DataType:item
Contains data about items

Members

Type
Member
Description
int
AC
AC value on item
int
AGI
AGI value on item
int
Accuracy
Accuracy
int
Attack
Attack value on item
bool
Attuneable
Attuneable?
int
AugRestrictions
Augment Restrictions
int
Augs
Number of augs on this item
int
AugSlot1
Aug slot 1
int
AugSlot2
Aug slot 2
int
AugSlot3
Aug slot 3
int
AugSlot4
Aug slot 4
int
AugSlot5
Aug slot 5
int
AugType
Augment Type
int
Avoidance
Avoidance
int
BuyPrice
The cost to buy this item from active merchant
float
CastTime
Spell effect's cast time (in seconds)
int
CHA
CHA value on item
int
Charges
Charges
int
Clairvoyance
Clairvoyance
string
Class[#]
Returns the #th long class name of the listed classes on an item. Items suitable for ALL classes will effectively have all 17 classes listed.
int
Classes
The number of classes that can use the item. Items suitable for ALL classes will return 16.
int
CombatEffects
CombatEffects
int
Container
Number of slots, if this is a container
int
DamageShieldMitigation
Damage Shield Mitigation
int
DamShield
Damage Shield value on item
string
Deity[#]
Returns the #th deity of the listed deities on an item. Items with no deity restrictions will return NULL for all values of #.
int
Deities
The number of deities that can use the item. Items with no deity restrictions will return 0.
int
DEX
DEX value on item
string
DMGBonusType
"None", "Magic", "Fire", "Cold", "Poison", "Disease"
int
DoTShielding
DoT Shielding
string
EffectType
Spell effect type (see below for spell effect types)
int
Endurance
Endurance
int
EnduranceRegen
Endurance regen
evolving
Evolving
Does this item have Evolving experience on?
int
FreeStack
The number of items needed to fill all the stacks of the item you have (with a stacksize of 20). If you have 3 stacks (1, 10, 20 in those stacks), you have room for 60 total and you have 31 on you, so FreeStack would return 29.
int
Haste
Haste value on item
int
HealAmount
HealAmount (regen?)
int
HeroicAGI
Heroic AGI value on item
int
HeroicCHA
Heroic CHA value on item
int
HeroicDEX
Heroic DEX value on item
int
HeroicINT
Heroic INT value on item
int
HeroicSTA
Heroic STA value on item
int
HeroicSTR
Heroic STR value on item
int
HeroicSvCold
Heroic SvCold value on item
int
HeroicSvCorruption
Heroic SvCorruption value on item
int
HeroicSvDisease
Heroic SvDisease value on item
int
HeroicSvFire
Heroic SvFire value on item
int
HeroicSvMagic
Heroic SvMagic value on item
int
HeroicSvPoison
Heroic SvPoison value on item
int
HeroicWIS
Heroic WIS value on item
int
HP
HP value on item
int
HPRegen
HPRegen value on item
int
Icon
Item Icon
int
ID
Item ID
float
InstrumentMod
Instrument Modifier Value
int
INT
INT value on item
int
InvSlot
Inventory Slot Number (Historic and now deprecated, use ItemSlot and ItemSlot2)
item
Item[#]
Item in #th slot, if this is a container or has augs
float
ItemDelay
Returns the delay of the weapon
string
ItemLink[CLICKABLE]
just prints the actual hexlink for an item (not clickable) unless [CLICKABLE] is included
int
Items
Number of items, if this is a container.
int
ItemSlot
Item Slot number see Slot Names
int
ItemSlot2
Item Slot subnumber see Slot Names
string
LDoNTheme
"All", "Deepest Guk", "Miragul's", "Mistmoore", "Rujarkian", "Takish", "Unknown"
bool
Lore
Lore?
bool
Magic
Magic?
int
Mana
Mana value on item
int
ManaRegen
ManaRegen value on item
int
MaxPower
Max power on an power source
int
MerchQuantity
Quantity of item active merchant has
string
Name
Name
bool
NoDrop
No Trade?
bool
NoRent
Temporary?
int
Power
Power left on power source
int
Purity
Purity of item
string
Race[#]
Returns the #th long race name of the listed races on an item. Items suitable for ALL races will effectively have all 15 races listed.
int
Races
The number of races that can use the item. Items suitable for ALL races will return 15.
int
RequiredLevel
Returns the Required Level of an item. Items with no required level will return 0.
int
SellPrice
Price to sell this item at this merchant
int
Shielding
Shielding
int
Size
Item size: 1 SMALL 2 MEDIUM 3 LARGE 4 GIANT
int
SizeCapacity
If item is a container, size of items it can hold: 1 SMALL 2 MEDIUM 3 LARGE 4 GIANT
spell
Spell
Spell effect
int
SpellDamage
Spell damage
int
SpellShield
SpellShield
int
STA
STA value on item
int
Stack
Number of items in the stack
int
Stacks
Number of stacks of the item in your inventory
bool
Stackable
Stackable?
int
StackCount
The total number of the stackable item in your inventory
int
StackSize
Maximum number if items that can be in the stack
int
STR
STR value on item
int
StrikeThrough
StrikeThrough
int
StunResist
Stun resist
int
svCold
svCold value on item
int
svCorruption
svCorruption value on item
int
svDisease
svDisease value on item
int
svFire
svFire value on item
int
svMagic
svMagic value on item
int
svPoison
svPoison value on item
ticks
Timer
Returns the number of ticks remaining on an item recast timer
int
TimerReady
Returns the number of seconds remaining on an item recast timer
bool
Tradeskills
Tradeskills?
string
Type
Type
int
Tribute
Tribute value of the item
int
Value
Item value in coppers
int
Weight
Item weight
int
WIS
WIS value on item
invslot
WornSlot[#]
The #th invslot this item can be worn in (fingers/ears count as 2 slots)
bool
WornSlot[name]
Can item be worn in invslot with this name? (worn slots only)
int
WornSlots
The number of invslots this item can be worn in (fingers/ears count as 2 slots)
string
To String
Same as Name

Spell Effect Types

EffectType will return one of the following:
  • Click Inventory - item has a right-click spell and can be cast from inventory
  • Click Unknown - item has an unknown right-click effect restriction
  • Click Worn - item has a right-click spell and must be equipped to click it
  • Combat - weapon has a proc
  • Spell Scroll - Scribeable spell scroll
  • Worn - item has a focus effect
This next section needs to be moved to the MQ2ItemDisplay article

DisplayItem Index

${DisplayItem} now takes an index as an option parameter index can be 0-5 you can still just do ${DsiplayItem} and it will just pick whatever you inspected last.
Example: /echo ${DisplayItem[5]}
  • Info = 1,
  • WindowTitle = 2,
  • AdvancedLore = 3,
  • MadeBy = 4,
  • Information = 5,
  • DisplayIndex = 6
NOTE: There is a difference between .Info and .Information .Info contains for example: .Info can return text like; this item is placable in yards, guild yards blah blah , This item can be used in tradeskills .Information can return text like Item Information: Placing this augment into blah blah, this armor can only be used in blah blah
Last modified 4mo ago