private PlayerItem(string key, string name, string description, string[] keywords, int weight, int value, Wearlocation wearLocation, int hpBonus, int armorBonus, int strengthBonus, int dexterityBonus, int constitutionBonus, int intelligenceBonus, int wisdomBonus, int charismaBonus, int luckBonus, bool canPull) { try { _guid = new Guid(key); } catch { _guid = Guid.NewGuid(); // item is being mapped for the first time Server.Current.Log(string.Format("item created KEY: {0} NAME: {1}", _guid, name)); } Name = name; Description = description; Keywords = keywords; Weight = weight; Value = value; WearLocation = wearLocation; CanPull = canPull; HpBonus = hpBonus; ArmorBonus = armorBonus; StrengthBonus = strengthBonus; DexterityBonus = dexterityBonus; ConstitutionBonus = constitutionBonus; IntelligenceBonus = intelligenceBonus; WisdomBonus = wisdomBonus; CharismaBonus = charismaBonus; LuckBonus = luckBonus; }
public static string GetWearLocation(Wearlocation loc) { switch (loc) { case Wearlocation.Arms: return("Arms"); case Wearlocation.BothHands: return("Both Hands"); case Wearlocation.Container: return("Container"); case Wearlocation.Feet: return("Feet"); case Wearlocation.Head: return("Head"); case Wearlocation.Key: return("Key"); case Wearlocation.LeftHand: return("Left Hand"); case Wearlocation.Legs: return("Legs"); case Wearlocation.None: return("None"); case Wearlocation.RightHand: return("Right Hand"); case Wearlocation.Shoulders: return("Shoulders"); case Wearlocation.Torso: return("Torso"); case Wearlocation.Waist: return("Waist"); default: return(string.Empty); } }