InventorySlotName

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Rather than use hard-coded ID's for inventory slots, each slot is mapped to a numeric ID at runtime using the API GetInventorySlotInfo function. This allows for future expansion and addition of new slots, as well as re-ordering of slots in the underlying code. Known slot ID's are as follows (and appear to be case insensitive):

Values

For example, "NECKSLOT" (which is also a GlobalString) returns 2 (which is defined in Constants.Lua)

InventorySlotName InventorySlotId
Value GlobalString Value Constant
"Ammo" AMMOSLOT 0 INVSLOT_AMMO
"Head" HEADSLOT 1 INVSLOT_HEAD
"Neck" NECKSLOT 2 INVSLOT_NECK
"Shoulders" SHOULDERSLOT 3 INVSLOT_SHOULDER
"Shirt" SHIRTSLOT 4 INVSLOT_BODY
"Chest" CHESTSLOT 5 INVSLOT_CHEST
"Waist" WAISTSLOT 6 INVSLOT_WAIST
"Legs" LEGSSLOT 7 INVSLOT_LEGS
"Feet" FEETSLOT 8 INVSLOT_FEET
"Wrist" WRISTSLOT 9 INVSLOT_WRIST
"Hands" HANDSSLOT 10 INVSLOT_HAND
"Finger" FINGER0SLOT 11 INVSLOT_FINGER1
"Finger" FINGER1SLOT 12 INVSLOT_FINGER2
"Trinket" TRINKET0SLOT 13 INVSLOT_TRINKET1
"Trinket" TRINKET1SLOT 14 INVSLOT_TRINKET2
"Back" BACKSLOT 15 INVSLOT_BACK
"Main Hand" MAINHANDSLOT 16 INVSLOT_MAINHAND
"Off Hand" SECONDARYHANDSLOT 17 INVSLOT_OFFHAND
"Tabard" TABARDSLOT 19 INVSLOT_TABARD
"Bag0Slot" 20 CONTAINER_BAG_OFFSET+1
"Bag1Slot" 21 CONTAINER_BAG_OFFSET+2
"Bag2Slot" 22 CONTAINER_BAG_OFFSET+3
"Bag3Slot" 23 CONTAINER_BAG_OFFSET+4
"Bag1" 64
"Bag2" 65
"Bag3" 66
"Bag4" 67
"Bag5" 68
"Bag6" 69
"Bag7" 70
"Bag8" 71
"Bag9" 72
"Bag10" 73
"Bag11" 74
"Bag12" 75