forked from tdauth/dmdf
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathStruct Item Types.j
executable file
·940 lines (757 loc) · 44.3 KB
/
Struct Item Types.j
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
library StructGameItemTypes requires Asl, StructGameClasses, StructGameCharacter, StructGameGrimoire
/**
* \brief Default item type struct for all item types in The Power of Fire.
*/
struct ItemType extends ACharacterItemType
private static AIntegerVector m_twoSlotItems
public static method itemTypeIdRequiresTwoSlots takes integer itemTypeId returns boolean
return thistype.m_twoSlotItems.contains(itemTypeId)
endmethod
public stub method checkRequirement takes unit whichUnit returns boolean
local integer i = 0
local AUnitInventory inventory = AUnitInventory.getUnitsInventory(whichUnit)
if (this.equipmentType() == AItemType.equipmentTypeSecondaryWeapon and inventory.equipmentItemData(AItemType.equipmentTypePrimaryWeapon) != 0) then
set i = 0
loop
exitwhen (i == thistype.m_twoSlotItems.size())
if (inventory.equipmentItemData(AItemType.equipmentTypePrimaryWeapon).itemTypeId() == thistype.m_twoSlotItems[i]) then
call SimError(GetOwningPlayer(whichUnit), tre("Charakter trägt Gegenstand, der beide Slots benötigt.", "Character wears item which requires both slots."))
return false
endif
set i = i + 1
endloop
elseif (inventory.equipmentItemData(AItemType.equipmentTypeSecondaryWeapon) != 0) then
set i = 0
loop
exitwhen (i == thistype.m_twoSlotItems.size())
if (this.itemTypeId() == thistype.m_twoSlotItems[i]) then
call SimError(GetOwningPlayer(whichUnit), tre("Gegenstand benötigt beide Slots.", "The item requires both slots."))
return false
endif
set i = i + 1
endloop
endif
return super.checkRequirement(whichUnit)
endmethod
private static method onInit takes nothing returns nothing
/**
* All items which require two slots have to be registered here.
* TODO maybe store a boolean attribute instead which can be set?
*/
set thistype.m_twoSlotItems = AIntegerVector.create()
call thistype.m_twoSlotItems.pushBack('I013')
call thistype.m_twoSlotItems.pushBack('I020')
call thistype.m_twoSlotItems.pushBack('I021')
call thistype.m_twoSlotItems.pushBack('I04T')
call thistype.m_twoSlotItems.pushBack('I05B')
call thistype.m_twoSlotItems.pushBack('I05C')
call thistype.m_twoSlotItems.pushBack('I06Y')
call thistype.m_twoSlotItems.pushBack('I075')
call thistype.m_twoSlotItems.pushBack('I07L')
call thistype.m_twoSlotItems.pushBack('I07M')
endmethod
public static method create takes integer itemType, integer equipmentType, integer requiredLevel, integer requiredStrength, integer requiredAgility, integer requiredIntelligence, AClass requiredClass returns thistype
local thistype this = thistype.allocate(itemType, equipmentType, requiredLevel, requiredStrength, requiredAgility, requiredIntelligence, requiredClass)
return this
endmethod
endstruct
/**
* \brief Item type for all range based weapons.
* This item type should enable the proper attack animations for characters as well as range attack when being equipped.
* Since disabling techs does not work in Warcraft III we use the followig solution:
* http://www.hiveworkshop.com/forums/general-mapping-tutorials-278/hero-passive-transformation-198482/
* For this solution two unit types must exist. One with range attack and the other with melee attack.
*
* \note For specifying any missile graphics you can use a damage ability based on 'AIsb' and specify one. Set the chance for the effect to 0.0 to disable it.
* \note Note that orbs do not stack so it can only be used if there is only one weapon.
*/
struct RangeItemType extends ItemType
public static method createSimpleRange takes integer itemType, integer equipmentType returns thistype
return thistype.allocate(itemType, equipmentType, 0, 0, 0, 0, 0)
endmethod
public stub method onEquipItem takes unit whichUnit, integer slot returns nothing
local Character character = ACharacter.getCharacterByUnit(whichUnit)
local AGlobalHashTable realSpellLevels = 0
local integer i
debug call Print("Range item attach")
if (character != 0) then
debug call Print("Adding and removing ability " + GetObjectName(Classes.classRangeAbilityIdByCharacter(character)) + " to unit " + GetUnitName(whichUnit))
/**
* Make sure the current spell levels are up to date for later restoration.
*/
set realSpellLevels = character.grimoire().spellLevels()
/*
* These two lines of code do the passive transformation to a range fighting unit.
*/
call UnitAddAbility(whichUnit, Classes.classRangeAbilityIdByCharacter(character))
call UnitRemoveAbility(whichUnit, Classes.classRangeAbilityIdByCharacter(character))
/*
* Now the spell levels have to be readded and the grimoire needs to be updated since all abilities are gone.
*/
call character.grimoire().readd(realSpellLevels)
call realSpellLevels.destroy()
set realSpellLevels = 0
call character.grimoire().updateUi()
endif
endmethod
public stub method onUnequipItem takes unit whichUnit, integer slot returns nothing
local Character character = ACharacter.getCharacterByUnit(whichUnit)
local AGlobalHashTable realSpellLevels = 0
debug call Print("Range item drop")
if (character != 0) then
debug call Print("Adding and removing ability " + GetObjectName(Classes.classMeleeAbilityIdByCharacter(character)) + " to unit " + GetUnitName(whichUnit))
set realSpellLevels = character.grimoire().spellLevels()
call UnitAddAbility(whichUnit, Classes.classMeleeAbilityIdByCharacter(character))
call UnitRemoveAbility(whichUnit, Classes.classMeleeAbilityIdByCharacter(character))
call character.grimoire().readd(realSpellLevels)
call realSpellLevels.destroy()
set realSpellLevels = 0
call character.grimoire().updateUi()
endif
endmethod
endstruct
/**
* \brief Item type for defense items like bucklers.
*/
struct DefenceItemType extends ItemType
public static constant string animationProperties = "Defend"
public static method createSimpleDefence takes integer itemType, integer equipmentType returns thistype
return thistype.allocate(itemType, equipmentType, 0, 0, 0, 0, 0)
endmethod
public stub method onEquipItem takes unit whichUnit, integer slot returns nothing
debug call Print("Defend item attach")
call AddUnitAnimationProperties(whichUnit, thistype.animationProperties, true)
endmethod
public stub method onUnequipItem takes unit whichUnit, integer slot returns nothing
debug call Print("Defend item drop")
call AddUnitAnimationProperties(whichUnit, thistype.animationProperties, false)
endmethod
endstruct
struct MeleeItemType extends ItemType
public stub method onEquipItem takes unit whichUnit, integer slot returns nothing
debug call Print("Melee item attach")
endmethod
public stub method onUnequipItem takes unit whichUnit, integer slot returns nothing
debug call Print("Melee item drop")
endmethod
endstruct
/**
* \brief The saddle is a special item which can only be carried if the character rides on a horse.
*/
struct SaddleItemType extends ItemType
public static method isUnitOnHorse takes integer unitTypeId returns boolean
return unitTypeId == 'H02W' or unitTypeId == 'H02Z' or unitTypeId == 'H031' or unitTypeId == 'H033' or unitTypeId == 'H035' or unitTypeId == 'H037' or unitTypeId == 'H039' or unitTypeId == 'H03B' or unitTypeId == 'H02X' or unitTypeId == 'H030' or unitTypeId == 'H032' or unitTypeId == 'H034' or unitTypeId == 'H036' or unitTypeId == 'H038' or unitTypeId == 'H03A' or unitTypeId == 'H03C'
endmethod
public stub method checkRequirement takes unit whichUnit returns boolean
local integer unitTypeId = GetUnitTypeId(whichUnit)
if (not thistype.isUnitOnHorse(unitTypeId)) then
call SimError(GetOwningPlayer(whichUnit), tre("Charakter muss Pferd reiten.", "Character has to ride a horse."))
return false
endif
return super.checkRequirement(whichUnit)
endmethod
public static method create takes integer itemType, integer equipmentType, integer requiredLevel, integer requiredStrength, integer requiredAgility, integer requiredIntelligence, AClass requiredClass returns thistype
local thistype this = thistype.allocate(itemType, equipmentType, requiredLevel, requiredStrength, requiredAgility, requiredIntelligence, requiredClass)
return this
endmethod
endstruct
/**
* The bronze set of items is a quest reward in the map The North.
* If all items are equipped, bonuses will be added.
*/
struct BronzeSetItemType extends ItemType
public stub method onEquipItem takes unit whichUnit, integer slot returns nothing
local Character character = Character.getCharacterByUnit(whichUnit)
debug call Print("Bronze item attach")
if (GetUnitAbilityLevel(whichUnit, 'A1W4') < 1 and character != 0 and character.inventory().equipmentItemData(thistype.equipmentTypeHeaddress) != 0 and character.inventory().equipmentItemData(thistype.equipmentTypeHeaddress).itemTypeId() == 'I07Q' and character.inventory().equipmentItemData(thistype.equipmentTypeArmour) != 0 and character.inventory().equipmentItemData(thistype.equipmentTypeArmour).itemTypeId() == 'I07X' and character.inventory().equipmentItemData(thistype.equipmentTypePrimaryWeapon) != 0 and character.inventory().equipmentItemData(thistype.equipmentTypePrimaryWeapon).itemTypeId() == 'I080' and character.inventory().equipmentItemData(thistype.equipmentTypeSecondaryWeapon) != 0 and character.inventory().equipmentItemData(thistype.equipmentTypeSecondaryWeapon).itemTypeId() == 'I07Z' and ((character.inventory().equipmentItemData(thistype.equipmentTypeAmulet) != 0 and character.inventory().equipmentItemData(thistype.equipmentTypeAmulet).itemTypeId() == 'I07Y' and character.inventory().equipmentItemData(thistype.equipmentTypeAmulet + 1) != 0 and character.inventory().equipmentItemData(thistype.equipmentTypeAmulet + 1).itemTypeId() == 'I081') or (character.inventory().equipmentItemData(thistype.equipmentTypeAmulet) != 0 and character.inventory().equipmentItemData(thistype.equipmentTypeAmulet).itemTypeId() == 'I081' and character.inventory().equipmentItemData(thistype.equipmentTypeAmulet + 1) != 0 and character.inventory().equipmentItemData(thistype.equipmentTypeAmulet + 1).itemTypeId() == 'I07Y'))) then
call UnitAddAbility(whichUnit, 'A1W4')
call UnitMakeAbilityPermanent(whichUnit, true, 'A1W4')
call character.displayHint(tre("Gesamte Bronzerüstung ausgerüstet. Die Rüstung Ihres Charakters wird zusätzlich erhöht.", "Equipped the whole bronze armour. The armour of your character is increased additionally."))
debug call Print("Add Bronze bonus!")
endif
endmethod
public stub method onUnequipItem takes unit whichUnit, integer slot returns nothing
debug call Print("Bronze item drop")
if (GetUnitAbilityLevel(whichUnit, 'A1W4') > 0) then
call UnitRemoveAbility(whichUnit, 'A1W4')
endif
endmethod
endstruct
/**
* \brief Static struct which stores all global item types of the mod.
* The object data and item types must be available in EVERY map of the campaign since the character can travel from map to map.
* Therefore the item types need to be specified globally (here) and not per map.
* \note Do not add usable abilities, only permanents!
* \note Only equipable item types have to be added. Charged usable items or quest items for the bagpack only do not have to be added at all.
*/
struct ItemTypes
// start items
private static RangeItemType m_simpleDruidStaff
private static ItemType m_blessedSword // Markwards item
private static ItemType m_preciousClericHelmet
private static ItemType m_bigDoubleAxe
private static ItemType m_vassalLance
// Ricman
private static DefenceItemType m_ricmansShield
private static ItemType m_ricmansSpear
private static ItemType m_ringOfLatency
private static ItemType m_staffOfNecromancer
private static ItemType m_staffOfWizard
// Agihard
private static ItemType m_amuletOfFight
private static DefenceItemType m_expandedShield
private static DefenceItemType m_knightBuckler
private static ItemType m_axe
private static DefenceItemType m_woodenShield
private static DefenceItemType m_lightWoodenShield
private static ItemType m_protectionRing
private static DefenceItemType m_heavyWoodenShield
private static ItemType m_staff
private static DefenceItemType m_vassalShield
private static ItemType m_mace
private static ItemType m_morningStar
private static ItemType m_morningStarSecondary
private static ItemType m_halberd
private static ItemType m_shortsword
private static ItemType m_longsword
private static ItemType m_magicAmulet
private static ItemType m_magicCoat
private static ItemType m_magicHat
private static ItemType m_powerfulMagicHat
private static ItemType m_magicRing
private static RangeItemType m_bonesBow
private static ItemType m_torch
private static ItemType m_bannerOfTheBlackLegion
private static ItemType m_bannerOfTheWhiteLegion
private static RangeItemType m_circleOfElements
private static ItemType m_spear
// Ricman's items
private static ItemType m_nasalHelmet
private static ItemType m_kettleHat
private static ItemType m_leatherArmourPlate
private static ItemType m_dragonArmourPlate
private static DefenceItemType m_largeRoundedBuckler
private static RangeItemType m_dart
private static ItemType m_nordicWarHammer
private static ItemType m_nordicWarHelmet
// Wieland's items
private static ItemType m_knightsArmour
private static ItemType m_bascinet
private static ItemType m_greatHelm
private static ItemType m_knightHelmet
private static ItemType m_fineKnightHelmet
private static ItemType m_ironArmour
private static ItemType m_amuletOfStrength
private static ItemType m_decoratedAmuletOfStrength
private static ItemType m_ringOfStrength3
// Björn's items
private static ItemType m_cloak
private static ItemType m_hood
private static RangeItemType m_huntingBow
private static RangeItemType m_longBow
private static RangeItemType m_bjoernsShortBow
private static ItemType m_huntingKnife
private static ItemType m_bootsOfSpeed
private static ItemType m_quiver
private static ItemType m_simpleClothes
// artefacts
private static ItemType m_amuletOfForesight
private static ItemType m_amuletOfTerror
private static ItemType m_swordOfDarkness
private static ItemType m_amuletOfPower
private static ItemType m_amuletOfLife
private static ItemType m_bloodyDragonAxe
private static ItemType m_hornOfFighting
private static ItemType m_hornOfLife
private static ItemType m_hornOfProtection
private static ItemType m_demonSkull
private static RangeItemType m_staffOfFreezing
private static RangeItemType m_staffOfSlowing
// slaughter quest
private static ItemType m_bloodAmulet
// Tellborn's items
private static RangeItemType m_staffOfClarity
private static ItemType m_shamanMask
private static ItemType m_skullMask
// NEW
private static ItemType m_dagosDagger
private static ItemType m_wingsOfDeathAngel
private static ItemType m_vampireNecklace
private static RangeItemType m_hauntedStaff
// Sisgard's reward
private static ItemType m_necromancerHelmet
// Sisgard's items
private static ItemType m_amuletOfWisdom
private static ItemType m_mageArmour
// Ursula's items
private static ItemType m_druidCloak
private static RangeItemType m_druidStaff
private static RangeItemType m_staffOfBan
private static ItemType m_druidBoots
// Deranor's artefact
private static ItemType m_deranorsCrownPiece
// corn eaters items
private static ItemType m_manaAmulet
// bandits drops
private static ItemType m_ringOfProtection2
// wild creatures
private static ItemType m_amuletOfLore
private static ItemType m_ringOfProtection3
// orcs
private static ItemType m_crownOfKarornForest
private static ItemType m_orcAxe
private static ItemType m_orcCrossBow
// Markward
private static ItemType m_ringOfStrength
private static ItemType m_ringOfWisdom
private static ItemType m_ringOfDexterity
private static ItemType m_ringOfLoyality
private static ItemType m_amuletFromTalras
// death vault drops
private static ItemType m_deathScythe
// Tanka's Totems
private static ItemType m_attackTotem
private static ItemType m_defenseTotem
// map Gardonar
private static ItemType m_demonicShoulderPlate
private static ItemType m_demonicFireBow
// map Gardonar's Hell
private static ItemType m_tridentOfTheDevil
// map Deranor's Swamp
// Models\Items\DunklerSchild1.mdx
// map Holzbruck
private static SaddleItemType m_saddle
private static ItemType m_twoHandedSword
private static ItemType m_helmetOfTheCommander
// map Holzbruck's underworld
private static ItemType m_warDrums
// map The North
private static ItemType m_enchantedDwarfBlade
private static ItemType m_twoHandedSwordCold
private static ItemType m_cursedHammer // Objects\InventoryItems\Cursed Hammer\CursedHummer.mdx
private static ItemType m_huntingArmor // Models\Items\LeatherPlate.mdx
private static ItemType m_nordicBuckler // Models\Items\RicmansSchild.mdx
private static ItemType m_nordicSpear // Models\Items\RicmansSpeer.mdx
private static BronzeSetItemType m_bronzeHelmet
private static BronzeSetItemType m_bronzePlate
private static BronzeSetItemType m_bronzeBoots
private static BronzeSetItemType m_bronzeBuckler
private static BronzeSetItemType m_bronzeSword
private static BronzeSetItemType m_bronzeBracers
private static method create takes nothing returns thistype
return 0
endmethod
private method onDestroy takes nothing returns nothing
endmethod
private static method onInit takes nothing returns nothing
local integer i = 0
// disable the spell book ability to get a passive ability without icon
loop
exitwhen (i == bj_MAX_PLAYERS)
call SetPlayerAbilityAvailable(Player(i), 'A19N', false)
call SetPlayerAbilityAvailable(Player(i), 'A19S', false)
call SetPlayerAbilityAvailable(Player(i), 'A19T', false)
call SetPlayerAbilityAvailable(Player(i), 'A19U', false)
call SetPlayerAbilityAvailable(Player(i), 'A19V', false)
call SetPlayerAbilityAvailable(Player(i), 'A19W', false)
call SetPlayerAbilityAvailable(Player(i), 'A1AF', false)
call SetPlayerAbilityAvailable(Player(i), 'A1AG', false)
call SetPlayerAbilityAvailable(Player(i), 'A1B6', false)
call SetPlayerAbilityAvailable(Player(i), 'A1B7', false)
call SetPlayerAbilityAvailable(Player(i), 'A1B8', false)
call SetPlayerAbilityAvailable(Player(i), 'A1B9', false)
call SetPlayerAbilityAvailable(Player(i), 'A1BA', false)
call SetPlayerAbilityAvailable(Player(i), 'A0RU', false)
call SetPlayerAbilityAvailable(Player(i), 'A1DC', false)
call SetPlayerAbilityAvailable(Player(i), 'A1DE', false)
call SetPlayerAbilityAvailable(Player(i), 'A1DO', false)
call SetPlayerAbilityAvailable(Player(i), 'A1DP', false)
call SetPlayerAbilityAvailable(Player(i), 'A1S9', false)
call SetPlayerAbilityAvailable(Player(i), 'A1DQ', false)
call SetPlayerAbilityAvailable(Player(i), 'A1EB', false)
call SetPlayerAbilityAvailable(Player(i), 'A1E7', false)
call SetPlayerAbilityAvailable(Player(i), 'A1EJ', false)
call SetPlayerAbilityAvailable(Player(i), 'A1R4', false)
call SetPlayerAbilityAvailable(Player(i), 'A1TL', false)
call SetPlayerAbilityAvailable(Player(i), 'A1TN', false)
call SetPlayerAbilityAvailable(Player(i), 'A0KE', false)
call SetPlayerAbilityAvailable(Player(i), 'A1VN', false)
call SetPlayerAbilityAvailable(Player(i), 'A1WD', false)
set i = i + 1
endloop
endmethod
/**
* Call this method during the map initialization to create all item types.
* The map has to contain the corresponding object data, otherwise the object IDs are invalid.
*/
public static method init takes nothing returns nothing
//integer itemType, integer equipmentType, integer requiredLevel, integer requiredStrength, integer requiredAgility, integer requiredIntelligence, AClass requiredClass returns AItemType
set thistype.m_simpleDruidStaff = RangeItemType.createSimpleRange('I06J', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_simpleDruidStaff.addAbility('A1HX')
set thistype.m_blessedSword = ItemType.createSimple('I03R', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_blessedSword.addAbility('Alcs')
call thistype.m_blessedSword.addAbility('A04M')
set thistype.m_preciousClericHelmet = ItemType.createSimple('I00I', AItemType.equipmentTypeHeaddress)
call thistype.m_preciousClericHelmet.addAbility('A02E')
set thistype.m_bigDoubleAxe = ItemType.createSimple('I00J', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_bigDoubleAxe.addAbility('A02F')
call thistype.m_bigDoubleAxe.addAbility('A19S')
set thistype.m_vassalLance = ItemType.createSimple('I00K', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_vassalLance.addAbility('A02G')
set thistype.m_ricmansShield = DefenceItemType.createSimpleDefence('I00M', AItemType.equipmentTypeSecondaryWeapon)
call thistype.m_ricmansShield.addAbility('A02K')
call thistype.m_ricmansShield.addAbility('AIs6')
set thistype.m_ricmansSpear = ItemType.createSimple('I002', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_ricmansSpear.addAbility('A02J')
call thistype.m_ricmansSpear.addAbility('AIs6')
set thistype.m_ringOfLatency = ItemType.createSimple('I00V', AItemType.equipmentTypeAmulet)
//call thistype.m_ringOfLatency.addAbility('A02Y', false)
set thistype.m_staffOfNecromancer = ItemType.create('I00L', AItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, Classes.necromancer())
call thistype.m_staffOfNecromancer.addAbility('A02H')
call thistype.m_staffOfNecromancer.addAbility('AIrm')
//call thistype.m_staffOfNecromancer.addAbility('A02I', false)
call thistype.m_staffOfNecromancer.addAbility('AIi4')
set thistype.m_staffOfWizard = ItemType.create('I00H', AItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, Classes.wizard())
call thistype.m_staffOfWizard.addAbility('A086')
call thistype.m_staffOfWizard.addAbility('AIrm')
//call thistype.m_staffOfWizard.addAbility('A02N', false)
call thistype.m_staffOfWizard.addAbility('AIi6')
set thistype.m_amuletOfFight = ItemType.create('I06K', AItemType.equipmentTypeAmulet, 0, 0, 0, 0, 0)
call thistype.m_amuletOfFight.addAbility('A01K')
set thistype.m_expandedShield = DefenceItemType.createSimpleDefence('I006', AItemType.equipmentTypeSecondaryWeapon)
call thistype.m_expandedShield.addAbility('A01S')
set thistype.m_knightBuckler = DefenceItemType.createSimpleDefence('I068', AItemType.equipmentTypeSecondaryWeapon)
call thistype.m_knightBuckler.addAbility('A1E7')
call thistype.m_knightBuckler.addAbility('A1E5')
set thistype.m_axe = ItemType.create('I00Q', AItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_axe.addAbility('A02P')
set thistype.m_woodenShield = DefenceItemType.createSimpleDefence('I005', AItemType.equipmentTypeSecondaryWeapon)
call thistype.m_woodenShield.addAbility('A01T')
set thistype.m_lightWoodenShield = DefenceItemType.createSimpleDefence('I00N', AItemType.equipmentTypeSecondaryWeapon)
call thistype.m_lightWoodenShield.addAbility('A02M')
set thistype.m_protectionRing = ItemType.create('I00W', AItemType.equipmentTypeAmulet, 0, 0, 0, 0, 0)
call thistype.m_protectionRing.addAbility('AId3')
set thistype.m_heavyWoodenShield = DefenceItemType.createSimpleDefence('I00O', AItemType.equipmentTypeSecondaryWeapon)
call thistype.m_heavyWoodenShield.addAbility('A016')
set thistype.m_staff = ItemType.create('I003', AItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_staff.addAbility('A02L')
set thistype.m_vassalShield = DefenceItemType.createSimpleDefence('I00Y', AItemType.equipmentTypeSecondaryWeapon)
call thistype.m_vassalShield.addAbility('A049')
set thistype.m_mace = ItemType.create('I011', AItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_mace.addAbility('A04L')
set thistype.m_morningStar = ItemType.create('I014', AItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_morningStar.addAbility('A04O')
set thistype.m_morningStarSecondary = ItemType.create('I06I', AItemType.equipmentTypeSecondaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_morningStarSecondary.addAbility('A1GX')
set thistype.m_halberd = ItemType.create('I01X', AItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_halberd.addAbility('A07G')
call thistype.m_halberd.addAbility('A19N')
set thistype.m_shortsword = ItemType.createSimple('I01Y', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_shortsword.addAbility('A07H')
set thistype.m_longsword = ItemType.create('I012', AItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_longsword.addAbility('A04M')
set thistype.m_magicAmulet = ItemType.create('I01Q', AItemType.equipmentTypeAmulet, 0, 0, 0, 0, 0)
call thistype.m_magicAmulet.addAbility('AI2m')
call thistype.m_magicAmulet.addAbility('A19U')
set thistype.m_magicCoat = ItemType.create('I01R', AItemType.equipmentTypeArmour, 0, 0, 0, 0, 0)
call thistype.m_magicCoat.addAbility('AIrm')
call thistype.m_magicCoat.addAbility('A19V')
set thistype.m_magicHat = ItemType.create('I01S', AItemType.equipmentTypeHeaddress, 0, 0, 0, 0, 0)
call thistype.m_magicHat.addAbility('AImv')
call thistype.m_magicHat.addAbility('A06H')
call thistype.m_magicHat.addAbility('A06G')
set thistype.m_powerfulMagicHat = ItemType.create('I05A', AItemType.equipmentTypeHeaddress, 0, 0, 0, 0, 0)
call thistype.m_powerfulMagicHat.addAbility('A17J')
set thistype.m_magicRing = ItemType.create('I01P', AItemType.equipmentTypeAmulet, 0, 0, 0, 0, 0)
call thistype.m_magicRing.addAbility('AImz')
call thistype.m_magicRing.addAbility('AIi3')
set thistype.m_bonesBow = RangeItemType.createSimpleRange('I013', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_bonesBow.addAbility('A1DO')
set thistype.m_torch = ItemType.createSimple('I02G', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_torch.addAbility('A088')
call thistype.m_torch.addAbility('A087')
set thistype.m_bannerOfTheBlackLegion = ItemType.createSimple('I01B', ItemType.equipmentTypeAmulet)
call thistype.m_bannerOfTheBlackLegion.addAbility('A1AF')
set thistype.m_bannerOfTheWhiteLegion = ItemType.createSimple('I01C', ItemType.equipmentTypeAmulet)
call thistype.m_bannerOfTheWhiteLegion.addAbility('A1AG')
set thistype.m_circleOfElements = RangeItemType.create('I02H', ItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, Classes.elementalMage())
call thistype.m_circleOfElements.addAbility('A08A')
call thistype.m_circleOfElements.addAbility('AIrm')
call thistype.m_circleOfElements.addAbility('AIi6')
call thistype.m_circleOfElements.addAbility('A089')
set thistype.m_spear = ItemType.createSimple('I01W', ItemType.equipmentTypePrimaryWeapon)
call thistype.m_spear.addAbility('A07F')
// Ricman's items
set thistype.m_nasalHelmet = ItemType.createSimple('I02D', AItemType.equipmentTypeHeaddress)
call thistype.m_nasalHelmet.addAbility('A084')
set thistype.m_kettleHat = ItemType.createSimple('I02E', AItemType.equipmentTypeHeaddress)
call thistype.m_kettleHat.addAbility('A085')
set thistype.m_leatherArmourPlate = ItemType.createSimple('I02B', AItemType.equipmentTypeArmour)
call thistype.m_leatherArmourPlate.addAbility('A082')
set thistype.m_dragonArmourPlate = ItemType.createSimple('I02C', AItemType.equipmentTypeArmour)
call thistype.m_dragonArmourPlate.addAbility('A083')
set thistype.m_largeRoundedBuckler = DefenceItemType.create('I02A', AItemType.equipmentTypeSecondaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_largeRoundedBuckler.addAbility('A081')
set thistype.m_dart = RangeItemType.createSimpleRange('I029', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_dart.addAbility('A080')
set thistype.m_nordicWarHammer = ItemType.create('I05C', AItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_nordicWarHammer.addAbility('A17M')
call thistype.m_nordicWarHammer.addAbility('A0RU')
set thistype.m_nordicWarHelmet = ItemType.create('I05E', AItemType.equipmentTypeHeaddress, 0, 0, 0, 0, 0)
call thistype.m_nordicWarHelmet.addAbility('A18J')
// Wieland's items
set thistype.m_knightsArmour = ItemType.createSimple('I026', AItemType.equipmentTypeArmour)
call thistype.m_knightsArmour.addAbility('A07X')
set thistype.m_bascinet = ItemType.createSimple('I027', AItemType.equipmentTypeHeaddress)
call thistype.m_bascinet.addAbility('A07Y')
set thistype.m_greatHelm = ItemType.createSimple('I028', AItemType.equipmentTypeHeaddress)
call thistype.m_greatHelm.addAbility('A07Z')
call thistype.m_greatHelm.addAbility('AIs6')
set thistype.m_knightHelmet = ItemType.createSimple('I05F', AItemType.equipmentTypeHeaddress)
call thistype.m_knightHelmet.addAbility('A18K')
set thistype.m_fineKnightHelmet = ItemType.createSimple('I05N', AItemType.equipmentTypeHeaddress)
call thistype.m_fineKnightHelmet.addAbility('A18W')
call thistype.m_fineKnightHelmet.addAbility('AIs3')
set thistype.m_ironArmour = ItemType.createSimple('I067', AItemType.equipmentTypeArmour)
call thistype.m_ironArmour.addAbility('A1E4')
set thistype.m_amuletOfStrength = ItemType.createSimple('I07H', AItemType.equipmentTypeAmulet)
call thistype.m_amuletOfStrength.addAbility('AIs4')
set thistype.m_decoratedAmuletOfStrength = ItemType.createSimple('I07I', AItemType.equipmentTypeAmulet)
call thistype.m_decoratedAmuletOfStrength.addAbility('AIs6')
set thistype.m_ringOfStrength3 = ItemType.createSimple('I07J', AItemType.equipmentTypeAmulet)
call thistype.m_ringOfStrength3.addAbility('AIs3')
// Björn's items
set thistype.m_cloak = ItemType.createSimple('I023', AItemType.equipmentTypeArmour)
call thistype.m_cloak.addAbility('A1DC')
call thistype.m_cloak.addAbility('A07S')
set thistype.m_hood = ItemType.createSimple('I022', AItemType.equipmentTypeHeaddress)
call thistype.m_hood.addAbility('A04N')
call thistype.m_hood.addAbility('A1DE')
set thistype.m_huntingBow = RangeItemType.createSimpleRange('I020', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_huntingBow.addAbility('A07N')
set thistype.m_longBow = RangeItemType.createSimpleRange('I021', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_longBow.addAbility('A19T')
call thistype.m_longBow.addAbility('A07P')
set thistype.m_bjoernsShortBow = RangeItemType.createSimpleRange('I06M', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_bjoernsShortBow.addAbility('A1HZ')
call thistype.m_bjoernsShortBow.addAbility('A1I0')
set thistype.m_huntingKnife = ItemType.createSimple('I025', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_huntingKnife.addAbility('A07W')
set thistype.m_bootsOfSpeed = ItemType.createSimple('I04M', AItemType.equipmentTypeAmulet)
call thistype.m_bootsOfSpeed.addAbility('AIms')
set thistype.m_quiver = ItemType.createSimple('I04W', AItemType.equipmentTypeAmulet)
call thistype.m_quiver.addAbility('A1EC')
call thistype.m_quiver.addAbility('A1EJ')
set thistype.m_simpleClothes = ItemType.createSimple('I06B', AItemType.equipmentTypeArmour)
call thistype.m_simpleClothes.addAbility('A1EG')
// artefacts
set thistype.m_amuletOfForesight = ItemType.createSimple('I02J', AItemType.equipmentTypeAmulet)
call thistype.m_amuletOfForesight.addAbility('A08X')
call thistype.m_amuletOfForesight.addAbility('AIuv')
set thistype.m_amuletOfTerror = ItemType.createSimple('I01M', AItemType.equipmentTypeAmulet)
set thistype.m_swordOfDarkness = ItemType.createSimple('I02K', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_swordOfDarkness.addAbility('A095')
call thistype.m_swordOfDarkness.addAbility('S005')
set thistype.m_amuletOfPower = ItemType.createSimple('I04D', AItemType.equipmentTypeAmulet)
call thistype.m_amuletOfPower.addAbility('AIs1')
set thistype.m_amuletOfLife = ItemType.createSimple('I04K', AItemType.equipmentTypeAmulet)
call thistype.m_amuletOfLife.addAbility('A0VS')
set thistype.m_bloodyDragonAxe = ItemType.create('I04E', AItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, Classes.dragonSlayer())
call thistype.m_bloodyDragonAxe.addAbility('A0VM')
set thistype.m_hornOfFighting = ItemType.createSimple('I04G', AItemType.equipmentTypeAmulet)
call thistype.m_hornOfFighting.addAbility('A1B6')
set thistype.m_hornOfLife = ItemType.createSimple('I04I', AItemType.equipmentTypeAmulet)
call thistype.m_hornOfLife.addAbility('A1B7')
set thistype.m_hornOfProtection = ItemType.createSimple('I04H', AItemType.equipmentTypeAmulet)
call thistype.m_hornOfProtection.addAbility('A1B8')
set thistype.m_demonSkull = ItemType.create('I04L', AItemType.equipmentTypeAmulet, 0, 0, 0, 0, Classes.necromancer())
call thistype.m_demonSkull.addAbility('A0VT')
call thistype.m_demonSkull.addAbility('AIi4')
set thistype.m_staffOfFreezing = RangeItemType.createSimpleRange('I04J', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_staffOfFreezing.addAbility('A0VR')
set thistype.m_staffOfSlowing = RangeItemType.createSimpleRange('I04F', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_staffOfSlowing.addAbility('A1DP')
// hides the orb effect as well
call thistype.m_staffOfSlowing.addAbility('A1S9')
// slaughter quest
set thistype.m_bloodAmulet = ItemType.createSimple('I02L', AItemType.equipmentTypeAmulet)
call thistype.m_bloodAmulet.addAbility('A1B9')
// Tellborn's items
set thistype.m_staffOfClarity = RangeItemType.create('I02N', AItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_staffOfClarity.addAbility('AIrm')
call thistype.m_staffOfClarity.addAbility('A0AD')
call thistype.m_staffOfClarity.addAbility('A19W')
call thistype.m_staffOfClarity.addAbility('AIi4')
set thistype.m_shamanMask = ItemType.createSimple('I05V', ItemType.equipmentTypeHeaddress)
call thistype.m_shamanMask.addAbility('AIi4')
call thistype.m_shamanMask.addAbility('A1AE')
set thistype.m_skullMask = ItemType.createSimple('I069', ItemType.equipmentTypeHeaddress)
call thistype.m_skullMask.addAbility('A1E9')
call thistype.m_skullMask.addAbility('A1E8')
call thistype.m_skullMask.addAbility('A1EB')
set thistype.m_dagosDagger = ItemType.createSimple('I02O', ItemType.equipmentTypePrimaryWeapon)
call thistype.m_dagosDagger.addAbility('A020')
call thistype.m_dagosDagger.addAbility('A021')
set thistype.m_wingsOfDeathAngel = ItemType.createSimple('I02Q', ItemType.equipmentTypeArmour)
call thistype.m_wingsOfDeathAngel.addAbility('A030')
call thistype.m_wingsOfDeathAngel.addAbility('A02B')
call thistype.m_wingsOfDeathAngel.addAbility('A0KE')
set thistype.m_vampireNecklace = ItemType.createSimple('I02T', ItemType.equipmentTypeArmour)
call thistype.m_vampireNecklace.addAbility('AIi4')
call thistype.m_vampireNecklace.addAbility('A03X')
set thistype.m_hauntedStaff = RangeItemType.create('I03V', ItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_hauntedStaff.addAbility('A0B8')
// Sisgard's reward
set thistype.m_necromancerHelmet = ItemType.createSimple('I044', ItemType.equipmentTypeHeaddress)
call thistype.m_necromancerHelmet.addAbility('A18X')
call thistype.m_necromancerHelmet.addAbility('AIi4')
//call thistype.m_necromancerHelmet.addAbility('AIva', false)
// Sisgard's items
set thistype.m_amuletOfWisdom = ItemType.createSimple('I048', ItemType.equipmentTypeAmulet)
call thistype.m_amuletOfWisdom.addAbility('AIrm')
set thistype.m_mageArmour = ItemType.createSimple('I06A', ItemType.equipmentTypeArmour)
call thistype.m_mageArmour.addAbility('A1ED')
call thistype.m_mageArmour.addAbility('A1EF')
call thistype.m_mageArmour.addAbility('A1EE')
// Ursuala's items
set thistype.m_druidCloak = ItemType.createSimple('I015', ItemType.equipmentTypeArmour)
call thistype.m_druidCloak.addAbility('AIi3')
call thistype.m_druidCloak.addAbility('AId3')
set thistype.m_druidStaff = RangeItemType.createSimpleRange('I02X', AItemType.equipmentTypePrimaryWeapon)
//call thistype.m_druidStaff.addAbility('A044', false)
call thistype.m_druidStaff.addAbility('A1HX')
set thistype.m_staffOfBan = RangeItemType.createSimpleRange('I04Z', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_staffOfBan.addAbility('A16F')
//call thistype.m_staffOfBan.addAbility('A16G', false)
set thistype.m_druidBoots = ItemType.createSimple('I033', ItemType.equipmentTypeAmulet)
call thistype.m_druidBoots.addAbility('A1R4')
// Deranor's artefact
set thistype.m_deranorsCrownPiece = ItemType.createSimple('I04A', ItemType.equipmentTypeAmulet)
call thistype.m_deranorsCrownPiece.addAbility('A1BA')
call thistype.m_deranorsCrownPiece.addAbility('AIx2')
// corn eaters items
set thistype.m_manaAmulet = ItemType.createSimple('I046', ItemType.equipmentTypeAmulet)
call thistype.m_manaAmulet.addAbility('AIbm')
set thistype.m_ringOfProtection2 = ItemType.createSimple('I04C', ItemType.equipmentTypeAmulet)
call thistype.m_ringOfProtection2.addAbility('AId2')
// wild creatures
set thistype.m_amuletOfLore = ItemType.createSimple('I04O', ItemType.equipmentTypeAmulet)
call thistype.m_amuletOfLore.addAbility('AIi1')
set thistype.m_ringOfProtection3 = ItemType.createSimple('I04P', ItemType.equipmentTypeAmulet)
call thistype.m_ringOfProtection3.addAbility('AId3')
// orcs
set thistype.m_crownOfKarornForest = ItemType.createSimple('I04R', ItemType.equipmentTypeHeaddress)
call thistype.m_crownOfKarornForest.addAbility('AIi3')
call thistype.m_crownOfKarornForest.addAbility('AId3')
set thistype.m_orcAxe = ItemType.createSimple('I04S', ItemType.equipmentTypePrimaryWeapon)
call thistype.m_orcAxe.addAbility('A13T')
call thistype.m_orcAxe.addAbility('A13S')
set thistype.m_orcCrossBow = RangeItemType.create('I04T', ItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_orcCrossBow.addAbility('AItk')
// Markward
set thistype.m_ringOfStrength = ItemType.createSimple('I053', ItemType.equipmentTypeAmulet)
call thistype.m_ringOfStrength.addAbility('AIs3')
set thistype.m_ringOfWisdom = ItemType.createSimple('I052', ItemType.equipmentTypeAmulet)
call thistype.m_ringOfWisdom.addAbility('AIi3')
set thistype.m_ringOfDexterity = ItemType.createSimple('I054', ItemType.equipmentTypeAmulet)
call thistype.m_ringOfDexterity.addAbility('AIa3')
set thistype.m_ringOfLoyality = ItemType.createSimple('I055', ItemType.equipmentTypeAmulet)
call thistype.m_ringOfLoyality.addAbility('AIx2')
set thistype.m_amuletFromTalras = ItemType.createSimple('I06P', ItemType.equipmentTypeAmulet)
call thistype.m_amuletFromTalras.addAbility('A1IZ')
// death vault drops
set thistype.m_deathScythe = ItemType.create('I05B', ItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_deathScythe.addAbility('A17K')
call thistype.m_deathScythe.addAbility('A1DQ')
// Tanka's Totems
set thistype.m_attackTotem = ItemType.createSimple('I085', ItemType.equipmentTypeAmulet)
call thistype.m_attackTotem.addAbility('A1WD')
set thistype.m_defenseTotem = ItemType.createSimple('I086', ItemType.equipmentTypeAmulet)
call thistype.m_defenseTotem.addAbility('A1WE')
// Gardonar
// demonic shoulder plate
set thistype.m_demonicShoulderPlate = ItemType.create('I06W', ItemType.equipmentTypeArmour, 0, 0, 0, 0, 0)
call thistype.m_demonicShoulderPlate.addAbility('A1Q7')
call thistype.m_demonicShoulderPlate.addAbility('A1Q8')
set thistype.m_demonicFireBow = RangeItemType.createSimpleRange('I06Y', AItemType.equipmentTypePrimaryWeapon)
call thistype.m_demonicFireBow.addAbility('A1QB')
// Gardonar's Hell
// trident of the devil
set thistype.m_tridentOfTheDevil = ItemType.create('I06X', ItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_tridentOfTheDevil.addAbility('A1QA')
call thistype.m_tridentOfTheDevil.addAbility('A1Q9')
// Holzbruck
set thistype.m_saddle = SaddleItemType.create('I074', ItemType.equipmentTypeAmulet, 0, 0, 0, 0, 0)
call thistype.m_saddle.addAbility('A1TH')
call thistype.m_saddle.addAbility('A1TI')
set thistype.m_twoHandedSword = ItemType.create('I075', ItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_twoHandedSword.addAbility('A1TJ')
call thistype.m_twoHandedSword.addAbility('A1TL')
set thistype.m_helmetOfTheCommander = ItemType.create('I072', ItemType.equipmentTypeHeaddress, 0, 0, 0, 0, 0)
call thistype.m_twoHandedSword.addAbility('A1V1')
call thistype.m_twoHandedSword.addAbility('A1V0')
// Holzbruck's underworld
set thistype.m_warDrums = ItemType.create('I076', ItemType.equipmentTypeAmulet, 0, 0, 0, 0, 0)
call thistype.m_warDrums.addAbility('A1TN')
// The North
set thistype.m_enchantedDwarfBlade = ItemType.create('I07E', ItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_enchantedDwarfBlade.addAbility('A1VF')
set thistype.m_twoHandedSwordCold = ItemType.create('I07L', ItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_twoHandedSwordCold.addAbility('A1VN')
call thistype.m_twoHandedSwordCold.addAbility('A1VL')
set thistype.m_cursedHammer = ItemType.create('I07M', ItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_cursedHammer.addAbility('A1VP')
call thistype.m_cursedHammer.addAbility('A1VR')
call thistype.m_cursedHammer.addAbility('A1VQ')
set thistype.m_huntingArmor = ItemType.create('I07P', ItemType.equipmentTypeArmour, 0, 0, 0, 0, 0)
call thistype.m_huntingArmor.addAbility('A1VV')
set thistype.m_nordicBuckler = ItemType.create('I07N', ItemType.equipmentTypeSecondaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_nordicBuckler.addAbility('A1VS')
set thistype.m_nordicSpear = ItemType.create('I07O', ItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_nordicSpear.addAbility('A1VU')
call thistype.m_nordicSpear.addAbility('A1VT')
set thistype.m_bronzeHelmet = BronzeSetItemType.create('I07Q', ItemType.equipmentTypeHeaddress, 0, 0, 0, 0, 0)
call thistype.m_bronzeHelmet.addAbility('A1W2')
set thistype.m_bronzePlate = BronzeSetItemType.create('I07X', ItemType.equipmentTypeArmour, 0, 0, 0, 0, 0)
call thistype.m_bronzePlate.addAbility('A1W3')
set thistype.m_bronzeBoots = BronzeSetItemType.create('I07Y', ItemType.equipmentTypeAmulet, 0, 0, 0, 0, 0)
call thistype.m_bronzeBoots.addAbility('A1W5')
set thistype.m_bronzeBuckler = BronzeSetItemType.create('I07Z', ItemType.equipmentTypeSecondaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_bronzeBuckler.addAbility('A1W6')
set thistype.m_bronzeSword = BronzeSetItemType.create('I080', ItemType.equipmentTypePrimaryWeapon, 0, 0, 0, 0, 0)
call thistype.m_bronzeSword.addAbility('A1W7')
set thistype.m_bronzeBracers = BronzeSetItemType.create('I081', ItemType.equipmentTypeAmulet, 0, 0, 0, 0, 0)
call thistype.m_bronzeBracers.addAbility('A1W8')
endmethod
public static method lightWoodenShield takes nothing returns ItemType
return thistype.m_lightWoodenShield
endmethod
public static method shortword takes nothing returns ItemType
return thistype.m_shortsword
endmethod
public static method longsword takes nothing returns ItemType
return thistype.m_longsword
endmethod
public static method swordOfDarkness takes nothing returns ItemType
return thistype.m_swordOfDarkness
endmethod
public static method itemTypeIdIsBuckler takes integer itemTypeId returns boolean
return itemTypeId == 'I00M' or itemTypeId == 'I006' or itemTypeId == 'I02A' or itemTypeId == 'I005' or itemTypeId == 'I00N' or itemTypeId == 'I00O' or itemTypeId == 'I00Y' or itemTypeId == 'I068' or itemTypeId == 'I07N'
endmethod
public static method itemTypeIdIsBow takes integer itemTypeId returns boolean
return itemTypeId == 'I013' or itemTypeId == 'I020' or itemTypeId == 'I021' or itemTypeId == 'I06Y'
endmethod
public static method itemTypeIdIsThrowingSpear takes integer itemTypeId returns boolean
return itemTypeId == 'I029'
endmethod
public static method itemTypeIdIsMeleeSpear takes integer itemTypeId returns boolean
return itemTypeId == 'I002' or itemTypeId == 'I01W' or itemTypeId == 'I00K' or itemTypeId == 'I01X' or itemTypeId == 'I07O'
endmethod
public static method itemTypeIdIsTwoHandedLance takes integer itemTypeId returns boolean
return itemTypeId == 'I05B'
endmethod
public static method itemTypeIdIsTwoHandedHammer takes integer itemTypeId returns boolean
return itemTypeId == 'I05C' or itemTypeId == 'I075' or itemTypeId == 'I07M'
endmethod
endstruct
endlibrary