public override void GetProperties(ObjectPropertyList list) { base.GetProperties(list); if (ArtifactRarity > 0) { list.Add(1061078, ArtifactRarity.ToString()); } }
public override void GetProperties(ObjectPropertyList list) { base.GetProperties(list); if (ArtifactRarity > 0) { list.Add(1061078, ArtifactRarity.ToString()); // artifact rarity ~1_val~ - display AR } }
public override void AddNameProperties(ObjectPropertyList list) { base.AddNameProperties(list); m_AosSkillBonuses.GetProperties(list); Item ammo = Ammo; if (ammo != null) { if (ammo is Arrow) { list.Add(1075265, "{0}\t{1}", ammo.Amount, Capacity); // Ammo: ~1_QUANTITY~/~2_CAPACITY~ arrows } else if (ammo is Bolt) { list.Add(1075266, "{0}\t{1}", ammo.Amount, Capacity); // Ammo: ~1_QUANTITY~/~2_CAPACITY~ bolts } } else { list.Add(1075265, "{0}\t{1}", 0, Capacity); // Ammo: ~1_QUANTITY~/~2_CAPACITY~ arrows } if (ArtifactRarity > 0) { list.Add(1061078, ArtifactRarity.ToString()); // artifact rarity ~1_val~ } int prop; if ((prop = m_DamageIncrease) != 0) { list.Add(1074762, prop.ToString()); // Damage modifier: ~1_PERCENT~% } int phys, fire, cold, pois, nrgy, chaos, direct; phys = fire = cold = pois = nrgy = chaos = direct = 0; AlterRangedDamage(ref phys, ref fire, ref cold, ref pois, ref nrgy, ref chaos, ref direct); 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 (chaos != 0) { list.Add(1072846, chaos.ToString()); // chaos damage ~1_val~% } if (direct != 0) { list.Add(1079978, direct.ToString()); // Direct Damage: ~1_PERCENT~% } if ((prop = m_Attributes.DefendChance) != 0) { list.Add(1060408, prop.ToString()); // defense chance increase ~1_val~% } if ((prop = m_Attributes.BonusDex) != 0) { list.Add(1060409, prop.ToString()); // dexterity bonus ~1_val~ } if ((prop = m_Attributes.EnhancePotions) != 0) { list.Add(1060411, prop.ToString()); // enhance potions ~1_val~% } if ((prop = m_Attributes.CastRecovery) != 0) { list.Add(1060412, prop.ToString()); // faster cast recovery ~1_val~ } if ((prop = m_Attributes.CastSpeed) != 0) { list.Add(1060413, prop.ToString()); // faster casting ~1_val~ } if ((prop = m_Attributes.AttackChance) != 0) { list.Add(1060415, prop.ToString()); // hit chance increase ~1_val~% } if ((prop = m_Attributes.BonusHits) != 0) { list.Add(1060431, prop.ToString()); // hit point increase ~1_val~ } if ((prop = m_Attributes.BonusInt) != 0) { list.Add(1060432, prop.ToString()); // intelligence bonus ~1_val~ } if ((prop = m_Attributes.LowerManaCost) != 0) { list.Add(1060433, prop.ToString()); // lower mana cost ~1_val~% } if ((prop = m_Attributes.LowerRegCost) != 0) { list.Add(1060434, prop.ToString()); // lower reagent cost ~1_val~% } if ((prop = m_Attributes.Luck) != 0) { list.Add(1060436, prop.ToString()); // luck ~1_val~ } if ((prop = m_Attributes.BonusMana) != 0) { list.Add(1060439, prop.ToString()); // mana increase ~1_val~ } if ((prop = m_Attributes.RegenMana) != 0) { list.Add(1060440, prop.ToString()); // mana regeneration ~1_val~ } if ((prop = m_Attributes.NightSight) != 0) { list.Add(1060441); // night sight } if ((prop = m_Attributes.ReflectPhysical) != 0) { list.Add(1060442, prop.ToString()); // reflect physical damage ~1_val~% } if ((prop = m_Attributes.RegenStam) != 0) { list.Add(1060443, prop.ToString()); // stamina regeneration ~1_val~ } if ((prop = m_Attributes.RegenHits) != 0) { list.Add(1060444, prop.ToString()); // hit point regeneration ~1_val~ } if ((prop = m_Attributes.SpellDamage) != 0) { list.Add(1060483, prop.ToString()); // spell damage increase ~1_val~% } if ((prop = m_Attributes.BonusStam) != 0) { list.Add(1060484, prop.ToString()); // stamina increase ~1_val~ } if ((prop = m_Attributes.BonusStr) != 0) { list.Add(1060485, prop.ToString()); // strength bonus ~1_val~ } if ((prop = m_Attributes.WeaponSpeed) != 0) { list.Add(1060486, prop.ToString()); // swing speed increase ~1_val~% } if ((prop = m_Attributes.LowerAmmoCost) > 0) { list.Add(1075208, prop.ToString()); // Lower Ammo Cost ~1_Percentage~% } if (IsSetItem) { list.Add(1073491, Pieces.ToString()); // Part of a Weapon/Armor Set (~1_val~ pieces) if (SetID == SetItem.Bestial) { list.Add(1151541, BestialSetHelper.GetTotalBerserk(this).ToString()); // Berserk ~1_VAL~ } if (BardMasteryBonus) { list.Add(1151553); // Activate: Bard Mastery Bonus x2<br>(Effect: 1 min. Cooldown: 30 min.) } if (m_SetEquipped) { list.Add(1073492); // Full Weapon/Armor Set Present SetHelper.GetSetProperties(list, this); } } base.AddResistanceProperties(list); double weight = 0; if (ammo != null) { weight = ammo.Weight * ammo.Amount; } list.Add(1072241, "{0}\t{1}\t{2}\t{3}", Items.Count, DefaultMaxItems, (int)weight, DefaultMaxWeight); // Contents: ~1_COUNT~/~2_MAXCOUNT items, ~3_WEIGHT~/~4_MAXWEIGHT~ stones if ((prop = m_WeightReduction) != 0) { list.Add(1072210, prop.ToString()); // Weight reduction: ~1_PERCENTAGE~% } if (IsSetItem && !m_SetEquipped) { list.Add(1072378); // <br>Only when full set is present: SetHelper.GetSetProperties(list, this); } }
public override void AddNameProperties(ObjectPropertyList list) { base.AddNameProperties(list); list.Add(1061078, ArtifactRarity.ToString()); // artifact rarity ~1_val~ }