Index: addresses.lua =================================================================== --- addresses.lua (revision 478) +++ addresses.lua (working copy) @@ -60,9 +60,8 @@ itemInfoOffset = 0x10, skillsBase = 0x9C58E0, idCardNPCOffset = 0x364, - qualityBaseOffset = 0x40, - qualityTierOffset = 0x16, itemCountOffset = 0x10, + maxDurabilityOffset = 0x14, durabilityOffset = 0x18, valueOffset = 0x34, nameOffset = 0xC, Index: classes/equipitem.lua =================================================================== --- classes/equipitem.lua (revision 478) +++ classes/equipitem.lua (working copy) @@ -39,6 +39,7 @@ self.Empty = false; self.ItemCount = memoryReadInt( proc, self.Address + addresses.itemCountOffset ); self.Durability = memoryReadInt( proc, self.Address + addresses.durabilityOffset ); + self.MaxDurability = memoryReadByte( proc, self.Address + addresses.maxDurabilityOffset ); if ( self.Durability > 0 ) then self.Durability = self.Durability / 100; end; Index: classes/inventory.lua =================================================================== --- classes/inventory.lua (revision 478) +++ classes/inventory.lua (working copy) @@ -167,7 +167,7 @@ return false; end; - local realDurability = self.EquipSlots[ slot ].Durability / self.EquipSlots[ slot ].MaxDurabilty * 100; + local realDurability = self.EquipSlots[ slot ].Durability / self.EquipSlots[ slot ].MaxDurability * 100; if( realDurability <= 0 ) then return false; @@ -182,8 +182,7 @@ if( not _slot) then _slot = 16; end -- 16=MainHand | 17=OffHand | 11=Ranged self.EquipSlots[ _slot ]:update(); - - return self.EquipSlots[ _slot ].Durability / self.EquipSlots[ _slot ].MaxDurabilty * 100; + return self.EquipSlots[ _slot ].Durability / self.EquipSlots[ _slot ].MaxDurability * 100; end; function CInventory:getMainHandDurability()