#include "item_enums.h" const String ItemEnums::BINDING_STRING_RARITY = "None,Common,Uncommon,Superior,Heroic,Mythic,Artifact"; const String ItemEnums::BINDING_STRING_RARITY_FLAG = "Common,Uncommon,Superior,Heroic,Mythic,Artifact"; const String ItemEnums::BINDING_STRING_ITEM_TYPE = "None,Equipment,Weapon,Potion,Herb,Ore,Gemstone,Food,Alchemy,Engineering,Enchanting,Tailoring,Recipe,Currency,Bag"; const String ItemEnums::BINDING_STRING_ITEM_TYPE_FLAGS = "Equipment,Weapon,Potion,Herb,Ore,Gemstone,Food,Alchemy,Engineering,Enchanting,Tailoring,Recipe,Currency,Bag"; const String ItemEnums::BINDING_STRING_ITEM_SUB_TYPE = "None,Sword,Axe,Mace,Dagger,Bow,Crossbow,Gun,Wand,Quest Item"; const String ItemEnums::BINDING_STRING_ITEM_SUB_SUB_TYPE = "None,Two Hand,One Hand,Left Hand,Right Hand"; const String ItemEnums::BINDING_STRING_EQUIP_SLOTS = "Head,Neck,Shoulders,Chest,Gloves,Belt,Legs,Feet,Ring 1,Ring 2,Trinket 1,Trinket 2,Main Hand,Off Hand,None"; const String ItemEnums::BINDING_STRING_ARMOR_TYPE = "None,Cloth,Leather,Mail,Plate"; const String ItemEnums::BINDING_STRING_ENTITY_TEXTURE_LAYERS = "None,Skin,Underwear,Shirt,Clothes Base,Clothes 1,Clothes 2,Clothes 3,Clothes 4,Clothes 5,Belt,Tabard,Overlay"; String ItemEnums::get_equip_slot_string(int slot) { switch (slot) { case 0: return "head"; case 1: return "neck"; case 2: return "shoulders"; case 3: return "chest"; case 4: return "gloves"; case 5: return "belt"; case 6: return "legs"; case 7: return "feet"; case 8: return "ring_1"; case 9: return "ring_2"; case 10: return "trinket_1"; case 11: return "trinket_2"; case 12: return "main_hand"; case 13: return "off_hand"; } return ""; } String ItemEnums::get_armor_type_string(int type) { switch (type) { case 0: return "none"; case 1: return "cloth"; case 2: return "leather"; case 3: return "mail"; case 4: return "plate"; } return ""; }