So find one of this:
[cpp]
setField(L, "transformToFree", item->transformToFree);
setField(L, "transformEquipTo", item->transformEquipTo);
setField(L, "transformDeEquipTo", item->transformDeEquipTo);
setField(L, "clientId", item->clientId);
setField(L, "maxItems", item->maxItems);
setField(L, "slotPosition", item->slotPosition);
setField(L, "wieldPosition", item->wieldPosition);
setField(L, "speed", item->speed);
setField(L, "maxTextLength", item->maxTextLength);
setField(L, "writeOnceItemId", item->writeOnceItemId);
setField(L, "date", item->date);
setField(L, "writer", item->writer);
setField(L, "text", item->text);
setField(L, "attack", item->attack);
setField(L, "extraAttack", item->extraAttack);
setField(L, "defense", item->defense);
setField(L, "extraDefense", item->extraDefense);
setField(L, "armor", item->armor);
setField(L, "breakChance", item->breakChance);
setField(L, "hitChance", item->hitChance);
setField(L, "maxHitChance", item->maxHitChance);
setField(L, "runeLevel", item->runeLevel);
setField(L, "runeMagicLevel", item->runeMagLevel);
setField(L, "lightLevel", item->lightLevel);
setField(L, "lightColor", item->lightColor);
setField(L, "decayTo", item->decayTo);
setField(L, "rotateTo", item->rotateTo);
setField(L, "alwaysOnTopOrder", item->alwaysOnTopOrder);
setField(L, "shootRange", item->shootRange);
setField(L, "charges", item->charges);
setField(L, "decayTime", item->decayTime);
setField(L, "attackSpeed", item->attackSpeed);
setField(L, "wieldInfo", item->wieldInfo);
setField(L, "minRequiredLevel", item->minReqLevel);
setField(L, "minRequiredMagicLevel", item->minReqMagicLevel);
setField(L, "worth", item->worth);
setField(L, "levelDoor", item->levelDoor);
setField(L, "name", item->name.c_str());
setField(L, "plural", item->pluralName.c_str());
setField(L, "article", item->article.c_str());
setField(L, "description", item->description.c_str());
setField(L, "runeSpellName", item->runeSpellName.c_str());
setField(L, "vocationString", item->vocationString.c_str());
[/cpp]
And then paste under or above one of them this:
[cpp]
setField(L, "criticalHitChance", item->criticalHitChance);
[/cpp]
[cpp]
setField(L, "transformToFree", item->transformToFree);
setField(L, "transformEquipTo", item->transformEquipTo);
setField(L, "transformDeEquipTo", item->transformDeEquipTo);
setField(L, "clientId", item->clientId);
setField(L, "maxItems", item->maxItems);
setField(L, "slotPosition", item->slotPosition);
setField(L, "wieldPosition", item->wieldPosition);
setField(L, "speed", item->speed);
setField(L, "maxTextLength", item->maxTextLength);
setField(L, "writeOnceItemId", item->writeOnceItemId);
setField(L, "date", item->date);
setField(L, "writer", item->writer);
setField(L, "text", item->text);
setField(L, "attack", item->attack);
setField(L, "extraAttack", item->extraAttack);
setField(L, "defense", item->defense);
setField(L, "extraDefense", item->extraDefense);
setField(L, "armor", item->armor);
setField(L, "breakChance", item->breakChance);
setField(L, "hitChance", item->hitChance);
setField(L, "maxHitChance", item->maxHitChance);
setField(L, "runeLevel", item->runeLevel);
setField(L, "runeMagicLevel", item->runeMagLevel);
setField(L, "lightLevel", item->lightLevel);
setField(L, "lightColor", item->lightColor);
setField(L, "decayTo", item->decayTo);
setField(L, "rotateTo", item->rotateTo);
setField(L, "alwaysOnTopOrder", item->alwaysOnTopOrder);
setField(L, "shootRange", item->shootRange);
setField(L, "charges", item->charges);
setField(L, "decayTime", item->decayTime);
setField(L, "attackSpeed", item->attackSpeed);
setField(L, "wieldInfo", item->wieldInfo);
setField(L, "minRequiredLevel", item->minReqLevel);
setField(L, "minRequiredMagicLevel", item->minReqMagicLevel);
setField(L, "worth", item->worth);
setField(L, "levelDoor", item->levelDoor);
setField(L, "name", item->name.c_str());
setField(L, "plural", item->pluralName.c_str());
setField(L, "article", item->article.c_str());
setField(L, "description", item->description.c_str());
setField(L, "runeSpellName", item->runeSpellName.c_str());
setField(L, "vocationString", item->vocationString.c_str());
[/cpp]
And then paste under or above one of them this:
[cpp]
setField(L, "criticalHitChance", item->criticalHitChance);
[/cpp]