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  1. else if(command.length() == 4 && command.compare(0,4,"item") == 0 && arguments.size() > 0 )
  2. {
  3. std::string st = util::ucfirst(arguments[0]);
  4. for(int i = 1; i < arguments.size(); i++){
  5. st += " " + arguments[i];
  6. }
  7. std::string id = st;
  8. std::transform(id.begin(), id.end(), id.begin(), ::tolower);
  9. for(int i=0; i<character->world->eif->data.size()-1; i++){
  10. EIF_Data item = character->world->eif->Get(i);
  11. std::string nazwa = item.name;
  12. std::transform(nazwa.begin(), nazwa.end(), nazwa.begin(), ::tolower);
  13. if(nazwa.find(id) != std::string::npos){
  14. std::string msg = "ID:" + util::to_string(item.id) + " Name: " + item.name;
  15. if(item.type >= EIF::Weapon && item.type <= EIF::Bracer){
  16. msg += " | Damage: " + util::to_string(item.mindam) + "-" + util::to_string(item.maxdam);
  17. if(item.light > 0 || item.dark > 0)
  18. msg += " | Lifesteal: " + util::to_string(item.light) + "-" + util::to_string(item.dark);
  19. if(item.aoe > 0)
  20. msg += " | AOE: " + util::to_string(item.aoe);
  21. if(item.hp > 0)
  22. msg += " | HP: " + util::to_string(item.hp);
  23. if(item.levelreq > 0)
  24. msg += " | LVLREQ: " + util::to_string(item.levelreq);
  25. if(item.str > 0)
  26. msg += " | STR: " + util::to_string(item.str);
  27. if(item.intl> 0)
  28. msg += " | INT: " + util::to_string(item.intl);
  29. if(item.wis > 0)
  30. msg += " | WIS: " + util::to_string(item.wis);
  31. if(item.agi > 0)
  32. msg += " | AGI: " + util::to_string(item.agi);
  33. if(item.con > 0)
  34. msg += " | CON: " + util::to_string(item.con);
  35. if(item.cha > 0)
  36. msg += " | CHA: " + util::to_string(item.cha);
  37. if(item.accuracy > 0)
  38. msg += " | ACC: " + util::to_string(item.accuracy);
  39. if(item.evade > 0)
  40. msg += " | EVADE: " + util::to_string(item.evade);
  41. if(item.armor > 0)
  42. msg += " | ARMOR: " + util::to_string(item.armor);
  43. }
  44.  
  45.  
  46. character->Msg(character, msg);
  47. }
  48. }
  49.  
  50. }
  51. else if(command.length() == 3 && command.compare(0,3,"npc") == 0 && arguments.size() > 0 )
  52. {
  53. std::string st = util::ucfirst(arguments[0]);
  54. for(int i = 1; i < arguments.size(); i++){
  55. st += " " + arguments[i];
  56. }
  57. std::string id = st;
  58. std::transform(id.begin(), id.end(), id.begin(), ::tolower);
  59. for(int i=0; i<character->world->enf->data.size()-1; i++){
  60. if(ENF_Data npc = character->world->enf->Get(i)){
  61. std::string nazwa = npc.name;
  62. std::transform(nazwa.begin(), nazwa.end(), nazwa.begin(), ::tolower);
  63. if(nazwa.find(id) != std::string::npos){
  64. std::string msg = "ID:" + util::to_string(npc.id) + " Name: " + npc.name + " | Health: " + util::to_string(npc.hp) + " | EXP: " + util::to_string(npc.exp);
  65. std::string msg2 = " ->Damage: " + util::to_string(npc.mindam) + "-" + util::to_string(npc.maxdam);
  66. if(npc.accuracy > 0)
  67. msg2+= " | ACC: " + util::to_string(npc.accuracy);
  68. if(npc.evade > 0)
  69. msg2+= " | EVADE: " + util::to_string(npc.evade);
  70. if(npc.armor > 0)
  71. msg2+= " | DEF: " + util::to_string(npc.armor);
  72. Config::iterator drops = character->world->drops_config.find(util::to_string(npc.id));
  73.  
  74. character->Msg(character, msg);
  75. character->Msg(character, msg2);
  76. if (drops != character->world->drops_config.end()){
  77. std::vector<std::string> parts = util::explode(',', static_cast<std::string>((*drops).second));
  78. for (std::size_t i = 0; i < parts.size(); i += 4)
  79. {
  80. int id = util::to_int(parts[i]);
  81. if(id){
  82. EIF_Data item = character->world->eif->Get(id);
  83. std::string itemName = item.name;
  84. int min = util::to_int(parts[i+1]);
  85. int max = util::to_int(parts[i+2]);
  86. double chance = util::to_float(parts[i+3]);
  87.  
  88. character->Msg(character, " ->Drops: ( " + itemName + " quantity " + util::to_string(min) + "-" + util::to_string(max) + " chance: " + util::to_string(chance) +"% )");
  89. }
  90. }
  91. }
  92.  
  93.  
  94.  
  95. }
  96. }
  97. }
  98.  
  99.  
  100. }
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