// The number of bits of the lower bits part (the index part)
// 10 because the trading list can have 1024 entries
SlotIdIndexBitSize=11,
SlotIdIndexBitMask=(1<<SlotIdIndexBitSize)-1,
};
enum
{
MaxMagicProtectionByJewel=3,
MaxMagicResistanceByJewel=3,
};
public:
/// ctor
CItemInfos();
///\serial
voidserial(NLMISC::IStream&s);
/// inventoryId(6 higher order bits )/slotId(10 lowers bits)
uint16slotId;
/// version of the inventory slot
uint16versionInfo;
///\name item properties
//{@
uint32Hp;// Current Durability of item
uint32HpMax;// Max Durability of item (when is new)
uint32CreatorName;// player character crafted item (if is a item crafted by PC)
uint32CurrentDamage;// if is weapons or ammo, damage made by item whith current PC skill, if item is an range weapon, it is a modifier (+/- and base is ammo) (can be modified by action)
uint32MaxDamage;// if is weapons or ammo, maximum damage can be made by item (due to his recommended skill (= old quality for weapon and ammos), this is reached when skill = recommended (can be modified by action)
floatHitRate;// nb hits per minute item made (can be modified by action)
uint32SapLoadCurrent;// sap load of item (for enchantment)
uint32SapLoadMax;// sap load of item (for enchantment)
floatRange;// range of weapon in milimeter, if item is an ammo, it is a modifier (+/-, base is range weapon)
floatWearEquipmentMalus;// Malus for wearing this equipment (malus is used when execute an magic, forage action, craft action...), malus is only applicable for weapon and armor pieces