Esempio n. 1
0
        public override void GetProperties(ObjectPropertyList list)
        {
            base.GetProperties(list);

            if (m_Exceptional)
            {
                list.Add(1060636);                   // exceptional
            }
            if (m_Crafter != null)
            {
                list.Add(1050043, m_Crafter.Name);                   // crafted by ~1_NAME~
            }
            if (m_Altered)
            {
                list.Add(1111880);                   // Altered
            }
            #region Factions
            if (m_FactionState != null)
            {
                list.Add(1041350);                   // faction item
            }
            #endregion

            GetSetArmorPropertiesFirst(list);

            m_SkillBonuses.GetProperties(list);

            int prop;

            if ((prop = ArtifactRarity) > 0)
            {
                list.Add(1061078, prop.ToString());                   // artifact rarity ~1_val~
            }
            if ((prop = m_AbsorptionAttributes.KineticEater) != 0)
            {
                list.Add(1113597, prop.ToString());                   // Kinetic Eater ~1_Val~%
            }
            if ((prop = m_AbsorptionAttributes.FireEater) != 0)
            {
                list.Add(1113593, prop.ToString());                   // Fire Eater ~1_Val~%
            }
            if ((prop = m_AbsorptionAttributes.ColdEater) != 0)
            {
                list.Add(1113594, prop.ToString());                   // Cold Eater ~1_Val~%
            }
            if ((prop = m_AbsorptionAttributes.PoisonEater) != 0)
            {
                list.Add(1113595, prop.ToString());                   // Poison Eater ~1_Val~%
            }
            if ((prop = m_AbsorptionAttributes.EnergyEater) != 0)
            {
                list.Add(1113596, prop.ToString());                   // Energy Eater ~1_Val~%
            }
            if ((prop = m_AbsorptionAttributes.DamageEater) != 0)
            {
                list.Add(1113598, prop.ToString());                   // Damage Eater ~1_Val~%
            }
            if ((prop = m_AbsorptionAttributes.KineticResonance) != 0)
            {
                list.Add(1113695, prop.ToString());                   // Kinetic Resonance ~1_val~%
            }
            if ((prop = m_AbsorptionAttributes.FireResonance) != 0)
            {
                list.Add(1113691, prop.ToString());                   // Fire Resonance ~1_val~%
            }
            if ((prop = m_AbsorptionAttributes.ColdResonance) != 0)
            {
                list.Add(1113692, prop.ToString());                   // Cold Resonance ~1_val~%
            }
            if ((prop = m_AbsorptionAttributes.PoisonResonance) != 0)
            {
                list.Add(1113693, prop.ToString());                   // Poison Resonance ~1_val~%
            }
            if ((prop = m_AbsorptionAttributes.EnergyResonance) != 0)
            {
                list.Add(1113694, prop.ToString());                   // Energy Resonance ~1_val~%
            }
            if ((prop = m_AosAttributes.WeaponDamage) != 0)
            {
                list.Add(1060401, prop.ToString());                   // damage increase ~1_val~%
            }
            if ((prop = m_AosAttributes.DefendChance) != 0)
            {
                list.Add(1060408, prop.ToString());                   // defense chance increase ~1_val~%
            }
            if ((prop = m_AosAttributes.BonusDex) != 0)
            {
                list.Add(1060409, prop.ToString());                   // dexterity bonus ~1_val~
            }
            if ((prop = m_AosAttributes.EnhancePotions) != 0)
            {
                list.Add(1060411, prop.ToString());                   // enhance potions ~1_val~%
            }
            if ((prop = m_AosAttributes.CastRecovery) != 0)
            {
                list.Add(1060412, prop.ToString());                   // faster cast recovery ~1_val~
            }
            if ((prop = m_AosAttributes.CastSpeed) != 0)
            {
                list.Add(1060413, prop.ToString());                   // faster casting ~1_val~
            }
            if ((prop = m_AosAttributes.AttackChance) != 0)
            {
                list.Add(1060415, prop.ToString());                   // hit chance increase ~1_val~%
            }
            if ((prop = m_AosAttributes.BonusHits) != 0)
            {
                list.Add(1060431, prop.ToString());                   // hit point increase ~1_val~
            }
            if ((prop = m_AosAttributes.BonusInt) != 0)
            {
                list.Add(1060432, prop.ToString());                   // intelligence bonus ~1_val~
            }
            if ((prop = m_AosAttributes.LowerManaCost) != 0)
            {
                list.Add(1060433, prop.ToString());                   // lower mana cost ~1_val~%
            }
            if ((prop = m_AosAttributes.LowerRegCost) != 0)
            {
                list.Add(1060434, prop.ToString());                   // lower reagent cost ~1_val~%
            }
            if ((prop = m_ClothingAttributes.LowerStatReq) != 0)
            {
                list.Add(1060435, prop.ToString());                   // lower requirements ~1_val~%
            }
            if ((prop = m_AosAttributes.Luck) != 0)
            {
                list.Add(1060436, prop.ToString());                   // luck ~1_val~
            }
            if ((prop = m_ClothingAttributes.MageArmor) != 0)
            {
                list.Add(1060437);                   // mage armor
            }
            if ((prop = m_AosAttributes.BonusMana) != 0)
            {
                list.Add(1060439, prop.ToString());                   // mana increase ~1_val~
            }
            if ((prop = m_AosAttributes.RegenMana) != 0)
            {
                list.Add(1060440, prop.ToString());                   // mana regeneration ~1_val~
            }
            if ((prop = m_AosAttributes.NightSight) != 0)
            {
                list.Add(1060441);                   // night sight
            }
            if ((prop = m_AosAttributes.ReflectPhysical) != 0)
            {
                list.Add(1060442, prop.ToString());                   // reflect physical damage ~1_val~%
            }
            if ((prop = m_AosAttributes.RegenStam) != 0)
            {
                list.Add(1060443, prop.ToString());                   // stamina regeneration ~1_val~
            }
            if ((prop = m_AosAttributes.RegenHits) != 0)
            {
                list.Add(1060444, prop.ToString());                   // hit point regeneration ~1_val~
            }
            if ((prop = m_ClothingAttributes.SelfRepair) != 0)
            {
                list.Add(1060450, prop.ToString());                   // self repair ~1_val~
            }
            if ((prop = m_AosAttributes.SpellChanneling) != 0)
            {
                list.Add(1060482);                   // spell channeling
            }
            if ((prop = m_AosAttributes.SpellDamage) != 0)
            {
                list.Add(1060483, prop.ToString());                   // spell damage increase ~1_val~%
            }
            if ((prop = m_AosAttributes.BonusStam) != 0)
            {
                list.Add(1060484, prop.ToString());                   // stamina increase ~1_val~
            }
            if ((prop = m_AosAttributes.BonusStr) != 0)
            {
                list.Add(1060485, prop.ToString());                   // strength bonus ~1_val~
            }
            if ((prop = m_AosAttributes.WeaponSpeed) != 0)
            {
                list.Add(1060486, prop.ToString());                   // swing speed increase ~1_val~%
            }
            if ((prop = m_AosAttributes.IncreasedKarmaLoss) != 0)
            {
                list.Add(1075210, prop.ToString());                   // Increased Karma Loss ~1_val~%
            }
            if ((prop = m_AosAttributes.CastingFocus) != 0)
            {
                list.Add(1113696, prop.ToString());                   // Casting Focus ~1_val~%
            }
            if ((prop = m_AosAttributes.LowerAmmoCost) != 0)
            {
                list.Add(1075208, prop.ToString());                   // Lower Ammo Cost ~1_Percentage~%
            }
            base.AddResistanceProperties(list);

            if (Brittle)
            {
                list.Add(1116209);                   // Brittle
            }
            if (CanLoseDurability)
            {
                list.Add(1060639, "{0}\t{1}", m_HitPoints, m_MaxHitPoints);                   // durability ~1_val~ / ~2_val~
            }
            if (StrengthReq > 0)
            {
                list.Add(1061170, StrengthReq.ToString());                   // strength requirement ~1_val~
            }
            GetSetArmorPropertiesSecond(list);
        }
Esempio n. 2
0
        public override void GetProperties(ObjectPropertyList list)
        {
            list.Add(1114057, this.Name);               // ~1_VAL~

            if (IsSecure)
            {
                AddSecureProperty(list);
            }
            else if (IsLockedDown)
            {
                AddLockedDownProperty(list);
            }

            list.Add(1038021);               // blessed

            SkillBonuses.GetProperties(list);

            #region UO Props
            int prop;

            if ((prop = Attributes.WeaponDamage) != 0)
            {
                list.Add(1060401, prop.ToString());                   // damage increase ~1_val~%
            }
            if ((prop = Attributes.DefendChance) != 0)
            {
                list.Add(1060408, prop.ToString());                   // defense chance increase ~1_val~%
            }
            if ((prop = Attributes.BonusDex) != 0)
            {
                list.Add(1060409, prop.ToString());                   // dexterity bonus ~1_val~
            }
            if ((prop = Attributes.EnhancePotions) != 0)
            {
                list.Add(1060411, prop.ToString());                   // enhance potions ~1_val~%
            }
            if ((prop = Attributes.CastRecovery) != 0)
            {
                list.Add(1060412, prop.ToString());                   // faster cast recovery ~1_val~
            }
            if ((prop = Attributes.CastSpeed) != 0)
            {
                list.Add(1060413, prop.ToString());                   // faster casting ~1_val~
            }
            if ((prop = Attributes.AttackChance) != 0)
            {
                list.Add(1060415, prop.ToString());                   // hit chance increase ~1_val~%
            }
            if ((prop = Attributes.BonusHits) != 0)
            {
                list.Add(1060431, prop.ToString());                   // hit point increase ~1_val~
            }
            if ((prop = Attributes.BonusInt) != 0)
            {
                list.Add(1060432, prop.ToString());                   // intelligence bonus ~1_val~
            }
            if ((prop = Attributes.LowerManaCost) != 0)
            {
                list.Add(1060433, prop.ToString());                   // lower mana cost ~1_val~%
            }
            if ((prop = Attributes.LowerRegCost) != 0)
            {
                list.Add(1060434, prop.ToString());                   // lower reagent cost ~1_val~%
            }
            // No lower requirements needed.

            if ((prop = (Attributes.Luck)) != 0)
            {
                list.Add(1060436, prop.ToString());                   // luck ~1_val~
            }
            if ((prop = Attributes.BonusMana) != 0)
            {
                list.Add(1060439, prop.ToString());                   // mana increase ~1_val~
            }
            if ((prop = Attributes.NightSight) != 0)
            {
                list.Add(1060441);                   // night sight
            }
            if ((prop = Attributes.ReflectPhysical) != 0)
            {
                list.Add(1060442, prop.ToString());                   // reflect physical damage ~1_val~%
            }
            // No spellchanelling needed.

            if ((prop = Attributes.SpellDamage) != 0)
            {
                list.Add(1060483, prop.ToString());                   // spell damage increase ~1_val~%
            }
            if ((prop = Attributes.BonusStam) != 0)
            {
                list.Add(1060484, prop.ToString());                   // stamina increase ~1_val~
            }
            if ((prop = Attributes.BonusStr) != 0)
            {
                list.Add(1060485, prop.ToString());                   // strength bonus ~1_val~
            }
            if ((prop = Attributes.WeaponSpeed) != 0)
            {
                list.Add(1060486, prop.ToString()); // swing speed increase ~1_val~%
            }
            #endregion                              // UO props

            if (m_EnhanceOne == BlueEnhance.Regenerative && m_EnhanceTwo == BlueEnhance.Regenerative)
            {
                list.Add(1042971, "Regen All: +" + Attributes.RegenHits.ToString());                   // ~1_NOTHING~
            }
            else if (m_EnhanceOne == BlueEnhance.Regenerative || m_EnhanceTwo == BlueEnhance.Regenerative)
            {
                list.Add(1042971, "Regen All: +" + Attributes.RegenHits.ToString());                   // ~1_NOTHING~
            }
            if (m_EnhanceOne == BlueEnhance.Resistive && m_EnhanceTwo == BlueEnhance.Resistive)
            {
                list.Add(1070722, "Resist All: +" + BasePhysicalResistance.ToString());                   // ~1_NOTHING~
            }
            else if (m_EnhanceOne == BlueEnhance.Resistive || m_EnhanceTwo == BlueEnhance.Resistive)
            {
                list.Add(1070722, "Resist All: +" + BasePhysicalResistance.ToString());                   // ~1_NOTHING~
            }
            else
            {
                list.Add(1070722, "Resist All: +" + BasePhysicalResistance.ToString());                   // ~1_NOTHING~
            }
            // GuildInvitationRequest.cs
            // m_Inviter.SendLocalizedMessage( 1063250, String.Format( "{0}\t{1}", player.Name, guild.Name ) ); // ~1_val~ has declined your invitation to join ~2_val~.
            if (m_EnhanceOne != BlueEnhance.None || m_EnhanceTwo != BlueEnhance.None)
            {
                list.Add(1060847, "<ALIGN='CENTER><BASEFONT COLOR='#007FFF'>\t" + m_Title);                   // ~1_Val~ ~2_Val~
            }
        }
Esempio n. 3
0
        public override void GetProperties(ObjectPropertyList list)
        {
            #region Props
            base.GetProperties(list);
            if (m_Slayer != SlayerName.None)
            {
                list.Add(SlayerGroup.GetEntryByName(m_Slayer).Title);
            }

            if (m_Slayer2 != SlayerName.None)
            {
                list.Add(SlayerGroup.GetEntryByName(m_Slayer2).Title);
            }

            if (m_TalisSlayer != TalisSlayerName.None)
            {
                list.Add(TalisSlayerEntry.GetSlayerTitle(m_TalisSlayer));
            }

            m_SkillBonuses.GetProperties(list);

            if (m_TalismanType != TalismanType.None && m_isequiped && m_ChargeTimeLeft == 0)
            {
                list.Add(1074883);                   // Fully Charged
            }
            else if (m_TalismanType != TalismanType.None && m_isequiped && m_ChargeTimeLeft >= 1)
            {
                list.Add(1074884, m_ChargeTimeLeft2.ToString());                   // Charge time left: ~1_val~
            }
            if (m_KillersEntry != NPC_Name.None && m_KillersValue > 0)
            {
                list.Add(1072388, ProtectionKillerEntry.GetProtectionKillerTitle(m_KillersEntry) + "\t" + m_KillersValue);                     // ~1_NAME~ Killer: +~2_val~%
            }
            if (m_ProtectionEntry != NPC_Name.None && m_ProtectionValue > 0)
            {
                list.Add(1072387, ProtectionKillerEntry.GetProtectionKillerTitle(m_ProtectionEntry) + "\t" + m_ProtectionValue);                     // ~1_NAME~ Protection: +~2_val~%
            }
            if (m_CraftBonusExcep > 0 && m_CraftBonusExcepValue > 0)
            {
                list.Add(1072395, Enum.GetName(typeof(CraftList), m_CraftBonusExcep) + "\t" + m_CraftBonusExcepValue);                       // ~1_NAME~ Exceptional Bonus: ~2_val~%
            }
            if (m_CraftBonusRegular > 0 && m_CraftBonusRegularValue > 0)
            {
                list.Add(1072394, Enum.GetName(typeof(CraftList), m_CraftBonusRegular) + "\t" + m_CraftBonusRegularValue);                       // ~1_NAME~ Bonus: ~2_val~%
            }
            int prop;

            if ((prop = m_MagicalAttributes.WeaponDamage) != 0)
            {
                list.Add(1060401, prop.ToString());                   // damage increase ~1_val~%
            }
            if ((prop = m_MagicalAttributes.DefendChance) != 0)
            {
                list.Add(1060408, prop.ToString());                   // defense chance increase ~1_val~%
            }
            if ((prop = m_MagicalAttributes.BonusDex) != 0)
            {
                list.Add(1060409, prop.ToString());                   // dexterity bonus ~1_val~
            }
            if ((prop = m_MagicalAttributes.EnhancePotions) != 0)
            {
                list.Add(1060411, prop.ToString());                   // enhance potions ~1_val~%
            }
            if ((prop = m_MagicalAttributes.CastRecovery) != 0)
            {
                list.Add(1060412, prop.ToString());                   // faster cast recovery ~1_val~
            }
            if ((prop = m_MagicalAttributes.CastSpeed) != 0)
            {
                list.Add(1060413, prop.ToString());                   // faster casting ~1_val~
            }
            if ((prop = m_MagicalAttributes.AttackChance) != 0)
            {
                list.Add(1060415, prop.ToString());                   // hit chance increase ~1_val~%
            }
            if ((prop = m_MagicalAttributes.BonusHits) != 0)
            {
                list.Add(1060431, prop.ToString());                   // hit point increase ~1_val~
            }
            if ((prop = m_MagicalAttributes.BonusInt) != 0)
            {
                list.Add(1060432, prop.ToString());                   // intelligence bonus ~1_val~
            }
            if ((prop = m_MagicalAttributes.LowerManaCost) != 0)
            {
                list.Add(1060433, prop.ToString());                   // lower mana cost ~1_val~%
            }
            if ((prop = m_MagicalAttributes.LowerRegCost) != 0)
            {
                list.Add(1060434, prop.ToString());                   // lower reagent cost ~1_val~%
            }
            if ((prop = m_MagicalAttributes.Luck) != 0)
            {
                list.Add(1060436, prop.ToString());                   // luck ~1_val~
            }
            if ((prop = m_MagicalAttributes.BonusMana) != 0)
            {
                list.Add(1060439, prop.ToString());                   // mana increase ~1_val~
            }
            if ((prop = m_MagicalAttributes.RegenMana) != 0)
            {
                list.Add(1060440, prop.ToString());                   // mana regeneration ~1_val~
            }
            if ((prop = m_MagicalAttributes.NightSight) != 0)
            {
                list.Add(1060441);                   // night sight
            }
            if ((prop = m_MagicalAttributes.ReflectPhysical) != 0)
            {
                list.Add(1060442, prop.ToString());                   // reflect physical damage ~1_val~%
            }
            if ((prop = m_MagicalAttributes.RegenStam) != 0)
            {
                list.Add(1060443, prop.ToString());                   // stamina regeneration ~1_val~
            }
            if ((prop = m_MagicalAttributes.RegenHits) != 0)
            {
                list.Add(1060444, prop.ToString());                   // hit point regeneration ~1_val~
            }
            if ((prop = m_MagicalAttributes.SpellChanneling) != 0)
            {
                list.Add(1060482);                   // spell channeling
            }
            if ((prop = m_MagicalAttributes.SpellDamage) != 0)
            {
                list.Add(1060483, prop.ToString());                   // spell damage increase ~1_val~%
            }
            if ((prop = m_MagicalAttributes.BonusStam) != 0)
            {
                list.Add(1060484, prop.ToString());                   // stamina increase ~1_val~
            }
            if ((prop = m_MagicalAttributes.BonusStr) != 0)
            {
                list.Add(1060485, prop.ToString());                   // strength bonus ~1_val~
            }
            if ((prop = m_MagicalAttributes.WeaponSpeed) != 0)
            {
                list.Add(1060486, prop.ToString());                   // swing speed increase ~1_val~%
            }
            if (m_Ownable)
            {
                list.Add(1072304, m_Owner != null ? m_Owner.Name : "no one");                   // Owned by ~1_name~
            }
            base.AddResistanceProperties(list);

            if (m_Charges >= 0 && m_TalismanType != TalismanType.None)
            {
                list.Add(1060741, m_Charges.ToString());                   // charges: ~1_val~
            }
            if (m_TalismanType == TalismanType.ManaPhase)
            {
                list.Add(1116158);                   // Mana Phase
            }
            if (Brittle)
            {
                list.Add(1116209);                   // Brittle
            }
            if (CanLoseDurability)
            {
                list.Add(1060639, "{0}\t{1}", m_HitPoints, m_MaxHitPoints);                   // durability ~1_val~ / ~2_val~
            }
            #endregion
        }
        public override void GetProperties(ObjectPropertyList list)
        {
            AddNameProperties(list);

            list.Add(1011296, Charges.ToString());               // [ Charges: ~1_CHARGES~ ]

            if (Crafter != null)
            {
                list.Add(1050043, Crafter.Name);                   // crafted by ~1_NAME~
            }
            if (SkillBonuses != null)
            {
                SkillBonuses.GetProperties(list);
            }

            if (Slayer != SlayerName.None)
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName(Slayer);

                if (entry != null)
                {
                    list.Add(entry.Title);
                }
            }

            if (Slayer2 != SlayerName.None)
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName(Slayer2);

                if (entry != null)
                {
                    list.Add(entry.Title);
                }
            }

            base.AddResistanceProperties(list);

            int prop;

            if ((prop = WeaponAttributes.BloodDrinker) != 0)
            {
                list.Add(1113591, prop.ToString());                   // Blood Drinker
            }
            if ((prop = WeaponAttributes.BattleLust) != 0)
            {
                list.Add(1113710, prop.ToString());                   // Battle Lust
            }
            if ((prop = WeaponAttributes.UseBestSkill) != 0)
            {
                list.Add(1060400);                 // use best weapon skill
            }
            if ((prop = (GetDamageBonus() + Attributes.WeaponDamage)) != 0)
            {
                list.Add(1060401, prop.ToString());                 // damage increase ~1_val~%
            }
            if ((prop = Attributes.DefendChance) != 0)
            {
                list.Add(1060408, prop.ToString());                 // defense chance increase ~1_val~%
            }
            if ((prop = Attributes.EnhancePotions) != 0)
            {
                list.Add(1060411, prop.ToString());                 // enhance potions ~1_val~%
            }
            if ((prop = Attributes.CastRecovery) != 0)
            {
                list.Add(1060412, prop.ToString());                 // faster cast recovery ~1_val~
            }
            if ((prop = Attributes.CastSpeed) != 0)
            {
                list.Add(1060413, prop.ToString());                 // faster casting ~1_val~
            }
            if ((prop = (GetHitChanceBonus() + Attributes.AttackChance)) != 0)
            {
                list.Add(1060415, prop.ToString());                 // hit chance increase ~1_val~%
            }
            if ((prop = WeaponAttributes.HitColdArea) != 0)
            {
                list.Add(1060416, prop.ToString());                 // hit cold area ~1_val~%
            }
            if ((prop = WeaponAttributes.HitDispel) != 0)
            {
                list.Add(1060417, prop.ToString());                 // hit dispel ~1_val~%
            }
            if ((prop = WeaponAttributes.HitEnergyArea) != 0)
            {
                list.Add(1060418, prop.ToString());                 // hit energy area ~1_val~%
            }
            if ((prop = WeaponAttributes.HitFireArea) != 0)
            {
                list.Add(1060419, prop.ToString());                 // hit fire area ~1_val~%
            }
            if ((prop = WeaponAttributes.HitFireball) != 0)
            {
                list.Add(1060420, prop.ToString());                 // hit fireball ~1_val~%
            }
            if ((prop = WeaponAttributes.HitHarm) != 0)
            {
                list.Add(1060421, prop.ToString());                 // hit harm ~1_val~%
            }
            if ((prop = WeaponAttributes.HitLeechHits) != 0)
            {
                list.Add(1060422, prop.ToString());                 // hit life leech ~1_val~%
            }
            if ((prop = WeaponAttributes.HitLightning) != 0)
            {
                list.Add(1060423, prop.ToString());                 // hit lightning ~1_val~%
            }
            #region SA
            if ((prop = WeaponAttributes.HitCurse) != 0)
            {
                list.Add(1113712, prop.ToString());                   // Hit Curse ~1_val~%
            }
            if ((prop = WeaponAttributes.HitFatigue) != 0)
            {
                list.Add(1113700, prop.ToString());                   // Hit Fatigue ~1_val~%
            }
            if ((prop = WeaponAttributes.HitManaDrain) != 0)
            {
                list.Add(1113699, prop.ToString());                   // Hit Mana Drain ~1_val~%
            }
            #endregion

            if ((prop = WeaponAttributes.HitLowerAttack) != 0)
            {
                list.Add(1060424, prop.ToString());                 // hit lower attack ~1_val~%
            }
            if ((prop = WeaponAttributes.HitLowerDefend) != 0)
            {
                list.Add(1060425, prop.ToString());                 // hit lower defense ~1_val~%
            }
            if ((prop = WeaponAttributes.HitMagicArrow) != 0)
            {
                list.Add(1060426, prop.ToString());                 // hit magic arrow ~1_val~%
            }
            if ((prop = WeaponAttributes.HitLeechMana) != 0)
            {
                list.Add(1060427, prop.ToString());                 // hit mana leech ~1_val~%
            }
            if ((prop = WeaponAttributes.HitPhysicalArea) != 0)
            {
                list.Add(1060428, prop.ToString());                 // hit physical area ~1_val~%
            }
            if ((prop = WeaponAttributes.HitPoisonArea) != 0)
            {
                list.Add(1060429, prop.ToString());                 // hit poison area ~1_val~%
            }
            if ((prop = WeaponAttributes.HitLeechStam) != 0)
            {
                list.Add(1060430, prop.ToString());                 // hit stamina leech ~1_val~%
            }
            if ((prop = Attributes.BonusDex) != 0)
            {
                list.Add(1060409, prop.ToString());                 // dexterity bonus ~1_val~
            }
            if ((prop = Attributes.BonusHits) != 0)
            {
                list.Add(1060431, prop.ToString());                 // hit point increase ~1_val~
            }
            if ((prop = Attributes.BonusInt) != 0)
            {
                list.Add(1060432, prop.ToString());                 // intelligence bonus ~1_val~
            }
            if ((prop = Attributes.LowerManaCost) != 0)
            {
                list.Add(1060433, prop.ToString());                 // lower mana cost ~1_val~%
            }
            if ((prop = Attributes.LowerRegCost) != 0)
            {
                list.Add(1060434, prop.ToString());                 // lower reagent cost ~1_val~%
            }
            if ((prop = GetLowerStatReq()) != 0)
            {
                list.Add(1060435, prop.ToString());                 // lower requirements ~1_val~%
            }
            if ((prop = (GetLuckBonus() + Attributes.Luck)) != 0)
            {
                list.Add(1060436, prop.ToString());                 // luck ~1_val~
            }
            if ((prop = WeaponAttributes.MageWeapon) != 0)
            {
                list.Add(1060438, (30 - prop).ToString());                 // mage weapon -~1_val~ skill
            }
            if ((prop = Attributes.BonusMana) != 0)
            {
                list.Add(1060439, prop.ToString());                 // mana increase ~1_val~
            }
            if ((prop = Attributes.RegenMana) != 0)
            {
                list.Add(1060440, prop.ToString());                 // mana regeneration ~1_val~
            }
            if ((prop = Attributes.NightSight) != 0)
            {
                list.Add(1060441);                 // night sight
            }
            if ((prop = Attributes.ReflectPhysical) != 0)
            {
                list.Add(1060442, prop.ToString());                 // reflect physical damage ~1_val~%
            }
            if ((prop = Attributes.RegenStam) != 0)
            {
                list.Add(1060443, prop.ToString());                 // stamina regeneration ~1_val~
            }
            if ((prop = Attributes.RegenHits) != 0)
            {
                list.Add(1060444, prop.ToString());                 // hit point regeneration ~1_val~
            }
            if ((prop = WeaponAttributes.SelfRepair) != 0)
            {
                list.Add(1060450, prop.ToString());                 // self repair ~1_val~
            }
            if ((prop = Attributes.SpellChanneling) != 0)
            {
                list.Add(1060482);                 // spell channeling
            }
            if ((prop = Attributes.SpellDamage) != 0)
            {
                list.Add(1060483, prop.ToString());                 // spell damage increase ~1_val~%
            }
            if ((prop = Attributes.BonusStam) != 0)
            {
                list.Add(1060484, prop.ToString());                 // stamina increase ~1_val~
            }
            if ((prop = Attributes.BonusStr) != 0)
            {
                list.Add(1060485, prop.ToString());                 // strength bonus ~1_val~
            }
            if ((prop = Attributes.WeaponSpeed) != 0)
            {
                list.Add(1060486, prop.ToString());                 // swing speed increase ~1_val~%
            }
            #region SA
            if ((prop = AbsorptionAttributes.CastingFocus) != 0)
            {
                list.Add(1113696, prop.ToString());                   // Casting Focus ~1_val~%
            }
            if ((prop = AbsorptionAttributes.EaterFire) != 0)
            {
                list.Add(1113593, prop.ToString());                   // Fire Eater ~1_Val~%
            }
            if ((prop = AbsorptionAttributes.EaterCold) != 0)
            {
                list.Add(1113594, prop.ToString());                   // Cold Eater ~1_Val~%
            }
            if ((prop = AbsorptionAttributes.EaterPoison) != 0)
            {
                list.Add(1113595, prop.ToString());                   // Poison Eater ~1_Val~%
            }
            if ((prop = AbsorptionAttributes.EaterEnergy) != 0)
            {
                list.Add(1113596, prop.ToString());                   // Energy Eater ~1_Val~%
            }
            if ((prop = AbsorptionAttributes.EaterKinetic) != 0)
            {
                list.Add(1113597, prop.ToString());                   // Kinetic Eater ~1_Val~%
            }
            if ((prop = AbsorptionAttributes.EaterDamage) != 0)
            {
                list.Add(1113598, prop.ToString());                   // Damage Eater ~1_Val~%
            }
            if ((prop = AbsorptionAttributes.ResonanceFire) != 0)
            {
                list.Add(1113691, prop.ToString());                   // Fire Resonance ~1_val~%
            }
            if ((prop = AbsorptionAttributes.ResonanceCold) != 0)
            {
                list.Add(1113692, prop.ToString());                   // Cold Resonance ~1_val~%
            }
            if ((prop = AbsorptionAttributes.ResonancePoison) != 0)
            {
                list.Add(1113693, prop.ToString());                   // Poison Resonance ~1_val~%
            }
            if ((prop = AbsorptionAttributes.ResonanceEnergy) != 0)
            {
                list.Add(1113694, prop.ToString());                   // Energy Resonance ~1_val~%
            }
            if ((prop = AbsorptionAttributes.ResonanceKinetic) != 0)
            {
                list.Add(1113695, prop.ToString());                   // Kinetic Resonance ~1_val~%
            }
            #endregion

            int phys, fire, cold, pois, nrgy, chaos, direct;

            GetDamageTypes(null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);

            #region Mondain's Legacy
            if (chaos != 0)
            {
                list.Add(1072846, chaos.ToString());                 // chaos damage ~1_val~%
            }
            if (direct != 0)
            {
                list.Add(1079978, direct.ToString());                 // Direct Damage: ~1_PERCENT~%
            }
            #endregion

            if (phys != 0)
            {
                list.Add(1060403, phys.ToString());                 // physical damage ~1_val~%
            }
            if (fire != 0)
            {
                list.Add(1060405, fire.ToString());                 // fire damage ~1_val~%
            }
            if (cold != 0)
            {
                list.Add(1060404, cold.ToString());                 // cold damage ~1_val~%
            }
            if (pois != 0)
            {
                list.Add(1060406, pois.ToString());                 // poison damage ~1_val~%
            }
            if (nrgy != 0)
            {
                list.Add(1060407, nrgy.ToString());                 // energy damage ~1_val~%
            }
            if (Core.ML && chaos != 0)
            {
                list.Add(1072846, chaos.ToString());                 // chaos damage ~1_val~%
            }
            if (Core.ML && direct != 0)
            {
                list.Add(1079978, direct.ToString());                                  // Direct Damage: ~1_PERCENT~%
            }
            list.Add(1061168, "{0}\t{1}", MinDamage.ToString(), MaxDamage.ToString()); // weapon damage ~1_val~ - ~2_val~

            if (Core.ML)
            {
                list.Add(1061167, String.Format("{0}s", Speed));                 // weapon speed ~1_val~
            }
            else
            {
                list.Add(1061167, Speed.ToString());
            }

            if (MaxRange > 1)
            {
                list.Add(1061169, MaxRange.ToString());                 // range ~1_val~
            }
            int strReq = AOS.Scale(StrRequirement, 100 - GetLowerStatReq());

            if (strReq > 0)
            {
                list.Add(1061170, strReq.ToString());                 // strength requirement ~1_val~
            }
            if (Layer == Layer.TwoHanded)
            {
                list.Add(1061171);                 // two-handed weapon
            }
            else
            {
                list.Add(1061824);                 // one-handed weapon
            }
            if (Core.SE || WeaponAttributes.UseBestSkill == 0)
            {
                switch (Skill)
                {
                case SkillName.Swords: list.Add(1061172); break;                         // skill required: swordsmanship

                case SkillName.Macing: list.Add(1061173); break;                         // skill required: mace fighting

                case SkillName.Fencing: list.Add(1061174); break;                        // skill required: fencing

                case SkillName.Archery: list.Add(1061175); break;                        // skill required: archery
                }
            }

            if (HitPoints >= 0 && MaxHitPoints > 0)
            {
                list.Add(1060639, "{0}\t{1}", HitPoints, MaxHitPoints);                   // durability ~1_val~ / ~2_val~
            }
        }
Esempio n. 5
0
        public override void GetProperties(ObjectPropertyList list)
        {
            base.GetProperties(list);

            if (m_Exceptional)
            {
                list.Add(1063341);                   // exceptional
            }
            if (m_Crafter != null)
            {
                list.Add(1050043, m_Crafter.Name);                   // crafted by ~1_NAME~
            }
            if (m_EngraveString != null && m_EngraveString != "")
            {
                list.Add(1072305, m_EngraveString);                   // Engraved: ~1_INSCRIPTION~
            }
            m_SkillBonuses.GetProperties(list);

            if (m_Slayer != SlayerName.None)
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer);
                if (entry != null)
                {
                    list.Add(entry.Title);
                }
            }

            if (m_Slayer2 != SlayerName.None)
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer2);
                if (entry != null)
                {
                    list.Add(entry.Title);
                }
            }

            int prop;

            if ((prop = m_MagicalAttributes.WeaponDamage) != 0)
            {
                list.Add(1060401, prop.ToString());                   // damage increase ~1_val~%
            }
            if ((prop = m_MagicalAttributes.DefendChance) != 0)
            {
                list.Add(1060408, prop.ToString());                   // defense chance increase ~1_val~%
            }
            if ((prop = m_MagicalAttributes.BonusDex) != 0)
            {
                list.Add(1060409, prop.ToString());                   // dexterity bonus ~1_val~
            }
            if ((prop = m_MagicalAttributes.EnhancePotions) != 0)
            {
                list.Add(1060411, prop.ToString());                   // enhance potions ~1_val~%
            }
            if ((prop = m_MagicalAttributes.CastRecovery) != 0)
            {
                list.Add(1060412, prop.ToString());                   // faster cast recovery ~1_val~
            }
            if ((prop = m_MagicalAttributes.CastSpeed) != 0)
            {
                list.Add(1060413, prop.ToString());                   // faster casting ~1_val~
            }
            if ((prop = m_MagicalAttributes.AttackChance) != 0)
            {
                list.Add(1060415, prop.ToString());                   // hit chance increase ~1_val~%
            }
            if ((prop = m_MagicalAttributes.BonusHits) != 0)
            {
                list.Add(1060431, prop.ToString());                   // hit point increase ~1_val~
            }
            if ((prop = m_MagicalAttributes.BonusInt) != 0)
            {
                list.Add(1060432, prop.ToString());                   // intelligence bonus ~1_val~
            }
            if ((prop = m_MagicalAttributes.LowerManaCost) != 0)
            {
                list.Add(1060433, prop.ToString());                   // lower mana cost ~1_val~%
            }
            if ((prop = m_MagicalAttributes.LowerRegCost) != 0)
            {
                list.Add(1060434, prop.ToString());                   // lower reagent cost ~1_val~%
            }
            if ((prop = m_MagicalAttributes.Luck) != 0)
            {
                list.Add(1060436, prop.ToString());                   // luck ~1_val~
            }
            if ((prop = m_MagicalAttributes.BonusMana) != 0)
            {
                list.Add(1060439, prop.ToString());                   // mana increase ~1_val~
            }
            if ((prop = m_MagicalAttributes.RegenMana) != 0)
            {
                list.Add(1060440, prop.ToString());                   // mana regeneration ~1_val~
            }
            if ((prop = m_MagicalAttributes.NightSight) != 0)
            {
                list.Add(1060441);                   // night sight
            }
            if ((prop = m_MagicalAttributes.ReflectPhysical) != 0)
            {
                list.Add(1060442, prop.ToString());                   // reflect physical damage ~1_val~%
            }
            if ((prop = m_MagicalAttributes.RegenStam) != 0)
            {
                list.Add(1060443, prop.ToString());                   // stamina regeneration ~1_val~
            }
            if ((prop = m_MagicalAttributes.RegenHits) != 0)
            {
                list.Add(1060444, prop.ToString());                   // hit point regeneration ~1_val~
            }
            if ((prop = m_MagicalAttributes.SpellChanneling) != 0)
            {
                list.Add(1060482);                   // spell channeling
            }
            if ((prop = m_MagicalAttributes.SpellDamage) != 0)
            {
                list.Add(1060483, prop.ToString());                   // spell damage increase ~1_val~%
            }
            if ((prop = m_MagicalAttributes.BonusStam) != 0)
            {
                list.Add(1060484, prop.ToString());                   // stamina increase ~1_val~
            }
            if ((prop = m_MagicalAttributes.BonusStr) != 0)
            {
                list.Add(1060485, prop.ToString());                   // strength bonus ~1_val~
            }
            if ((prop = m_MagicalAttributes.WeaponSpeed) != 0)
            {
                list.Add(1060486, prop.ToString());                   // swing speed increase ~1_val~%
            }
            if ((prop = m_MagicalAttributes.IncreasedKarmaLoss) != 0)
            {
                list.Add(1075210, prop.ToString());                   // increased karma loss ~1_val~%
            }
            if ((prop = m_MagicalAttributes.CastingFocus) != 0)
            {
                list.Add(1113696, prop.ToString());              // Casting Focus ~1_val~%
            }
            list.Add(1042886, m_Count.ToString());               // ~1_NUMBERS_OF_SPELLS~ Spells
        }
Esempio n. 6
0
        public override void GetProperties(ObjectPropertyList list)
        {
            base.GetProperties(list);

            if (m_Exceptional)
            {
                list.Add(1060636);                   // exceptional
            }
            if (m_Crafter != null)
            {
                list.Add(1050043, m_Crafter.Name);                   // crafted by ~1_NAME~
            }
            if (m_TimesImbued > 0)
            {
                list.Add(1080418);                   // (Imbued)
            }
            GetSetArmorPropertiesFirst(list);

            m_SkillBonuses.GetProperties(list);

            int prop;

            if ((prop = ArtifactRarity) > 0)
            {
                list.Add(1061078, prop.ToString());                   // artifact rarity ~1_val~
            }
            if ((prop = m_AbsorptionAttributes.KineticEater) != 0)
            {
                list.Add(1113597, prop.ToString());                   // Kinetic Eater ~1_Val~%
            }
            if ((prop = m_AbsorptionAttributes.FireEater) != 0)
            {
                list.Add(1113593, prop.ToString());                   // Fire Eater ~1_Val~%
            }
            if ((prop = m_AbsorptionAttributes.ColdEater) != 0)
            {
                list.Add(1113594, prop.ToString());                   // Cold Eater ~1_Val~%
            }
            if ((prop = m_AbsorptionAttributes.PoisonEater) != 0)
            {
                list.Add(1113595, prop.ToString());                   // Poison Eater ~1_Val~%
            }
            if ((prop = m_AbsorptionAttributes.EnergyEater) != 0)
            {
                list.Add(1113596, prop.ToString());                   // Energy Eater ~1_Val~%
            }
            if ((prop = m_AbsorptionAttributes.DamageEater) != 0)
            {
                list.Add(1113598, prop.ToString());                   // Damage Eater ~1_Val~%
            }
            if ((prop = m_AbsorptionAttributes.KineticResonance) != 0)
            {
                list.Add(1113695, prop.ToString());                   // Kinetic Resonance ~1_val~%
            }
            if ((prop = m_AbsorptionAttributes.FireResonance) != 0)
            {
                list.Add(1113691, prop.ToString());                   // Fire Resonance ~1_val~%
            }
            if ((prop = m_AbsorptionAttributes.ColdResonance) != 0)
            {
                list.Add(1113692, prop.ToString());                   // Cold Resonance ~1_val~%
            }
            if ((prop = m_AbsorptionAttributes.PoisonResonance) != 0)
            {
                list.Add(1113693, prop.ToString());                   // Poison Resonance ~1_val~%
            }
            if ((prop = m_AbsorptionAttributes.EnergyResonance) != 0)
            {
                list.Add(1113694, prop.ToString());                   // Energy Resonance ~1_val~%
            }
            if ((prop = m_AosAttributes.WeaponDamage) != 0)
            {
                list.Add(1060401, prop.ToString());                   // damage increase ~1_val~%
            }
            if ((prop = m_AosAttributes.DefendChance) != 0)
            {
                list.Add(1060408, prop.ToString());                   // defense chance increase ~1_val~%
            }
            if ((prop = m_AosAttributes.BonusDex) != 0)
            {
                list.Add(1060409, prop.ToString());                   // dexterity bonus ~1_val~
            }
            if ((prop = m_AosAttributes.EnhancePotions) != 0)
            {
                list.Add(1060411, prop.ToString());                   // enhance potions ~1_val~%
            }
            if ((prop = m_AosAttributes.CastRecovery) != 0)
            {
                list.Add(1060412, prop.ToString());                   // faster cast recovery ~1_val~
            }
            if ((prop = m_AosAttributes.CastSpeed) != 0)
            {
                list.Add(1060413, prop.ToString());                   // faster casting ~1_val~
            }
            if ((prop = m_AosAttributes.AttackChance) != 0)
            {
                list.Add(1060415, prop.ToString());                   // hit chance increase ~1_val~%
            }
            if ((prop = m_AosAttributes.BonusHits) != 0)
            {
                list.Add(1060431, prop.ToString());                   // hit point increase ~1_val~
            }
            if ((prop = m_AosAttributes.BonusInt) != 0)
            {
                list.Add(1060432, prop.ToString());                   // intelligence bonus ~1_val~
            }
            if ((prop = m_AosAttributes.LowerManaCost) != 0)
            {
                list.Add(1060433, prop.ToString());                   // lower mana cost ~1_val~%
            }
            if ((prop = m_AosAttributes.LowerRegCost) != 0)
            {
                list.Add(1060434, prop.ToString());                   // lower reagent cost ~1_val~%
            }
            if ((prop = m_AosAttributes.Luck) != 0)
            {
                list.Add(1060436, prop.ToString());                   // luck ~1_val~
            }
            if ((prop = m_AosAttributes.BonusMana) != 0)
            {
                list.Add(1060439, prop.ToString());                   // mana increase ~1_val~
            }
            if ((prop = m_AosAttributes.RegenMana) != 0)
            {
                list.Add(1060440, prop.ToString());                   // mana regeneration ~1_val~
            }
            if ((prop = m_AosAttributes.NightSight) != 0)
            {
                list.Add(1060441);                   // night sight
            }
            if ((prop = m_AosAttributes.ReflectPhysical) != 0)
            {
                list.Add(1060442, prop.ToString());                   // reflect physical damage ~1_val~%
            }
            if ((prop = m_AosAttributes.RegenStam) != 0)
            {
                list.Add(1060443, prop.ToString());                   // stamina regeneration ~1_val~
            }
            if ((prop = m_AosAttributes.RegenHits) != 0)
            {
                list.Add(1060444, prop.ToString());                   // hit point regeneration ~1_val~
            }
            if ((prop = m_AosAttributes.SpellChanneling) != 0)
            {
                list.Add(1060482);                   // spell channeling
            }
            if ((prop = m_AosAttributes.SpellDamage) != 0)
            {
                list.Add(1060483, prop.ToString());                   // spell damage increase ~1_val~%
            }
            if ((prop = m_AosAttributes.BonusStam) != 0)
            {
                list.Add(1060484, prop.ToString());                   // stamina increase ~1_val~
            }
            if ((prop = m_AosAttributes.BonusStr) != 0)
            {
                list.Add(1060485, prop.ToString());                   // strength bonus ~1_val~
            }
            if ((prop = m_AosAttributes.WeaponSpeed) != 0)
            {
                list.Add(1060486, prop.ToString());                   // swing speed increase ~1_val~%
            }
            base.AddResistanceProperties(list);

            if (CanLoseDurability)
            {
                list.Add(1060639, "{0}\t{1}", m_HitPoints, m_MaxHitPoints);                   // durability ~1_val~ / ~2_val~
            }
            GetSetArmorPropertiesSecond(list);
        }