27 #ifndef __ITEM_TYPE__H__INCL__
28 #define __ITEM_TYPE__H__INCL__
30 #include <unordered_map>
113 _Ty *t = _Ty::template _Load<_Ty>(typeID);
140 return _Ty::template _LoadType<_Ty>(typeID, data );
147 virtual bool _Load();
178 const char *_customInfo =
"",
bool _contraband =
false);
182 const GPoint &_position =
NULL_ORIGIN,
const char *_customInfo =
"",
bool _contraband =
false);
void GetEffectMap(const int8 state, std::map< uint16, Effect > &effectMap) const
const bool HasAttribute(const uint16 attributeID) const
float chanceOfDuplicating() const
bool HasReqSkill(const uint16 skillID) const
const std::string & description() const
std::map< uint16, uint8 > m_reqSkillMap
EvilNumber GetAttribute(const uint16 attributeID) const
uint16 GetDefaultEffect() const
bool HasEffect(uint16 effectID) const
this is a class that kinda mimics how python polymorph's numbers.
std::unordered_multimap< int8, Effect > m_stateFxMap
typeID Spawn an NPC with the specified type text Search for items matching the specified query() type()() itemID() copy() materialLevel()()() itemID() itemID Fits selected item to active ship() skillID(level)-gives skillID to specified level." ) COMMAND( online
typeID Spawn an NPC with the specified type text Search for items matching the specified query() type()() itemID() copy() materialLevel()()() itemID() attributeID(value)-Sets attributeID of itemID to value." ) COMMAND( fit
uint16 portionSize() const
static const GPoint NULL_ORIGIN(0, 0, 0)
float chanceOfDuplicating
ItemType(uint16 _id, const Inv::TypeData &_data)
ItemData(const char *_name="", uint16 _typeID=0, uint32 _ownerID=ownerSystem, uint32 _locationID=locTemp, EVEItemFlags _flag=flagNone, bool _contraband=false, bool _singleton=false, uint32 _quantity=0, const GPoint &_position=NULL_ORIGIN, const char *_customInfo="")
uint32 marketGroupID() const
const std::string & name() const
const void CopyAttributes(InventoryItem &itemRef) const
static _Ty * Load(uint16 typeID)
static ItemType * Load(uint16 typeID)
static _Ty * _Load(uint16 typeID)
static _Ty * _LoadType(uint16 typeID, const Inv::TypeData &data)
const std::string & groupName() const
std::map< uint16, EvilNumber > m_AttributeMap
entityID heal the character with the entityID note giving you detailed ship status information gives a list of all dynamic entities and players and their destinyState in this bubble shows some current destiny variables save all kick all and halt server immediate command list all items in current location s gives list of cargo contents and volumes in all holds list current session values show current ship DNA show current objects in their destiny state