Prefix,Suffix,LevelReq Socketed items on bases, bodyloc, Merc equipment (#74)
* Prefix,Suffix, Socketed with base, bodyloc, Merc equipment Will add better description later: Item that has socketed items now display their linked runes/jewels/gems in accurate order Rare prefix, rare suffix id Magic prefix1,2,3 magic suffix1,2,3 Prefix1 also used to tell wich runeword it is Spirit 20635, cta 20519 , infinity 20566 see : getlocalestring.txt Mercenary equipment now displaying in inventory list . Also has custom location : mercenary instead of equipped Bodyloc : // Body locations LocNone LocationType = "none" LocHead LocationType = "head" LocNeck LocationType = "neck" LocTorso LocationType = "torso" LocLeftArm LocationType = "left_arm" LocRightArm LocationType = "right_arm" LocLeftRing LocationType = "left_ring" LocRightRing LocationType = "right_ring" LocBelt LocationType = "belt" LocFeet LocationType = "feet" LocGloves LocationType = "gloves" LocLeftArmSecondary LocationType = "left_arm_secondary" LocRightArmSecondary LocationType = "right_arm_secondary" Note that if you begin game on secondary slot it will be left_arm then primary will be left_arm_secondary (inversed): With pr 62 (activeweaponslot) we will be able to solve this potential issue. * small optimization * Socketed items to base from pointer new helper functions. AutoAffix offset. * remove helpers fnc, flag isEquipped to HasBeenEquipped * Runewords names mapped * helper function not needed * Optimization * adjust pre-allocations * readd removed itemloc comment * Addex prefix/suffix to rules .nip new structure: [Type], [Quality],[Class], [Name], [Flag], [Color], [Prefix], [Suffix] # Stats Exemple : [name] == ring && [quality] == rare && [suffix] == 174 # Any magic ring with suffix 'of The Apprentice' ( 10 faster cast rate) Will be useful for trophy items with fool/cruel [prefix] == 1416 [prefix] == 1273 * LevelReq + Affixes mapping rare/magic/base/runewords. Nip parser LevelReq * Unique and set items mapping + LevelReq
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@@ -4,19 +4,37 @@ type LocationType string
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type Location struct {
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LocationType
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Page int
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BodyLocation LocationType
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Page int
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}
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const (
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LocationEquipped LocationType = "equipped"
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// Storage locations
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LocationUnknown LocationType = "unknown"
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LocationInventory LocationType = "inventory"
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LocationStash LocationType = "stash"
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LocationSharedStash LocationType = "shared_stash"
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LocationBelt LocationType = "belt"
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LocationInventory LocationType = "inventory"
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LocationCube LocationType = "cube"
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LocationVendor LocationType = "vendor"
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LocationGround LocationType = "ground"
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LocationSocket LocationType = "socket"
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LocationUnknown LocationType = "unknown"
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LocationCursor LocationType = "cursor"
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LocationEquipped LocationType = "equipped"
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LocationMercenary LocationType = "mercenary"
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// Body locations
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LocNone LocationType = "none"
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LocHead LocationType = "head"
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LocNeck LocationType = "neck"
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LocTorso LocationType = "torso"
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LocLeftArm LocationType = "left_arm"
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LocRightArm LocationType = "right_arm"
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LocLeftRing LocationType = "left_ring"
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LocRightRing LocationType = "right_ring"
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LocBelt LocationType = "belt"
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LocFeet LocationType = "feet"
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LocGloves LocationType = "gloves"
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LocLeftArmSecondary LocationType = "left_arm_secondary"
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LocRightArmSecondary LocationType = "right_arm_secondary"
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)
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