/// <summary> /// /// </summary> private void fillPickupDic(int dynamicID, ItemType itemtype, string name, string internalname, ItemQuality quality, int level, bool onehanded, bool twohanded, int balanceid) { object result; itemDic = new Dictionary <string, object>(); // add log unique key itemDic.Add("[KEY]", dynamicID.ToString()); // - BASETYPE ---------------------------------------------------------// itemDic.Add("[BASETYPE]", itemtype.ToString()); // - TYPE -------------------------------------------------------------// /// TODO remove this check if it isnt necessary anymore if (itemtype == ItemType.Unknown && (name.Contains("Plan") || name.Contains("Design"))) { FunkyTownRunPlugin.DBLog.InfoFormat("There are still buggy itemType infos for craftingPlan around {0} has itemType = {1}", name, itemtype); result = ItemType.CraftingPlan.ToString(); } else { result = itemtype.ToString(); } itemDic.Add("[TYPE]", result); // - QUALITY -------------------------------------------------------// itemDic.Add("[QUALITY]", Regex.Replace(quality.ToString(), @"[\d-]", string.Empty)); itemDic.Add("[D3QUALITY]", quality.ToString()); // - ROLL ----------------------------------------------------------// float roll; if (float.TryParse(Regex.Replace(quality.ToString(), @"[^\d]", string.Empty), out roll)) { itemDic.Add("[ROLL]", roll); } else { itemDic.Add("[ROLL]", 0f); } // - NAME -------------------------------------------------------------// itemDic.Add("[NAME]", name.ToString().Replace(" ", "")); // - LEVEL ------------------------------------------------------------// itemDic.Add("[LEVEL]", (float)level); itemDic.Add("[ONEHAND]", onehanded); itemDic.Add("[TWOHAND]", twohanded); itemDic.Add("[UNIDENT]", (bool)true); itemDic.Add("[INTNAME]", internalname); itemDic.Add("[ITEMID]", balanceid.ToString()); }
public override void WriteXml(XmlWriter writer) { writer.WriteAttributeString("ActionType", ActionType.ToString()); writer.WriteAttributeString("ItemTarget", ItemTarget.ToString()); writer.WriteAttributeString("ItemQuality", ItemQuality.ToString()); writer.WriteAttributeString("ItemId", ItemId.ToString()); }
public QualityRow(ItemQuality quality) { Quality = quality; Name = quality.ToString(); }
/// <summary>Get the quality name.</summary> /// <param name="current">The quality.</param> public static string GetName(this ItemQuality current) { return(current.ToString().ToLower()); }
public string Details() { StringBuilder buffer = new StringBuilder(string.Empty); if (IsVowel()) { buffer.Append("An "); buffer.Append(Name); } else { buffer.Append("A "); buffer.Append(Name); } buffer.Append("="); buffer.Append("="); switch (Type) { case ItemType.Weapon: buffer.Append("A robust weapon, enough to make a sizable dent in your foes."); buffer.Append("="); buffer.Append("It is of "); buffer.Append(quality.ToString()); buffer.Append(" quality."); buffer.Append("="); buffer.Append("="); buffer.Append("It provides the following bonus to attack:"); buffer.Append("="); buffer.Append("Attack Bonus: "); buffer.Append(attackBonus.ToString()); buffer.Append("="); buffer.Append("="); if (bodyBonus > 0) { buffer.Append("Wearing it also increases your Body by "); buffer.Append(bodyBonus.ToString()); buffer.Append("="); } if (mindBonus > 0) { buffer.Append("Wearing it also increases your Mind by "); buffer.Append(mindBonus.ToString()); buffer.Append("="); } if (finesseBonus > 0) { buffer.Append("Wearing it also increases your Finesse by "); buffer.Append(finesseBonus.ToString()); buffer.Append("="); } break; case ItemType.Armour: buffer.Append("A full set of solid armor, enough to protect your entire body."); buffer.Append("="); buffer.Append("It is of "); buffer.Append(quality.ToString()); buffer.Append(" quality."); buffer.Append("="); buffer.Append("="); buffer.Append("It provides the following protection:"); buffer.Append("="); buffer.Append("Defense Bonus: "); buffer.Append(defenseBonus.ToString()); buffer.Append("="); buffer.Append("="); if (bodyBonus > 0) { buffer.Append("Wearing it also increases your Body by "); buffer.Append(bodyBonus.ToString()); buffer.Append("="); } if (mindBonus > 0) { buffer.Append("Wearing it also increases your Mind by "); buffer.Append(mindBonus.ToString()); buffer.Append("="); } if (finesseBonus > 0) { buffer.Append("Wearing it also increases your Finesse by "); buffer.Append(finesseBonus.ToString()); buffer.Append("="); } break; case ItemType.Potion: buffer.Append("A stoppered glass vial containing a glowing liquid."); buffer.Append("="); buffer.Append("Drinking it will result in a"); buffer.Append(PotionType.ToString()); buffer.Append(" spell being cast upon you."); buffer.Append("="); buffer.Append("="); buffer.Append("There is only enough liquid for one dose."); break; case ItemType.Scroll: buffer.Append("A piece of paper containing the"); buffer.Append(ScrollType.ToString()); buffer.Append(" spell written on it in glyphs."); buffer.Append("="); buffer.Append("This item can only be used once, and then the glyphs will magically disappear."); break; case ItemType.Wand: buffer.Append("A wooden wand containing the "); buffer.Append(WandType.ToString()); buffer.Append(" spell."); buffer.Append("="); buffer.Append("It currently has "); buffer.Append(charges.ToString()); buffer.Append(" stored."); break; case ItemType.Corpse: buffer.Append("A frozen corpse of a long-dead traveller."); break; } return(buffer.ToString()); }
/// <summary> /// /// </summary> private void fillPickupDic(int dynamicID, ItemType itemtype, string name, string internalname, ItemQuality quality, int level, bool onehanded, bool twohanded, int balanceid) { object result; itemDic = new Dictionary<string, object>(); // add log unique key itemDic.Add("[KEY]", dynamicID.ToString()); // - BASETYPE ---------------------------------------------------------// itemDic.Add("[BASETYPE]", itemtype.ToString()); // - TYPE -------------------------------------------------------------// /// TODO remove this check if it isnt necessary anymore if (itemtype == ItemType.Unknown && (name.Contains("Plan") || name.Contains("Design"))) { FunkyTownRunPlugin.DBLog.InfoFormat("There are still buggy itemType infos for craftingPlan around {0} has itemType = {1}", name, itemtype); result = ItemType.CraftingPlan.ToString(); } else result = itemtype.ToString(); itemDic.Add("[TYPE]", result); // - QUALITY -------------------------------------------------------// itemDic.Add("[QUALITY]", Regex.Replace(quality.ToString(), @"[\d-]", string.Empty)); itemDic.Add("[D3QUALITY]", quality.ToString()); // - ROLL ----------------------------------------------------------// float roll; if (float.TryParse(Regex.Replace(quality.ToString(), @"[^\d]", string.Empty), out roll)) itemDic.Add("[ROLL]", roll); else itemDic.Add("[ROLL]", 0f); // - NAME -------------------------------------------------------------// itemDic.Add("[NAME]", name.ToString().Replace(" ", "")); // - LEVEL ------------------------------------------------------------// itemDic.Add("[LEVEL]", (float)level); itemDic.Add("[ONEHAND]", onehanded); itemDic.Add("[TWOHAND]", twohanded); itemDic.Add("[UNIDENT]", (bool)true); itemDic.Add("[INTNAME]",internalname); itemDic.Add("[ITEMID]", balanceid.ToString()); }
public void SetQuality(ItemQuality modQuality) { Quality = modQuality; OnQualityChange(); Debug.Log("Item Quality set to " + Quality.ToString()); }
public static string ParseGroup(ItemQuality color, string icon) { string itemName = icon; switch (true) { /* KINAH */ case true when itemName.Contains("item_qina"): itemName = "KINAH"; break; /* ARMORS */ case true when itemName.Contains("item_ch_torso"): case true when itemName.Contains("item_ch_pants"): case true when itemName.Contains("item_ch_shoulder"): case true when itemName.Contains("item_ch_glove"): case true when itemName.Contains("item_ch_shoes"): case true when itemName.Contains("item_lt_torso"): case true when itemName.Contains("item_lt_pants"): case true when itemName.Contains("item_lt_shoulder"): case true when itemName.Contains("item_lt_glove"): case true when itemName.Contains("item_lt_shoes"): case true when itemName.Contains("item_pl_torso"): case true when itemName.Contains("item_pl_pants"): case true when itemName.Contains("item_pl_shoulder"): case true when itemName.Contains("item_pl_glove"): case true when itemName.Contains("item_pl_shoes"): case true when itemName.Contains("item_rb_torso"): case true when itemName.Contains("item_rb_pants"): case true when itemName.Contains("item_rb_shoulder"): case true when itemName.Contains("item_rb_glove"): case true when itemName.Contains("item_rb_shoes"): itemName = "ARMOR"; break; /* WEAPONS */ case true when itemName.Contains("item_2hsword"): case true when itemName.Contains("item_book"): case true when itemName.Contains("item_bow"): case true when itemName.Contains("item_dagger"): case true when itemName.Contains("item_cannon"): case true when itemName.Contains("item_gun"): case true when itemName.Contains("item_harp"): case true when itemName.Contains("item_keyblade"): case true when itemName.Contains("item_mace"): case true when itemName.Contains("item_orb"): case true when itemName.Contains("item_polearm"): case true when itemName.Contains("item_shield"): case true when itemName.Contains("item_staff"): case true when itemName.Contains("item_sword"): itemName = "WEAPON"; break; /* ACCESSORY */ case true when itemName.Contains("item_ac_head"): case true when itemName.Contains("item_ch_head"): case true when itemName.Contains("item_rb_head"): case true when itemName.Contains("item_pl_head"): case true when itemName.Contains("item_lt_head"): case true when itemName.Contains("item_belt"): case true when itemName.Contains("item_ring"): case true when itemName.Contains("item_necklace"): case true when itemName.Contains("item_feather"): case true when itemName.Contains("item_earring"): case true when itemName.Contains("item_tshirt"): case true when itemName.Contains("item_bracelet"): itemName = "ACCESSORY"; break; /* CONSUMABLE */ case true when itemName.Contains("item_potion"): itemName = "POTION"; break; case true when itemName.Contains("item_dish"): itemName = "FOOD"; break; case true when itemName.Contains("item_scroll"): itemName = "SCROLL"; break; case true when itemName.Contains("item_estima_enchant"): itemName = "ESTIMA_ENCHANT"; break; case true when itemName.Contains("item_enchant"): itemName = "ENCHANT"; break; case true when itemName.Contains("item_2stenchant"): itemName = "ENCHANT"; break; case true when itemName.Contains("item_polish"): itemName = "IDIAN"; break; case true when itemName.Contains("magicstone"): itemName = "MANASTONE"; break; case true when itemName.Contains("holystone"): itemName = "GODSTONE"; break; case true when itemName.Contains("item_sack"): itemName = "BAG"; break; /* CRAFTING */ case true when itemName.Contains("crystalball"): itemName = "FLUX"; break; case true when itemName.Contains("item_dragonhorn"): case true when itemName.Contains("item_dragonscale"): case true when itemName.Contains("item_dragonhide"): case true when itemName.Contains("item_mucus"): case true when itemName.Contains("item_heart"): itemName = "CRAFTING"; break; } // If this item doesn't have any group defined, group it by color quality if (itemName == icon) { return(color.ToString()); } if (itemName == "ARMOR" || itemName == "WEAPON" || itemName == "ACCESSORY") { return(color + "_" + itemName); } return(itemName); }