This will allow you to have armor, clothing, weapons and Jewelry with colored names based on the amount of attributes and props.
I probably wont add quivers, talisman & spellbooks to this.
An alternative verison is included for people who want to use pre-aos and or a hybrid of pre-aos and aos attributes and properties.
If you want to use this version, only use the files inside the PreAOS + HybridPreAos folder. Basic instructions were added to the Information.txt inside that folder.
1. You can change the number of different colors simply by adding another if value check.
if (values >= 300) return "<BASEFONT COLOR=#FF944D>"; else if (values >= 250) return "<BASEFONT COLOR=#FF66FF>"; else if (values >= 200) return "<BASEFONT COLOR=#B48FFF>";
2. You can change the color that is assigned for each rank of values by using html color codes.
// This would be a pure black color return "<BASEFONT COLOR=#000000 >"; // This would be a pure white color return "<BASEFONT COLOR=#FFFFFF >";
3. There are two ways you can change the color range.
One - Change the values > = number
Two - go through and change how much is added to value
4. You can use seperate colors for items with Artifact Rarity by changing
bool useartifactrarity = false;
bool useartifactrarity = true;
You can change the color range for Artifact Rarity by changing
the item.ArtifactRarity <= number
by adding another similar if statement. You'll need to add the proper if/else if statement in the GetArmorItemValue method if you add another rarityvalues.
Shields inherits basearmor so their name color gets applied from that.
Balanced property is missing from WeaponItemProps.cs
value & values are not exactly the same thing despite their similar wording.
Nockar [Link: [RunUO 2.0] Colored Item Name Properties]
RoninGT [Link: Gearscore Script]