Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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ItemMethods.h
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1/*
2* Copyright (C) 2010 - 2013 Eluna Lua Engine <http://emudevs.com/>
3* This program is free software licensed under GPL version 3
4* Please see the included DOCS/LICENSE.TXT for more information
5*/
6
7#ifndef LUA_ITEMMETHODS_H
8#define LUA_ITEMMETHODS_H
9
10struct lua_State;
11class Item;
12
13namespace LuaItem
14{
15 int GetItemLink(lua_State* L, Item* item);
16 int GetGUID(lua_State* L, Item* item);
17 int GetOwnerGUID(lua_State* L, Item* item);
18 int GetOwner(lua_State* L, Item* item);
19 int SetOwner(lua_State* L, Item* item);
20 int SetBinding(lua_State* L, Item* item);
21 int IsSoulBound(lua_State* L, Item* item);
22 int IsBoundAccountWide(lua_State* L, Item* item);
23 int IsBoundByEnchant(lua_State* L, Item* item);
24 int IsNotBoundToPlayer(lua_State* L, Item* item);
25 int IsLocked(lua_State* L, Item* item);
26 int IsBag(lua_State* L, Item* item);
27 int IsCurrencyToken(lua_State* L, Item* item);
28 int IsNotEmptyBag(lua_State* L, Item* item);
29 int IsBroken(lua_State* L, Item* item);
30 int CanBeTraded(lua_State* L, Item* item);
31 int IsInTrade(lua_State* L, Item* item);
32 int GetCount(lua_State* L, Item* item);
33 int SetCount(lua_State* L, Item* item);
34 int GetMaxStackCount(lua_State* L, Item* item);
35 int GetSlot(lua_State* L, Item* item);
36 int GetBagSlot(lua_State* L, Item* item);
37 int IsInBag(lua_State* L, Item* item);
38 int IsEquipped(lua_State* L, Item* item);
39 int HasQuest(lua_State* L, Item* item);
40 int IsPotion(lua_State* L, Item* item);
41 int IsWeaponVellum(lua_State* L, Item* item);
42 int IsArmorVellum(lua_State* L, Item* item);
43 int IsConjuredConsumable(lua_State* L, Item* item);
44 int IsRefundExpired(lua_State* L, Item* item);
45 int SetEnchantment(lua_State* L, Item* item);
46 int ClearEnchantment(lua_State* L, Item* item);
47 int GetGUIDLow(lua_State* L, Item* item);
48 int GetEnchantmentId(lua_State* L, Item* item);
49 int GetSpellId(lua_State* L, Item* item);
50 int GetSpellTrigger(lua_State* L, Item* item);
51 int GetClass(lua_State* L, Item* item);
52 int GetSubClass(lua_State* L, Item* item);
53 int GetName(lua_State* L, Item* item);
54 int GetDisplayId(lua_State* L, Item* item);
55 int GetQuality(lua_State* L, Item* item);
56 int GetBuyCount(lua_State* L, Item* item);
57 int GetBuyPrice(lua_State* L, Item* item);
58 int GetSellPrice(lua_State* L, Item* item);
59 int GetInventoryType(lua_State* L, Item* item);
60 int GetAllowableClass(lua_State* L, Item* item);
61 int GetAllowableRace(lua_State* L, Item* item);
62 int GetItemLevel(lua_State* L, Item* item);
63 int GetRequiredLevel(lua_State* L, Item* item);
64 int GetStatsCount(lua_State* L, Item* item);
65 int GetRandomProperty(lua_State* L, Item* item);
66 int GetRandomSuffix(lua_State* L, Item* item);
67 int GetItemSet(lua_State* L, Item* item);
68 int GetBagSize(lua_State* L, Item* item);
69 int SaveToDB(lua_State* L, Item* item);
70};
71#endif
Definition Item.h:202
int IsArmorVellum(lua_State *L, Item *item)
int IsBoundByEnchant(lua_State *L, Item *item)
int IsConjuredConsumable(lua_State *L, Item *item)
int IsWeaponVellum(lua_State *L, Item *item)
int IsNotBoundToPlayer(lua_State *L, Item *item)
int IsNotEmptyBag(lua_State *L, Item *item)
int SetBinding(lua_State *L, Item *item)
int GetMaxStackCount(lua_State *L, Item *item)
int GetAllowableRace(lua_State *L, Item *item)
int GetSubClass(lua_State *L, Item *item)
int GetCount(lua_State *L, Item *item)
int GetSlot(lua_State *L, Item *item)
int SetEnchantment(lua_State *L, Item *item)
int IsLocked(lua_State *L, Item *item)
int GetItemLink(lua_State *L, Item *item)
int IsPotion(lua_State *L, Item *item)
int GetOwnerGUID(lua_State *L, Item *item)
int GetBuyCount(lua_State *L, Item *item)
int GetGUIDLow(lua_State *L, Item *item)
int IsCurrencyToken(lua_State *L, Item *item)
int GetName(lua_State *L, Item *item)
int IsBoundAccountWide(lua_State *L, Item *item)
int IsRefundExpired(lua_State *L, Item *item)
int IsBag(lua_State *L, Item *item)
int GetClass(lua_State *L, Item *item)
int GetRandomSuffix(lua_State *L, Item *item)
int GetQuality(lua_State *L, Item *item)
int HasQuest(lua_State *L, Item *item)
int IsInTrade(lua_State *L, Item *item)
int GetBagSlot(lua_State *L, Item *item)
int CanBeTraded(lua_State *L, Item *item)
int GetOwner(lua_State *L, Item *item)
int IsSoulBound(lua_State *L, Item *item)
int GetDisplayId(lua_State *L, Item *item)
int SaveToDB(lua_State *L, Item *item)
int IsEquipped(lua_State *L, Item *item)
int ClearEnchantment(lua_State *L, Item *item)
int GetSpellTrigger(lua_State *L, Item *item)
int IsInBag(lua_State *L, Item *item)
int SetOwner(lua_State *L, Item *item)
int GetItemSet(lua_State *L, Item *item)
int GetItemLevel(lua_State *L, Item *item)
int SetCount(lua_State *L, Item *item)
int GetBuyPrice(lua_State *L, Item *item)
int GetStatsCount(lua_State *L, Item *item)
int GetSellPrice(lua_State *L, Item *item)
int GetInventoryType(lua_State *L, Item *item)
int GetEnchantmentId(lua_State *L, Item *item)
int GetGUID(lua_State *L, Item *item)
int IsBroken(lua_State *L, Item *item)
int GetRequiredLevel(lua_State *L, Item *item)
int GetSpellId(lua_State *L, Item *item)
int GetRandomProperty(lua_State *L, Item *item)
int GetBagSize(lua_State *L, Item *item)
int GetAllowableClass(lua_State *L, Item *item)