ItemEnums Cs
ItemEnums Cs
namespace DaggerfallWorkshop.Game.Items
{
// This data is primarily for backward compatibility with classic items.
// Enums should not be changed as this will effect items imported from classic
saves.
// Daggerfall item templates are addressed using two integers forming an index
pair:
// First integer is item group or category.
// Second integer is index to item template within that group.
// Enum order follows Daggerfall's item index pairs and have values matching
template index.
// Some items may appear in multiple groups with a different purpose in each
group.
/// <summary>
/// Base group of item.
/// </summary>
public enum ItemGroups
{
None = -1,
Drugs = 0,
UselessItems1 = 1,
Armor = 2,
Weapons = 3,
MagicItems = 4,
Artifacts = 5,
MensClothing = 6,
Books = 7,
Furniture = 8,
UselessItems2 = 9,
ReligiousItems = 10,
Maps = 11,
WomensClothing = 12,
Paintings = 13,
Gems = 14,
PlantIngredients1 = 15,
PlantIngredients2 = 16,
CreatureIngredients1 = 17,
CreatureIngredients2 = 18,
CreatureIngredients3 = 19,
MiscellaneousIngredients1 = 20,
MetalIngredients = 21,
MiscellaneousIngredients2 = 22,
Transportation = 23,
Deeds = 24,
Jewellery = 25,
QuestItems = 26,
MiscItems = 27,
Currency = 28,
}
/// <summary>
/// Weapon material values.
/// </summary>
public enum WeaponMaterialTypes
{
None = -1,
Iron = 0x0000,
Steel = 0x0001,
Silver = 0x0002,
Elven = 0x0003,
Dwarven = 0x0004,
Mithril = 0x0005,
Adamantium = 0x0006,
Ebony = 0x0007,
Orcish = 0x0008,
Daedric = 0x0009,
}
/// <summary>
/// Armor material values.
/// </summary>
public enum ArmorMaterialTypes
{
None = -1,
Leather = 0x0000,
Chain = 0x0100,
Chain2 = 0x0103,
Iron = 0x0200,
Steel = 0x0201,
Silver = 0x0202,
Elven = 0x0203,
Dwarven = 0x0204,
Mithril = 0x0205,
Adamantium = 0x0206,
Ebony = 0x0207,
Orcish = 0x0208,
Daedric = 0x0209,
}
/// <summary>
/// Equipment slots available to equip items.
/// Indices match Daggerfall's legacy equip slots for import.
/// Some unknowns still need to be resolved.
/// </summary>
public enum EquipSlots
{
None = -1,
Amulet0 = 0, // Amulets / Torcs
Amulet1 = 1,
Bracelet0 = 2, // Bracelets
Bracelet1 = 3,
Ring0 = 4, // Rings
Ring1 = 5,
Bracer0 = 6, // Bracers
Bracer1 = 7,
Mark0 = 8, // Marks
Mark1 = 9,
Crystal0 = 10, // Gems
Crystal1 = 11,
Head = 12, // Helm
RightArm = 13, // Right pauldron
Cloak1 = 14, // Cloaks
LeftArm = 15, // Left pauldron
Cloak2 = 16, // Cloaks
ChestClothes = 17, // Shirt / Straps / Armband / Eodoric / Tunic /
Surcoat / Plain robes / etc.
ChestArmor = 18, // Cuirass
RightHand = 19, // Right weapon / Two-handed weapon
Gloves = 20, // Gauntlets
LeftHand = 21, // Left weapon / Shields
Unknown1 = 22,
LegsArmor = 23, // Greaves
LegsClothes = 24, // Khajiit suit / Loincloth / Skirt / etc.
Unknown2 = 25,
Feet = 26, // Boots / Shoes / Sandals / etc.
}
/// <summary>
/// Body parts, used for armor value calculations.
/// </summary>
public enum BodyParts
{
None = -1,
Head = 0,
RightArm = 1,
LeftArm = 2,
Chest = 3,
Hands = 4,
Legs = 5,
Feet = 6,
}
/// <summary>
/// Poison IDs. The first 8 are found on enemy weapons. The last 4 are created
by ingesting drugs.
/// </summary>
public enum Poisons
{
None = -1,
Nux_Vomica = 128,
Arsenic = 129,
Moonseed = 130,
Drothweed = 131,
Somnalius = 132,
Pyrrhic_Acid = 133,
Magebane = 134,
Thyrwort = 135,
Indulcet = 136,
Sursum = 137,
Quaesto_Vil = 138,
Aegrotat = 139,
}
public enum Drugs //checked
{
Indulcet = 78,
Sursum = 79,
Quaesto_Vil = 80,
Aegrotat = 81,
}