itemID + Enchant = ItemName
itemID + itemQuality 49/50 = ItemName (Unique/Named items)
This is what I use to get some item info.
Lua Code:
-- strip the gear and return a lot of stuff that was asked...
local function stripGear(itemLoc)
local itemFILTER= GetItemFilterTypeInfo(1, itemLoc) -- 1/2 weapon/Apparel
local itemTRAIT = GetItemTrait(1,itemLoc)
local itemTYPE = GetItemType(1,itemLoc)
local link = GetItemLink(1, itemLoc)
local name,col,typID,id,qual,levelreq,enchant,ench1,ench2,un1,un2,un3,un4,un5,un6,un7,un8,un9,style,un10,bound,charge,un11=ZO_LinkHandler_ParseLink(link)
local icon,stack,sellprice,meets,locked,equiptype,itemstyle,quality = GetItemInfo(1,itemLoc)
-- whinstone, a02ef7, item, 45159, 5, 36, 26848, 5, 36, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 368, 0
-- name color, type, id, qual, lvl, ench, str, str,un1,un2,un3,un4,un5,un6,un7,un8,un9,style,un10,bound,charge, un11
if insJY.SVG.debug == true then
d(link)
d("Texture: "..tostring(icon))
d("Itemname: "..tostring(name))
d("Type: "..GetString("SI_ITEMTYPE",itemTYPE).. " - Filter: "..GetString("SI_ITEMFILTERTYPE", itemFILTER))
d("ID: "..tostring(id))
d(qual)
local colour=QualCol(quality)
d("Quality: "..tostring("|c"..colour.." - "..qual.." - "..quality))
if tonumber(itemTRAIT)>0 then
d("Trait: "..tostring(itemTRAIT).."-"..GetString("SI_ITEMTRAITTYPE",itemTRAIT))
end
d("Bound: "..tostring(bound))
-- weapon/armor related
if itemFILTER==ITEMFILTERTYPE_ARMOR or itemFILTER==ITEMFILTERTYPE_WEAPONS then
d("Level Required: "..tostring(levelreq))
d("Enchant: "..tostring(enchant).. " - Strenght: "..tostring(ench1).."-"..tostring(ench2))
d("Style: "..tostring(style).. " - "..GetString("SI_ITEMSTYLE", style))
end
-- weapon related
if itemFILTER==ITEMFILTERTYPE_WEAPONS then
d("Charges: "..tostring(charge))
end
end
return name,tonumber(id),tonumber(quality),tonumber(sellprice),tonumber(levelreq),enchant,tonumber(style),tonumber(bound),tonumber(itemFILTER),tonumber(itemTRAIT),tonumber(itemTYPE)
end