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~ } }
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~ } } }