function noBorderFactionTable($faction)
{
    global $game_text;
    echo '<table class=factiontip cellspacing=0>';
    echo '<tbody>';
    echo '<tr><td class=name>' . $faction['name'] . '</td></tr>';
    if ($faction['team']) {
        echo '<tr><td>' . getFactionName($faction['team']) . '</td></tr>';
    }
    if ($faction['details']) {
        echo '<tr><td>' . $faction['details'] . '</td></tr>';
    }
    echo '</tbody></table>';
}
Example #2
0
        break;
    case 'inv':
        $breadcrumbs = "<a href='index.php?editor=" . $editor . "'>Player Inventory</a>";
        break;
    case 'keys':
        $breadcrumbs = "<a href='index.php?editor=" . $editor . "'>Player Keys</a>";
        break;
}
if ($z != '') {
    $breadcrumbs .= " >> " . "<a href='index.php?editor=" . $editor . "&z=" . $z . "&zoneid=" . getZoneIDByName($z) . "'>" . getZoneLongName($z) . "</a>";
}
if ($npcid != '' && $npcid != 'ID' && $editor != 'altcur' && $editor != 'qglobal') {
    $breadcrumbs .= " >> " . getNPCName($npcid) . " ({$npcid})";
}
if ($fid != '') {
    $breadcrumbs .= " >> " . getFactionName($fid);
}
if ($tskid != '') {
    $breadcrumbs .= " >> " . getTaskTitle($tskid);
}
if ($ts != '') {
    $breadcrumbs .= " >> " . "<a href='index.php?editor=" . $editor . "&ts=" . $ts . "'>" . $tradeskills[$ts] . "</a>";
}
if ($rec != '0') {
    $breadcrumbs .= " >> " . getRecipeName($rec);
}
if ($spellset != '') {
    $breadcrumbs .= " >> " . getSpellsetName($spellset);
}
if ($playerid != '' && $playerid != 'Player ID') {
    $breadcrumbs .= " >> <a href='index.php?editor=" . $editor . "&playerid=" . $playerid . "'>" . getPlayerName($playerid) . " ({$playerid})</a>";
function showEffectInfo($spell, $effect, $eff_id)
{
    global $lang;
    $misc = $spell['EffectMiscValue_' . $effect];
    switch ($eff_id) {
        // школа
        case 2:
            echo ' (' . getSpellSchool($spell['SchoolMask']) . ')';
            break;
            // Misc - тип энергии
        // Misc - тип энергии
        case 8:
            // SPELL_EFFECT_POWER_DRAIN
        // SPELL_EFFECT_POWER_DRAIN
        case 30:
            // SPELL_EFFECT_ENERGIZE
        // SPELL_EFFECT_ENERGIZE
        case 62:
            echo ' (' . getPowerTypeName($misc) . ')';
            break;
        case 16:
            // SPELL_EFFECT_QUEST_COMPLETE
        // SPELL_EFFECT_QUEST_COMPLETE
        case 147:
            // SPELL_EFFECT_QUEST_FAIL
        // SPELL_EFFECT_QUEST_FAIL
        case 139:
            echo ' (' . getQuestName($misc) . ')';
            break;
        case 28:
            // SPELL_EFFECT_SUMMON
        // SPELL_EFFECT_SUMMON
        case 56:
            // SPELL_EFFECT_SUMMON_PET
        // SPELL_EFFECT_SUMMON_PET
        case 90:
            // Kill Credit
        // Kill Credit
        case 134:
            echo ' (' . getCreatureName($misc) . ')';
            break;
        case 50:
            // SPELL_EFFECT_SUMMON_OBJECT
        // SPELL_EFFECT_SUMMON_OBJECT
        case 76:
            // SPELL_EFFECT_SUMMON_OBJECT_WILD
        // SPELL_EFFECT_SUMMON_OBJECT_WILD
        case 104:
        case 105:
        case 106:
        case 107:
            echo ' (' . getGameobjectName($misc) . ')';
            break;
        case 53:
            // SPELL_EFFECT_ENCHANT_ITEM
        // SPELL_EFFECT_ENCHANT_ITEM
        case 54:
            // SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY
        // SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY
        case 92:
            echo ' (' . getEnchantmentDesc($misc) . ')';
            break;
        case 39:
            echo ' (' . getLaungageName($misc) . ')';
            break;
        case 44:
            // SPELL_EFFECT_SKILL_STEP
        // SPELL_EFFECT_SKILL_STEP
        case 118:
            echo ' (' . getSkillName($misc) . ')';
            break;
            // Misc - тип рейтинга
        // Misc - тип рейтинга
        case 189:
            echo ' (' . getRatingList($misc) . ')';
            break;
            // Misc - тип диспелла
        // Misc - тип диспелла
        case 38:
            // SPELL_EFFECT_DISPEL
        // SPELL_EFFECT_DISPEL
        case 126:
            echo ' (' . getDispelName(abs($misc)) . ')';
            break;
            // Misc - тип механики
        // Misc - тип механики
        case 108:
            echo ' (' . getMechanicName($misc) . ')';
            break;
        case 94:
            // SPELL_EFFECT_SELF_RESURRECT
        // SPELL_EFFECT_SELF_RESURRECT
        case 113:
            echo ' (Restore ' . $misc . ' power)';
            break;
        case 103:
            echo ' (' . getFactionName($misc) . ')';
            break;
        case 33:
            echo ' (' . getLockType($misc, 2) . ')';
            break;
        case 146:
            echo ' (' . getRuneName($misc) . ')';
            break;
        case 74:
            echo ' (' . getGlyphName($misc) . ')';
            break;
        default:
            if ($misc) {
                echo ' (' . $misc . ')';
            }
            break;
    }
    if ($effect == 1) {
        // Spell target position on map
        if ($t = getSpellTargetPosition($spell['id'])) {
            echo '<a style="float: right;" href="?map&point=' . $t['target_map'] . ':' . $t['target_position_x'] . ':' . $t['target_position_y'] . ':' . $t['target_position_z'] . '">' . $lang['map'] . '</a>';
        }
        // Spell target
        if ($s = getSpellScriptTarget($spell['id'])) {
            foreach ($s as $s1) {
                if ($s1['type'] == 0) {
                    echo '<br><a style="float: right;" href="?object=' . $s1['targetEntry'] . '">' . getGameobjectName($s1['targetEntry'], 0) . '</a>';
                } else {
                    if ($s1['type'] == 1) {
                        echo '<br><a style="float: right;" href="?npc=' . $s1['targetEntry'] . '">' . getCreatureName($s1['targetEntry'], 0) . '</a>';
                    } else {
                        if ($s1['type'] == 2) {
                            echo '<br><a style="float: right;" href="?npc=' . $s1['targetEntry'] . '">' . getCreatureName($s1['targetEntry'], 0) . '</a>';
                        }
                    }
                }
            }
        }
    }
}
Example #4
0
function getFactionTemplateName($faction_id)
{
    if ($faction_id == 0) {
        return 0;
    }
    if ($faction_template = getFactionTemplate($faction_id)) {
        return getFactionName($faction_template['faction']);
    }
    return "Faction template - {$faction_id}";
}
Example #5
0
 if ($quest['RewRepFaction1'] or $quest['RewRepFaction2'] or $quest['RewRepFaction3'] or $quest['RewRepFaction4'] or $quest['RewRepFaction5']) {
     echo "<tr><td class=mark>{$lang['Rew_reputation']}</td></tr>";
     if ($quest['RewRepFaction1'] && $quest['RewRepValue1']) {
         echo "<tr><td>&nbsp;" . getFactionName($quest['RewRepFaction1']) . ":&nbsp;{$quest['RewRepValue1']}</td></tr>";
     }
     if ($quest['RewRepFaction2'] && $quest['RewRepValue2']) {
         echo "<tr><td>&nbsp;" . getFactionName($quest['RewRepFaction2']) . ":&nbsp;{$quest['RewRepValue2']}</td></tr>";
     }
     if ($quest['RewRepFaction3'] && $quest['RewRepValue3']) {
         echo "<tr><td>&nbsp;" . getFactionName($quest['RewRepFaction3']) . ":&nbsp;{$quest['RewRepValue3']}</td></tr>";
     }
     if ($quest['RewRepFaction4'] && $quest['RewRepValue4']) {
         echo "<tr><td>&nbsp;" . getFactionName($quest['RewRepFaction4']) . ":&nbsp;{$quest['RewRepValue4']}</td></tr>";
     }
     if ($quest['RewRepFaction5'] && $quest['RewRepValue5']) {
         echo "<tr><td>&nbsp;" . getFactionName($quest['RewRepFaction5']) . ":&nbsp;{$quest['RewRepValue5']}</td></tr>";
     }
 }
 if ($quest['RewMoneyMaxLevel']) {
     echo "<tr><td class=mark>{$lang['Rew_XP']}&nbsp;" . getQuestXPValue($quest) . "&nbsp;xp";
 }
 if ($quest['RewHonorAddition'] or $quest['RewHonorMultiplier']) {
     if ($quest['RewHonorMultiplier']) {
         $ihonor = round(getTeamContributionPoints(79) * $quest['RewHonorMultiplier'] * 0.1 + $quest['RewHonorAddition']);
     } else {
         $ihonor = round($quest['RewHonorAddition']);
     }
     echo "<tr><td class=mark>{$lang['Rew_honor']}&nbsp;" . substr($ihonor, 0, 4);
 }
 if ($quest['RewOrReqMoney']) {
     echo "<tr><td class=mark>{$lang['Rew_money']}&nbsp;" . money($quest['RewOrReqMoney']) . "</td></tr>";
Example #6
0
function renderItemData($item, $item_data = 0)
{
    global $gBonding, $Quality, $UseorEquip, $game_text;
    $colorname = $item['Quality'];
    $bonding = $item['bonding'];
    $invtype = $item['InventoryType'];
    $class = $item['class'];
    $subclass = $item['subclass'];
    $speed = $item['delay'] / 1000.0;
    $ssd = 0;
    $level = 80;
    $creator = 0;
    $giftCreator = 0;
    $random_suffix = 0;
    $random_prop = 0;
    $char_data = 0;
    $stack_count = 1;
    if ($item_data) {
        if ($item['ScalingStatValue'] || $item['ScalingStatDistribution']) {
            $level = getCharacterLevel($item_data[ITEM_FIELD_OWNER]);
        }
        if (intval(-$item_data[ITEM_FIELD_RANDOM_PROPERTIES_ID]) > 0) {
            $random_suffix = getRandomSuffix(intval(-$item_data[ITEM_FIELD_RANDOM_PROPERTIES_ID]));
        }
        if (intval($item_data[ITEM_FIELD_RANDOM_PROPERTIES_ID]) > 0) {
            $random_prop = getRandomProperty(intval($item_data[ITEM_FIELD_RANDOM_PROPERTIES_ID]));
        }
        if ($item_data[ITEM_FIELD_CREATOR]) {
            $creator = getCharacterName($item_data[ITEM_FIELD_CREATOR]);
        }
        if ($item_data[ITEM_FIELD_GIFTCREATOR]) {
            $giftCreator = getCharacterName($item_data[ITEM_FIELD_GIFTCREATOR]);
        }
        if ($item_data[ITEM_FIELD_STACK_COUNT]) {
            $stack_count = $item_data[ITEM_FIELD_STACK_COUNT];
        }
        if ($random_suffix) {
            $item['name'] = $item['name'] . ' ' . $random_suffix['name'];
        } else {
            if ($random_prop) {
                $item['name'] = $item['name'] . ' ' . $random_prop['name'];
            }
        }
        if ($item_data[ITEM_FIELD_FLAGS] & ITEM_FLAGS_BINDED) {
            $bonding = -1;
        }
    }
    if ($item['ScalingStatDistribution'] && ($ssd = getScalingStatDistribution($item['ScalingStatDistribution']))) {
        if ($ssd['maxlevel'] && $level > $ssd['maxlevel']) {
            $level = $ssd['maxlevel'];
        }
        $mask = $item['ScalingStatValue'];
        $ssv = getScalingStatValues($level);
        $stat_multi = 0;
        // Stat multiplier
        if ($mask & 0x1f) {
            if ($mask & 1 << 0) {
                $stat_multi = $ssv['multiplier_1'];
            }
            if ($mask & 1 << 1) {
                $stat_multi = $ssv['multiplier_2'];
            }
            if ($mask & 1 << 2) {
                $stat_multi = $ssv['multiplier_3'];
            }
            if ($mask & 1 << 3) {
                $stat_multi = $ssv['multiplier_4'];
            }
            if ($mask & 1 << 4) {
                $stat_multi = $ssv['multiplier_5'];
            }
        }
        // Armor mod
        if ($mask & 0x1e0) {
            if ($mask & 1 << 5) {
                $item['armor'] = $ssv['multiplier_6'];
            }
            if ($mask & 1 << 6) {
                $item['armor'] = $ssv['multiplier_7'];
            }
            if ($mask & 1 << 7) {
                $item['armor'] = $ssv['multiplier_8'];
            }
            if ($mask & 1 << 8) {
                $item['armor'] = $ssv['multiplier_9'];
            }
        }
        // DPS mod (min = 70% from averange max = 130%)
        if ($mask & 0x7e00) {
            if ($mask & 1 << 9) {
                $dps = $ssv['multiplier_10'];
            }
            if ($mask & 1 << 10) {
                $dps = $ssv['multiplier_11'];
            }
            if ($mask & 1 << 11) {
                $dps = $ssv['multiplier_12'];
            }
            if ($mask & 1 << 12) {
                $dps = $ssv['multiplier_13'];
            }
            if ($mask & 1 << 13) {
                $dps = $ssv['multiplier_14'];
            }
            if ($mask & 1 << 14) {
                $dps = $ssv['multiplier_15'];
            }
            $averange = $speed * $dps;
            $item['dmg_min1'] = floor(0.7 * $averange);
            $item['dmg_max1'] = floor(1.3 * $averange);
        }
        //    if ($mask & 0x08000)                   // spell power
        //      ???=$ssv['multiplier_16'];
        //    if ($mask & 0x10000)                   // feral AP
        //      ???=$ssv['multiplier_17'];
    }
    // Вывод имени
    echo '<tr><td class=name><SPAN class=' . $Quality[$colorname] . '>' . $item['name'] . '</SPAN></td></tr>';
    // Heroic item (green)
    if ($item['Flags'] & ITEM_FLAGS_HEROIC) {
        echo '<tr><td class=SpellStat>' . $game_text['item_heroic'] . '</td></tr>';
    }
    if ($item['area']) {
        echo '<tr><td>' . getAreaName($item['area']) . '</td></tr>';
    }
    if ($item['Map']) {
        echo '<tr><td>' . getMapName($item['Map']) . '</td></tr>';
    }
    if ($item['Flags'] & ITEM_FLAGS_CONJURED) {
        echo '<tr><td>' . $game_text['conjured_item'] . '</td></tr>';
    }
    // Вывод привязки вещи
    if ($bonding) {
        echo '<tr><td>' . $gBonding[$bonding] . '</td></tr>';
    }
    // Вывод того что вещь содержит чтото
    if ($item['Flags'] & ITEM_FLAGS_OPENABLE) {
        echo '<tr><td class=SpellStat>' . $game_text['right_click'] . '</td></tr>';
    }
    // <Right Click to Read>
    // Вывод уникальности вещи
    if ($item['maxcount'] == 1) {
        echo '<tr><td class=Unique>' . $game_text['unique'] . '</td></tr>';
    }
    if ($item['maxcount'] > 1) {
        echo '<tr><td class=Unique>' . $game_text['unique'] . '(' . $item['maxcount'] . ')</td></tr>';
    }
    $className = getClassName($class, 0);
    $subClassName = getShortSubclassName($class, $subclass, 0);
    // Зависимые от класса вещи параметры
    switch ($class) {
        // case 0:// Consumable
        // break;
        case 1:
            // Container
            echo "<tr><td>" . sprintf($game_text['slot'], $item['ContainerSlots'], $subClassName) . "</td></tr>";
            break;
        case 2:
            // Weapon
            echo '<tr><td>' . '<div class=right>' . $subClassName . '</div>' . getInventoryType($invtype, 0) . '</td></tr>';
            break;
            //case 3:// Gem
            //break;
        //case 3:// Gem
        //break;
        case 4:
            // Armor
            if ($invtype == 14) {
                $invtype = 22;
            }
            $sub = '';
            if ($invtype != 16 && $subclass > 0) {
                $sub = '<div class=right>' . $subClassName . '</div>';
            }
            echo '<tr><td>' . $sub . getInventoryType($invtype, 0) . '</td></tr>';
            break;
            // case 5:// Reagent
            // break;
        // case 5:// Reagent
        // break;
        case 6:
            // Projectile
            echo '<tr><td><div class=right>' . $subClassName . '</div>' . $className . '</td></tr>';
            $dps = ($item['dmg_min1'] + $item['dmg_max1']) / 2;
            echo '<tr><td>' . sprintf($game_text['ammo_dps'], $dps) . '</td></tr>';
            break;
            // case 7:// Trade Goods
            // break;
            // case 8:// Generic
            // break;
            // case 9:// Recipe
            // break;
            // case 10:// Money
            // break;
        // case 7:// Trade Goods
        // break;
        // case 8:// Generic
        // break;
        // case 9:// Recipe
        // break;
        // case 10:// Money
        // break;
        case 11:
            //Quiver
            echo '<tr><td>' . sprintf($game_text['slot'], $item['ContainerSlots'], $subClassName) . '</td></tr>';
            break;
            // case 12: //Quest
            // break;
            // case 13: //Key
            // break;
            // case 14: //Permanent
            // break;
            // case 15: //Misc
            // break;
        // case 12: //Quest
        // break;
        // case 13: //Key
        // break;
        // case 14: //Permanent
        // break;
        // case 15: //Misc
        // break;
        default:
            break;
    }
    // Вывод урона наносимого оружием но не боеприпасами
    if ($item['dmg_min1'] > 0 and $class != 6) {
        if ($speed == 0) {
            $speed = 1;
        }
        $dps = ($item['dmg_min1'] + $item['dmg_max1']) / (2 * $speed);
        $sub = '<div class=right>' . sprintf($game_text['weapon_speed'], $speed) . '</div>';
        echo '<tr><td>' . $sub . sprintf($game_text['weapon_damage'], $item['dmg_min1'], $item['dmg_max1']) . '</td></tr>';
        if ($class == 2) {
            echo '<tr><td>' . sprintf($game_text['weapon_dps'], $dps) . '</td></tr>';
        }
    }
    // вывод брони
    if ($item['armor']) {
        echo '<tr><td>' . sprintf($game_text['iarmor'], $item['armor']) . '</td></tr>';
    }
    // вывод блока
    if ($item['block']) {
        echo '<tr><td>' . sprintf($game_text['iblock'], $item['block']) . '</td></tr>';
    }
    // Вывод статов на силу, ловкость, стамину, интелект, стамину
    if ($ssd) {
        for ($i = 1; $i <= 10; $i++) {
            renderPrimalStat($ssd['statmod_' . $i], $stat_multi * $ssd['modifier_' . $i] / 10000);
        }
    } else {
        for ($i = 1; $i <= $item['StatsCount']; $i++) {
            renderPrimalStat($item['stat_type' . $i], $item['stat_value' . $i]);
        }
    }
    // Вывод резистов
    if ($item['holy_res']) {
        echo "<tr><td>" . getResistanceText(1, $item['holy_res']) . "</td></tr>";
    }
    if ($item['fire_res']) {
        echo "<tr><td>" . getResistanceText(2, $item['fire_res']) . "</td></tr>";
    }
    if ($item['nature_res']) {
        echo "<tr><td>" . getResistanceText(3, $item['nature_res']) . "</td></tr>";
    }
    if ($item['frost_res']) {
        echo "<tr><td>" . getResistanceText(4, $item['frost_res']) . "</td></tr>";
    }
    if ($item['shadow_res']) {
        echo "<tr><td>" . getResistanceText(5, $item['shadow_res']) . "</td></tr>";
    }
    if ($item['arcane_res']) {
        echo "<tr><td>" . getResistanceText(6, $item['arcane_res']) . "</td></tr>";
    }
    // Описание камней
    if ($item['GemProperties']) {
        $GemProperties = getGemProperties($item['GemProperties']);
        echo "<tr><td class=SpellStat>{$GemProperties}</td></tr>";
    }
    // Вывод сокетов
    if ($item_data) {
        renderSocketed($item['socketColor_1'], $item_data[SOCK_ENCHANTMENT_SLOT]);
        renderSocketed($item['socketColor_2'], $item_data[SOCK_ENCHANTMENT_SLOT_2]);
        renderSocketed($item['socketColor_3'], $item_data[SOCK_ENCHANTMENT_SLOT_3]);
    } else {
        renderSocket($item['socketColor_1']);
        renderSocket($item['socketColor_2']);
        renderSocket($item['socketColor_3']);
    }
    // Вывод бонуса сокетов (если есть доп инфо выводим данные из нее)
    if ($item_data) {
        // Вывод активного бонуса
        if ($item_data[BONUS_ENCHANTMENT_SLOT]) {
            echo '<tr><td class=SpellStat>' . sprintf($game_text['socket_bonus'], getEnchantmentDesc($item_data[BONUS_ENCHANTMENT_SLOT])) . '</td></tr>';
        } else {
            if ($item['socketBonus']) {
                echo '<tr><td class=disBonus>' . sprintf($game_text['socket_bonus'], getEnchantmentDesc($item['socketBonus'])) . '</td></tr>';
            }
        }
    } else {
        if ($item['socketBonus']) {
            echo '<tr><td class=SpellStat>' . sprintf($game_text['socket_bonus'], getEnchantmentDesc($item['socketBonus'])) . '</td></tr>';
        }
    }
    // Вывод энчантов вещи
    if ($item_data) {
        renderEnchant($item_data, PERM_ENCHANTMENT_SLOT, $random_suffix);
        renderEnchant($item_data, TEMP_ENCHANTMENT_SLOT, $random_suffix);
        renderEnchant($item_data, WOTLK_ENCHANTMENT_SLOT, $random_suffix);
        renderEnchant($item_data, PROP_ENCHANTMENT_SLOT_0, $random_suffix);
        renderEnchant($item_data, PROP_ENCHANTMENT_SLOT_1, $random_suffix);
        renderEnchant($item_data, PROP_ENCHANTMENT_SLOT_2, $random_suffix);
        renderEnchant($item_data, PROP_ENCHANTMENT_SLOT_3, $random_suffix);
        renderEnchant($item_data, PROP_ENCHANTMENT_SLOT_4, $random_suffix);
    } else {
        if ($item['RandomProperty'] or $item['RandomSuffix']) {
            echo '<tr><td class=SpellStat>' . $game_text['random_enchant'] . '</td></tr>';
        }
    }
    // Вывод крепкости
    if ($item_data && $item_data[ITEM_FIELD_MAXDURABILITY] > 0) {
        echo '<tr><td>' . sprintf($game_text['durability'], $item_data[ITEM_FIELD_DURABILITY], $item_data[ITEM_FIELD_MAXDURABILITY]) . '</td></tr>';
    } else {
        if ($item['MaxDurability'] > 0) {
            echo '<tr><td>' . sprintf($game_text['durability'], $item['MaxDurability'], $item['MaxDurability']) . '</td></tr>';
        }
    }
    // Вывод требования расы
    if ($text = getAllowableRace($item['AllowableRace'])) {
        echo '<tr><td>' . $game_text['allowable_race'] . ' ' . $text . '</td></tr>';
    }
    // Вывод требований классов
    if ($text = getAllowableClass($item['AllowableClass'])) {
        echo '<tr><td>' . $game_text['allowable_class'] . ' ' . $text . '</td></tr>';
    }
    // Вывод времени продолжительности
    if ($item['Duration']) {
        if ($item['ExtraFlags'] & 2) {
            echo '<tr><td>' . sprintf($game_text['idurationr'], getTimeText($item['Duration'])) . '</td></tr>';
        } else {
            echo '<tr><td>' . sprintf($game_text['iduration'], getTimeText($item['Duration'])) . '</td></tr>';
        }
    }
    // Вывод требования уровня
    if ($item['RequiredLevel'] > 1) {
        echo '<tr><td class=req>' . sprintf($game_text['req_level'], $item['RequiredLevel']) . '</td></tr>';
    }
    // Уровень предмета
    if ($item['ItemLevel']) {
        echo '<tr><td>' . sprintf($game_text['ilevel'], $item['ItemLevel']) . '</td></tr>';
    }
    // Вывод prospectable если надо 0x40000
    if ($item['Flags'] & ITEM_FLAGS_PROSPECTABLE) {
        echo '<tr><td>' . $game_text['prospectable'] . '</td></tr>';
    }
    // Вывод Millable если надо 0x20000000
    if ($item['Flags'] & ITEM_FLAGS_MILLABLE) {
        echo '<tr><td>' . $game_text['millable'] . '</td></tr>';
    }
    // Вывод требования скила
    if ($item['RequiredSkill']) {
        echo '<tr><td class=req>' . sprintf($game_text['req_skill'], getSkillName($item['RequiredSkill']), $item['RequiredSkillRank']) . '</td></tr>';
    }
    // Требование знать спелл
    if ($item['requiredspell']) {
        echo '<tr><td class=req>' . $game_text['req_spell'] . ' ' . getSpellName(getSpell($item['requiredspell'])) . '</td></tr>';
    }
    // Требования арена рейтинга "Requires personal arena rating of %d"; -- %d is the rating number required
    // $item['RequiredCityRank'] ??
    // PVP_MEDAL1 = "Protector of Stormwind";
    // PVP_MEDAL2 = "Overlord of Orgrimmar";
    // PVP_MEDAL3 = "Thane of Ironforge";
    // PVP_MEDAL4 = "High Sentinel of Darnassus";
    // PVP_MEDAL5 = "Deathlord of the Undercity";
    // PVP_MEDAL6 = "Chieftain of Thunderbluff";
    // PVP_MEDAL7 = "Avenger of Gnomeregan";
    // PVP_MEDAL8 = "Voodoo Boss of Sen'jin";
    // Требования репутации -- Required faction reputation to use the item
    if ($item['RequiredReputationFaction']) {
        $faction = getFactionName($item['RequiredReputationFaction']);
        $rank = getReputationRankName($item['RequiredReputationRank']);
        echo '<tr><td class=faction>' . sprintf($game_text['req_reputation'], $faction, $rank) . '</td></tr>';
    }
    if ($ssd) {
        echo '<tr><td>' . sprintf($game_text['ssd_req_level'], $ssd['maxlevel'], $level) . '</td></tr>';
    }
    // Вывод статов на силу, ловкость, стамину, интелект, стамину
    if ($ssd) {
        for ($i = 1; $i <= 10; $i++) {
            renderSpellStat($ssd['statmod_' . $i], $stat_multi * $ssd['modifier_' . $i] / 10000);
        }
    } else {
        for ($i = 1; $i <= $item['StatsCount']; $i++) {
            renderSpellStat($item['stat_type' . $i], $item['stat_value' . $i]);
        }
    }
    if ($item['spellid_1'] != 483 and $item['spellid_1'] != 55884) {
        renderSpell($item['spellid_1'], $item['spelltrigger_1'], $item_data ? $item_data[ITEM_FIELD_SPELL_CHARGES + 0] : $item['spellcharges_1'], $item['spellcooldown_1'], $item['spellcategory_1'], $item['spellcategorycooldown_1']);
        renderSpell($item['spellid_2'], $item['spelltrigger_2'], $item_data ? $item_data[ITEM_FIELD_SPELL_CHARGES + 1] : $item['spellcharges_2'], $item['spellcooldown_2'], $item['spellcategory_2'], $item['spellcategorycooldown_2']);
        renderSpell($item['spellid_3'], $item['spelltrigger_3'], $item_data ? $item_data[ITEM_FIELD_SPELL_CHARGES + 2] : $item['spellcharges_3'], $item['spellcooldown_3'], $item['spellcategory_3'], $item['spellcategorycooldown_3']);
        renderSpell($item['spellid_4'], $item['spelltrigger_4'], $item_data ? $item_data[ITEM_FIELD_SPELL_CHARGES + 3] : $item['spellcharges_4'], $item['spellcooldown_4'], $item['spellcategory_4'], $item['spellcategorycooldown_4']);
        renderSpell($item['spellid_5'], $item['spelltrigger_5'], $item_data ? $item_data[ITEM_FIELD_SPELL_CHARGES + 4] : $item['spellcharges_5'], $item['spellcooldown_5'], $item['spellcategory_5'], $item['spellcategorycooldown_5']);
    }
    if ($item['itemset']) {
        $set = getItemSet($item['itemset']);
        if ($set == 0) {
            echo '<tr><td class=itemsetname>&nbsp;&nbsp;Unknown set - ' . $item['itemset'] . '</td></tr>';
        } else {
            // Получаем игрока чтобы вывести инфу о сете
            if ($item_data && ($char = getCharacter($item_data[ITEM_FIELD_OWNER]))) {
                $char_data = explode(' ', $char['data']);
            }
            $text = "";
            $count = 0;
            $itemnum = 0;
            // Подсчитываем всего вещей в сете (а также если на игроке то сколько из вещей сета на нём)
            // Одновременно составяем список
            for ($i = 1; $i < 18; $i++) {
                if ($setitem = $set['item_' . $i]) {
                    $count++;
                    $name = getItemName($setitem);
                    if (isItemOnPlayer($setitem, $char_data)) {
                        $itemnum++;
                        $text = $text . '<tr><td class=enSetName><a href="?item=' . $setitem . '">' . $name . '</a></td></tr>';
                    } else {
                        $text = $text . '<tr><td class=disSetName><a href="?item=' . $setitem . '">' . $name . '</a></td></tr>';
                    }
                }
            }
            echo '<tr><td class=itemsetname><a href="?itemset=' . $set['id'] . '">' . $set['name'] . "</a> ({$itemnum}/{$count})</td></tr>";
            if ($set['req_skill']) {
                echo '<tr><td class=req>' . sprintf($game_text['req_skill'], getSkillName($set['req_skill']), $set['req_skill_value']) . '</td></tr>';
            }
            echo $text;
            // Выводим бонусы сета (если на игроке - то активны ион или нет)
            for ($i = 1; $i < 9; $i++) {
                if ($setSpell = $set['spell_' . $i]) {
                    $name = get_spell_details($setSpell);
                    $num = $set['count_' . $i];
                    if ($char_data) {
                        $iclass = $num <= $itemnum ? 'enSpell' : 'disSpell';
                        echo '<tr><td class=' . $iclass . '><a href="?spell=' . $setSpell . '">(' . $num . ') ' . $name . '</a></td></tr>';
                    } else {
                        echo '<tr><td><a href="?spell=' . $setSpell . '">(' . $num . ') ' . $name . '</a></td></tr>';
                    }
                }
            }
        }
    }
    if ($item['description'] != "") {
        if ($item['spellid_1'] == 483 or $item['spellid_1'] == 55884) {
            echo '<tr><td><a href="?spell=' . $item['spellid_2'] . '">' . $UseorEquip[$item['spelltrigger_2']] . ' ' . $item['description'] . '</a></td></tr>';
            if ($spell = getSpell($item['spellid_2'])) {
                if ($ritem = getItem($spell['EffectItemType_1'])) {
                    echo '<tr><td>&nbsp;</td></tr>';
                    renderItemData($ritem);
                }
                if ($req = getRecipeReqString($spell)) {
                    echo '<tr><td>&nbsp;</td></tr>';
                    echo '<tr><td>' . $game_text['req_ingridients'] . ' ' . $req . '</td></tr>';
                }
            }
        } else {
            echo '<tr><td class=itemdesc>&quot;' . $item['description'] . '&quot;</td></tr>';
        }
    }
    // Written by %s
    if ($creator) {
        echo '<tr><td class=enSpell>&lt;' . sprintf($game_text['made_by'], $creator) . '&gt;</td></tr>';
    }
    if ($item['startquest']) {
        echo '<tr><td>' . $game_text['start_quest'] . '</td></tr>';
    }
}
    $x = 0;
    foreach ($player_factions as $player_faction) {
        ?>
            <tr bgcolor="#<?php 
        echo $x % 2 == 0 ? "BBBBBB" : "AAAAAA";
        ?>
">
              <td align="center" width="20%"><a title="Character ID: <?php 
        echo $player_faction['char_id'];
        ?>
"><?php 
        echo getPlayerName($player_faction['char_id']);
        ?>
</a></td>
              <td align="center" width="20%"><a title="Faction: <?php 
        echo getFactionName($player_faction['faction_id']);
        ?>
"><?php 
        echo $player_faction['faction_id'];
        ?>
</a></td>
              <td align="center" width="20%"><?php 
        echo $player_faction['current_value'];
        ?>
</td>
              <td align="right"><a href="index.php?editor=faction&char_id=<?php 
        echo $player_faction['char_id'];
        ?>
&faction_id=<?php 
        echo $player_faction['faction_id'];
        ?>
function r_questReward($quest)
{
    global $lang;
    if ($quest['RewItemId1'] or $quest['RewItemId2'] or $quest['RewItemId3'] or $quest['RewItemId4']) {
        //     echo $lang['Rew_item'].'<br>';
        if ($quest['RewItemId1']) {
            echo text_show_item($quest['RewItemId1'], 0, 'quest');
        }
        if ($quest['RewItemId2']) {
            echo $lang['item_sel_and'] . text_show_item($quest['RewItemId2'], 0, 'quest');
        }
        if ($quest['RewItemId3']) {
            echo $lang['item_sel_and'] . text_show_item($quest['RewItemId3'], 0, 'quest');
        }
        if ($quest['RewItemId4']) {
            echo $lang['item_sel_and'] . text_show_item($quest['RewItemId4'], 0, 'quest');
        }
        echo '<br>';
    }
    if ($quest['RewChoiceItemId1'] or $quest['RewChoiceItemId2'] or $quest['RewChoiceItemId3'] or $quest['RewChoiceItemId4'] or $quest['RewChoiceItemId5'] or $quest['RewChoiceItemId6']) {
        echo $lang['Rew_select_item'] . '<br>';
        if ($quest['RewChoiceItemId1']) {
            echo text_show_item($quest['RewChoiceItemId1'], 0, 'quest');
        }
        if ($quest['RewChoiceItemId2']) {
            echo $lang['item_sel_or'] . text_show_item($quest['RewChoiceItemId2'], 0, 'quest');
        }
        if ($quest['RewChoiceItemId3']) {
            echo $lang['item_sel_or'] . text_show_item($quest['RewChoiceItemId3'], 0, 'quest');
        }
        if ($quest['RewChoiceItemId4']) {
            echo $lang['item_sel_or'] . text_show_item($quest['RewChoiceItemId4'], 0, 'quest');
        }
        if ($quest['RewChoiceItemId5']) {
            echo $lang['item_sel_or'] . text_show_item($quest['RewChoiceItemId5'], 0, 'quest');
        }
        if ($quest['RewChoiceItemId6']) {
            echo $lang['item_sel_or'] . text_show_item($quest['RewChoiceItemId6'], 0, 'quest');
        }
        echo "<br>";
    }
    if ($quest['RewSpell'] and $quest['RewSpellCast']) {
        show_spell($quest['RewSpell'], 0, 'quest');
        echo '<br>';
    }
    if (!$quest['RewSpell'] and $quest['RewSpellCast']) {
        show_spell($quest['RewSpellCast'], 0, 'quest');
        echo '<br>';
    }
    for ($i = 1; $i <= 5; $i++) {
        switch (ABS($quest['RewRepValueId' . $i])) {
            case 1:
                $RepValueId[$i] = 10;
                break;
            case 2:
                $RepValueId[$i] = 25;
                break;
            case 3:
                $RepValueId[$i] = 75;
                break;
            case 4:
                $RepValueId[$i] = 150;
                break;
            case 5:
                $RepValueId[$i] = 250;
                break;
            case 6:
                $RepValueId[$i] = 350;
                break;
            case 7:
                $RepValueId[$i] = 500;
                break;
            case 8:
                $RepValueId[$i] = 1000;
                break;
            case 9:
                $RepValueId[$i] = 5;
                break;
            default:
                $RepValueId[$i] = 0;
        }
        $quest_rate[$i] = getRepRewRate($quest['RewRepFaction' . $i]);
        if ($quest['RewRepValueId' . $i] < 0) {
            $RepValueId[$i] = -$RepValueId[$i];
        }
        if ($quest['RewRepValue' . $i] && $quest['RewRepValueId' . $i]) {
            $quest['RewRepValue' . $i] = $quest['RewRepValue' . $i] / 100;
        }
        if (!$quest['RewRepValue' . $i] && $quest['RewRepValueId' . $i]) {
            $quest['RewRepValue' . $i] = $RepValueId[$i];
        }
        $quest['RewRepValue' . $i] = $quest['RewRepValue' . $i] * $quest_rate[$i];
    }
    if ($quest['RewRepFaction1'] and !$quest['RewRepFaction2'] and !$quest['RewRepFaction3'] and !$quest['RewRepFaction4'] and !$quest['RewRepFaction5']) {
        $spillover = getRepSpillover($quest['RewRepFaction1']);
        if ($spillover) {
            foreach ($spillover as $faction) {
                if ($faction['faction1']) {
                    $quest['RewRepFaction2'] = $faction['faction1'];
                    $quest['RewRepValue2'] = $quest['RewRepValue1'] * $faction['rate_1'];
                }
                if ($faction['faction2']) {
                    $quest['RewRepFaction3'] = $faction['faction2'];
                    $quest['RewRepValue3'] = $quest['RewRepValue1'] * $faction['rate_2'];
                }
                if ($faction['faction3']) {
                    $quest['RewRepFaction4'] = $faction['faction3'];
                    $quest['RewRepValue4'] = $quest['RewRepValue1'] * $faction['rate_3'];
                }
                if ($faction['faction4']) {
                    $quest['RewRepFaction5'] = $faction['faction4'];
                    $quest['RewRepValue5'] = $quest['RewRepValue1'] * $faction['rate_4'];
                }
            }
        }
    }
    if ($quest['RewRepFaction1'] && $quest['RewRepValue1']) {
        echo getFactionName($quest['RewRepFaction1']) . ':&nbsp;' . $quest['RewRepValue1'] . '<br>';
    }
    if ($quest['RewRepFaction2'] && $quest['RewRepValue2']) {
        echo getFactionName($quest['RewRepFaction2']) . ':&nbsp;' . $quest['RewRepValue2'] . '<br>';
    }
    if ($quest['RewRepFaction3'] && $quest['RewRepValue3']) {
        echo getFactionName($quest['RewRepFaction3']) . ':&nbsp;' . $quest['RewRepValue3'] . '<br>';
    }
    if ($quest['RewRepFaction4'] && $quest['RewRepValue4']) {
        echo getFactionName($quest['RewRepFaction4']) . ':&nbsp;' . $quest['RewRepValue4'] . '<br>';
    }
    if ($quest['RewRepFaction5'] && $quest['RewRepValue5']) {
        echo getFactionName($quest['RewRepFaction5']) . ':&nbsp;' . $quest['RewRepValue5'] . '<br>';
    }
    if ($quest['RewMoneyMaxLevel']) {
        echo $lang['Rew_XP'] . ' ' . getQuestXPValue($quest) . ' xp<br>';
    }
    if ($quest['RewOrReqMoney']) {
        echo $lang['Rew_money'] . ' ' . money($quest['RewOrReqMoney'], 7) . '<br>';
    }
}