📄 draw items.vb.svn-base
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InventoryItem(SourceX, SourceY).PoisonRecovery = InventoryItem(DestX, DestY).PoisonRecovery
InventoryItem(SourceX, SourceY).Agility = InventoryItem(DestX, DestY).Agility
InventoryItem(SourceX, SourceY).BagWeight = InventoryItem(DestX, DestY).BagWeight
InventoryItem(SourceX, SourceY).HandsWeight = InventoryItem(DestX, DestY).HandsWeight
InventoryItem(SourceX, SourceY).Inten = InventoryItem(DestX, DestY).Inten
InventoryItem(DestX, DestY).Exist = True
InventoryItem(DestX, DestY).Look = Actor.TempItem.Look
InventoryItem(DestX, DestY).Name = Actor.TempItem.Name
InventoryItem(DestX, DestY).Type = Actor.TempItem.Type
InventoryItem(DestX, DestY).Luck = Actor.TempItem.Luck
InventoryItem(DestX, DestY).Shape = Actor.TempItem.Shape
InventoryItem(DestX, DestY).AC = Actor.TempItem.AC
InventoryItem(DestX, DestY).MAC = Actor.TempItem.MAC
InventoryItem(DestX, DestY).MaxAC = Actor.TempItem.MaxAC
InventoryItem(DestX, DestY).MaxMAC = Actor.TempItem.MaxMAC
InventoryItem(DestX, DestY).DC = Actor.TempItem.DC
InventoryItem(DestX, DestY).SC = Actor.TempItem.SC
InventoryItem(DestX, DestY).MC = Actor.TempItem.MC
InventoryItem(DestX, DestY).MaxDC = Actor.TempItem.MaxDC
InventoryItem(DestX, DestY).MaxSC = Actor.TempItem.MaxSC
InventoryItem(DestX, DestY).MaxMC = Actor.TempItem.MaxMC
InventoryItem(DestX, DestY).NeededClass = Actor.TempItem.NeededClass
InventoryItem(DestX, DestY).Accuracy = Actor.TempItem.Accuracy
InventoryItem(DestX, DestY).LevelReq = Actor.TempItem.LevelReq
InventoryItem(DestX, DestY).SCReq = Actor.TempItem.SCReq
InventoryItem(DestX, DestY).MCReq = Actor.TempItem.MCReq
InventoryItem(DestX, DestY).DCReq = Actor.TempItem.DCReq
InventoryItem(DestX, DestY).Weight = Actor.TempItem.Weight
InventoryItem(DestX, DestY).DurabilityMax = Actor.TempItem.DurabilityMax
InventoryItem(DestX, DestY).Durability = Actor.TempItem.Durability
InventoryItem(DestX, DestY).Holy = Actor.TempItem.Holy
InventoryItem(DestX, DestY).MP = Actor.TempItem.MP
InventoryItem(DestX, DestY).MPRegen = Actor.TempItem.MPRegen
InventoryItem(DestX, DestY).HP = Actor.TempItem.HP
InventoryItem(DestX, DestY).HPRegen = Actor.TempItem.HPRegen
InventoryItem(DestX, DestY).ServerIndex = Actor.TempItem.ServerIndex
InventoryItem(DestX, DestY).AttackSpeed = Actor.TempItem.AttackSpeed
InventoryItem(DestX, DestY).HPLeech = Actor.TempItem.HPLeech
InventoryItem(DestX, DestY).MPLeech = Actor.TempItem.MPLeech
InventoryItem(DestX, DestY).PoisonEvasion = Actor.TempItem.PoisonEvasion
InventoryItem(DestX, DestY).MagicEvasion = Actor.TempItem.MagicEvasion
InventoryItem(DestX, DestY).PoisonRecovery = Actor.TempItem.PoisonRecovery
InventoryItem(DestX, DestY).Agility = Actor.TempItem.Agility
InventoryItem(DestX, DestY).BagWeight = Actor.TempItem.BagWeight
InventoryItem(DestX, DestY).HandsWeight = Actor.TempItem.HandsWeight
InventoryItem(DestX, DestY).Inten = Actor.TempItem.Inten
CountInventory()
End Sub
Public Sub CountInventory()
Dim X, Y As Short
Dim Count As Short
For X = 0 To 7
For Y = 0 To 4
If InventoryItem(X, Y).Exist = True Then
Count = Count + 1
End If
Next Y
Next X
Actor.InventoryItems = Count
End Sub
Public Sub RemoveItem(ByVal ItemServerIndex As Integer)
Dim X As Short
Dim Y As Short
'find it
For X = 0 To 7
For Y = 0 To 4
If InventoryItem(X, Y).Exist = True And InventoryItem(X, Y).ServerIndex = ItemServerIndex Then
InventoryItem(X, Y).Exist = False
CountInventory()
AddChat("Item Removed, " & ItemServerIndex, 3)
Exit Sub
End If
Next Y
Next X
End Sub
Public Sub AddFloorItem(ByVal ItemServerID As Integer, ByVal CordX As Integer, ByVal CordY As Integer, ByVal Name As String, ByVal Look As Integer)
Dim I As Short
For I = 0 To 1000
If FloorItem(I).Exist = False Then
FloorItem(I).Exist = True
FloorItem(I).CordY = CordY
FloorItem(I).CordX = CordX
FloorItem(I).Look = Look
FloorItem(I).Name = Name
FloorItem(I).ServerIndex = ItemServerID
LinkServerID(I, ItemServerID, 4)
TotalFloorItems = TotalFloorItems + 1
Exit For
End If
Next I
End Sub
Public Sub RemoveFloorItem(ByVal ItemServerID As Integer)
Dim I As Short
AddChat("Floor Item Removed, " & ItemServerID, 3)
FloorItem(FloorItemGameIndex(ItemServerID)).Exist = False
TotalFloorItems = TotalFloorItems - 1
End Sub
#Region "Add all inventory stats for bag rollover"
Public Sub AddInventoryItemAC()
Dim I As Short
If (InventoryItem(InventoryX, InventoryY).AC > 0 And Not (InventoryItem(InventoryX, InventoryY).Type = 2)) Or (InventoryItem(InventoryX, InventoryY).MaxAC > 0 And Not (InventoryItem(InventoryX, InventoryY).Type = 2)) Then
For I = 0 To 9
If TextOverlayText(I) = "" Then
'build up the line, dont add stuff when it has no value
Dim StructuredText As String
If (InventoryItem(InventoryX, InventoryY).AC > 0) Or (InventoryItem(InventoryX, InventoryY).MaxAC > 0) Then
StructuredText = StructuredText & "Armour Class: " & InventoryItem(InventoryX, InventoryY).AC & "-" & InventoryItem(InventoryX, InventoryY).MaxAC & " "
End If
TextOverlayText(I) = StructuredText
Exit For
End If
Next I
End If
End Sub
Public Sub AddInventoryItemMAC()
Dim I As Short
If (InventoryItem(InventoryX, InventoryY).MAC > 0 And Not (InventoryItem(InventoryX, InventoryY).Type = 2)) Or (InventoryItem(InventoryX, InventoryY).MaxMAC > 0 And Not (InventoryItem(InventoryX, InventoryY).Type = 2)) Then
For I = 0 To 9
If TextOverlayText(I) = "" Then
'build up the line, dont add stuff when it has no value
Dim StructuredText As String
If (InventoryItem(InventoryX, InventoryY).MAC > 0) Or (InventoryItem(InventoryX, InventoryY).MaxMAC > 0) Then
StructuredText = StructuredText & "Magic Armour Class: " & InventoryItem(InventoryX, InventoryY).MAC & "-" & InventoryItem(InventoryX, InventoryY).MaxMAC & " "
End If
TextOverlayText(I) = StructuredText
Exit For
End If
Next I
End If
End Sub
Public Sub AddInventoryItemDC()
Dim I As Short
If (InventoryItem(InventoryX, InventoryY).DC > 0) Or (InventoryItem(InventoryX, InventoryY).MaxDC > 0) Then
For I = 0 To 9
If TextOverlayText(I) = "" Then
'build up the line, dont add stuff when it has no value
Dim StructuredText As String
If (InventoryItem(InventoryX, InventoryY).DC > 0) Or (InventoryItem(InventoryX, InventoryY).MaxDC > 0) Then
StructuredText = StructuredText & "Damage Class: " & InventoryItem(InventoryX, InventoryY).DC & "-" & InventoryItem(InventoryX, InventoryY).MaxDC & " "
End If
TextOverlayText(I) = StructuredText
Exit For
End If
Next I
End If
End Sub
Public Sub AddInventoryItemMC()
Dim I As Short
If (InventoryItem(InventoryX, InventoryY).MC > 0) Or (InventoryItem(InventoryX, InventoryY).MaxMC > 0) Then
For I = 0 To 9
If TextOverlayText(I) = "" Then
'build up the line, dont add stuff when it has no value
Dim StructuredText As String
If (InventoryItem(InventoryX, InventoryY).MC > 0) Or (InventoryItem(InventoryX, InventoryY).MaxMC > 0) Then
StructuredText = StructuredText & "Magic Class: " & InventoryItem(InventoryX, InventoryY).MC & "-" & InventoryItem(InventoryX, InventoryY).MaxMC & " "
End If
TextOverlayText(I) = StructuredText
Exit For
End If
Next I
End If
End Sub
Public Sub AddInventoryItemSC()
Dim I As Short
If (InventoryItem(InventoryX, InventoryY).SC > 0) Or (InventoryItem(InventoryX, InventoryY).MaxSC > 0) Then
For I = 0 To 9
If TextOverlayText(I) = "" Then
'build up the line, dont add stuff when it has no value
Dim StructuredText As String
If (InventoryItem(InventoryX, InventoryY).SC > 0) Or (InventoryItem(InventoryX, InventoryY).MaxSC > 0) Then
StructuredText = StructuredText & "Soul Class: " & InventoryItem(InventoryX, InventoryY).SC & "-" & InventoryItem(InventoryX, InventoryY).MaxSC & " "
End If
TextOverlayText(I) = StructuredText
Exit For
End If
Next I
End If
End Sub
Public Sub AddInventoryItemHoly()
Dim I As Short
If (InventoryItem(InventoryX, InventoryY).Holy > 0) Then
For I = 0 To 9
If TextOverlayText(I) = "" Then
'build up the line, dont add stuff when it has no value
Dim StructuredText As String
If (InventoryItem(InventoryX, InventoryY).Holy > 0) Then
StructuredText = StructuredText & "Additional Holy: " & InventoryItem(InventoryX, InventoryY).Holy
End If
TextOverlayText(I) = StructuredText
Exit For
End If
Next I
End If
End Sub
Public Sub AddInventoryItemMagicEvasion()
Dim I As Short
If (InventoryItem(InventoryX, InventoryY).MagicEvasion > 0) Then
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