Example #1
0
        public override void GetProperties(ObjectPropertyList list)
        {
            base.GetProperties(list);

            list.Add(1060655);               // large bulk order

            if (m_RequireExceptional)
            {
                list.Add(1045141);                   // All items must be exceptional.
            }
            if (m_Material != BulkMaterialType.None)
            {
                list.Add(LargeBODGump.GetMaterialNumberFor(m_Material)); // All items must be made with x material.
            }
            list.Add(1060656, m_AmountMax.ToString());                   // amount to make: ~1_val~

            for (int i = 0; i < m_Entries.Length; ++i)
            {
                list.Add(1060658 + i, "#{0}\t{1}", m_Entries[i].Details.Number, m_Entries[i].Amount);                   // ~1_val~: ~2_val~
            }
        }
Example #2
0
        public override void GetProperties(ObjectPropertyList list)
        {
            base.GetProperties(list);

            list.Add(1060655);               // large bulk order

            if (m_RequireExceptional)
            {
                list.Add(1045141);                   // All items must be exceptional.
            }
            if (m_Material != BulkMaterialType.None && m_Material >= BulkMaterialType.Spined)
            {
                list.Add(LargeBODGump.GetMaterialNumberFor(m_Material));                     // All items must be made with x material.
            }
            else
            {
                switch ((int)(m_Material))
                {
                case 1: list.Add("All items must be crafted with dull copper ingots"); break;

                case 2: list.Add("All items must be crafted with shadow iron ingots"); break;

                case 3: list.Add("All items must be crafted with copper ingots"); break;

                case 4: list.Add("All items must be crafted with bronze ingots"); break;

                case 5: list.Add("All items must be crafted with gold ingots"); break;

                case 6: list.Add("All items must be crafted with agapite ingots"); break;

                case 7: list.Add("All items must be crafted with verite ingots"); break;

                case 8: list.Add("All items must be crafted with valorite ingots"); break;

                case 9: list.Add("All items must be crafted with pine"); break;

                case 10: list.Add("All items must be crafted with redwood"); break;

                case 11: list.Add("All items must be crafted with white pine"); break;

                case 12: list.Add("All items must be crafted with ashwood"); break;

                case 13: list.Add("All items must be crafted with silver birch"); break;

                case 14: list.Add("All items must be crafted with yew"); break;

                case 15: list.Add("All items must be crafted with black oak"); break;
                }
            }

            switch (m_Material)
            {
            case BulkMaterialType.DullCopper: list.Add("All items must be crafted with dull copper ingots"); break;

            case BulkMaterialType.ShadowIron: list.Add("All items must be crafted with shadow iron ingots"); break;

            case BulkMaterialType.Copper: list.Add("All items must be crafted with copper ingots"); break;

            case BulkMaterialType.Bronze: list.Add("All items must be crafted with bronze ingots"); break;

            case BulkMaterialType.Gold: list.Add("All items must be crafted with gold ingots"); break;

            case BulkMaterialType.Agapite: list.Add("All items must be crafted with agapite ingots"); break;

            case BulkMaterialType.Verite: list.Add("All items must be crafted with verite ingots"); break;

            case BulkMaterialType.Valorite: list.Add("All items must be crafted with valorite ingots"); break;

            case BulkMaterialType.Pine: list.Add("All items must be crafted with pine"); break;

            case BulkMaterialType.Redwood: list.Add("All items must be crafted with redwood"); break;

            case BulkMaterialType.WhitePine: list.Add("All items must be crafted with white pine"); break;

            case BulkMaterialType.Ashwood: list.Add("All items must be crafted with ashwood"); break;

            case BulkMaterialType.SilverBirch: list.Add("All items must be crafted with silver birch"); break;

            case BulkMaterialType.Yew: list.Add("All items must be crafted with yew"); break;

            case BulkMaterialType.BlackOak: list.Add("All items must be crafted with black oak"); break;
            }

            list.Add(1060656, m_AmountMax.ToString());               // amount to make: ~1_val~

            try
            {
                for (int i = 0; i < m_Entries.Length; ++i)
                {
                    m_Type = m_Entries[i].Details.Type;
                    m_Item = (Item)Activator.CreateInstance(m_Type);

                    if (m_Item.Name == null)
                    {
                        list.Add(1060658 + i, "#{0}\t{1}", m_Entries[i].Details.Number, m_Entries[i].Amount);                           // ~1_val~: ~2_val~
                    }
                    else
                    {
                        list.Add("{0}:\t{1}", m_Item.Name, m_Entries[i].Amount);
                    }

                    m_Item.Delete();
                }
            }
            catch
            {
                for (int i = 0; i < m_Entries.Length; ++i)
                {
                    list.Add(1060658 + i, "#{0}\t{1}", m_Entries[i].Details.Number, m_Entries[i].Amount);               // ~1_val~: ~2_val~
                }
            }
        }