" ==> ArmorTotal=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "CritChance" then
$_Stat = Round(IterateActorAtribs($_GUID, $Atrib_Crit_Percent_Bonus_Capped) * 100,1)
_logAdvanced(" ==> CritChance=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "CritDamage" then
$_Stat = Round(IterateActorAtribs($_GUID, $Atrib_Crit_Damage_Percent)* 100,1)
_logAdvanced(" ==> CritDamage=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "Socket" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Sockets)
_logAdvanced(" ==> Socket=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "Indestructible" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Item_Indestructible)
_logAdvanced(" ==> Indestructible=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "BlockChance" then
$_Stat = Round(IterateActorAtribs($_GUID, $Atrib_Block_Chance_Item) * 100,1)
_logAdvanced(" ==> BlockChance=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "BlockBonus" then
$_Stat = Round(IterateActorAtribs($_GUID, $Atrib_Block_Chance_Bonus_Item) * 100,1)
_logAdvanced(" ==> BlockBonus=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "BlockTotal" then
$_Stat = Round(IterateActorAtribs($_GUID, $Atrib_Block_Chance_Item_Total) * 100,1)
_logAdvanced(" ==> BlockTotal=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "RegenBySecond" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Hitpoints_Regen_Per_Second)
_logAdvanced(" ==> RegenBySecond=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "RegenByHit" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Hitpoints_On_Hit)
_logAdvanced(" ==> RegenByHit=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "RegenByKill" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Hitpoints_On_Kill)
_logAdvanced(" ==> RegenByKill=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "DamageMin" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Damage_Weapon_Min_Total_All)
_logAdvanced(" ==> DamageMin=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "DamageMax" then
$_Stat = IterateActorAtribs($_GUID, $Atrib_Damage_Weapon_Max_Total_All)
_logAdvanced(" ==> DamageMax=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "DamageAve" then
$_Stat = round(IterateActorAtribs($_GUID, $Atrib_Damage_Weapon_Average_Total_All),2)
_logAdvanced(" ==> DamageAve=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "DPS" then
$_Stat = round(round(IterateActorAtribs($_GUID, $Atrib_Attacks_Per_Second_Item_Total),2)*round(IterateActorAtribs($_GUID, $Atrib_Damage_Weapon_Average_Total_All),2),1)
_logAdvanced(" ==> DPS=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "StealHealth" then
$_Stat = Round(IterateActorAtribs($_GUID, $Atrib_Steal_Health_Percent)* 100,1)
_logAdvanced(" ==> StealHealth=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
elseif $_Stat_Name_List[$i]= "MoveSpeed" then
$_Stat = Round(IterateActorAtribs($_GUID, $Atrib_Movement_Scalar)* 100,1)
_logAdvanced(" ==> MoveSpeed=" & $_Stat & " for " & $_Stat_Value_List[$i] & " asked")
else
$_Stat_Err = 1
endif
if $_Stat_Err = 0 then
if $_Stat <> "" and $_Stat >= $_Stat_Value_List[$i] then
$_Nb_Stat_Ok += 1
endif
else
exitLoop
endif
next
_logAdvanced("--------------------------->")
if $_Stat_Err = 0 then
if $_Nb_Stat_Ok = $_Stat_Name_List[0] then
return True
else
return False
endif
else
return false
endif
EndFunc ;==>AnalyseStatItem