Displayed Properties

ArgentSmoke

Member
Sep 17, 2019
7
0
So I'm playing around with trying to design a "Nostalgia Server" for older farts like me who fondly remember the Renaissance Era. While I loved the simplicity of the gameplay, the QOL improvements like tooltips and context menus of later versions are must haves. So I have figured out how to display tooltips and such but armors are still showing AOS style attributes rather than the Ren era attributes like AR, dex penalty etc. Does anyone have any experience in this who can point me in the right direction to change the displayed properties on equipment, loot, etc?
 

Attachments

Espcevan

Active Member
Apr 21, 2015
26
8
31
I could be wrong but i believe what you are looking for is in the 'BaseClothing' 'BaseArmor' 'BaseWeapon' scripts.

GetProperties:
public override void GetProperties(ObjectPropertyList list)
If i am correct, you would just need to comment out the properties you don't want shown.


C#:
        public override void GetProperties(ObjectPropertyList list)
        {
            base.GetProperties(list);
            /*
            if (OwnerName != null)
            {
                list.Add(1153213, OwnerName);
            }

            #region Stygian Abyss
            if (IsImbued == true)
                list.Add(1080418); // (Imbued)

            if (m_GorgonLenseCharges > 0)
                list.Add(1112590, m_GorgonLenseCharges.ToString()); //Gorgon Lens Charges: ~1_val~
            #endregion
            
            if (this.m_Crafter != null)
                list.Add(1050043, m_Crafter.TitleName); // crafted by ~1_NAME~

            if (m_Altered)
                list.Add(1111880); // Altered

            #region Factions
            if (this.m_FactionState != null)
                list.Add(1041350); // faction item
            #endregion

            #region Mondain's Legacy Sets
            if (this.IsSetItem)
            {
                if (this.MixedSet)
                    list.Add(1073491, this.Pieces.ToString()); // Part of a Weapon/Armor Set (~1_val~ pieces)
                else
                    list.Add(1072376, this.Pieces.ToString()); // Part of an Armor Set (~1_val~ pieces)

                if (SetID == SetItem.Bestial)
                    list.Add(1151541, BestialSetHelper.GetTotalBerserk(this).ToString()); // Berserk ~1_VAL~
                
                if (this.BardMasteryBonus)
                    list.Add(1151553); // Activate: Bard Mastery Bonus x2<br>(Effect: 1 min. Cooldown: 30 min.)

                if (this.m_SetEquipped)
                {
                    if (this.MixedSet)
                        list.Add(1073492); // Full Weapon/Armor Set Present
                    else
                        list.Add(1072377); // Full Armor Set Present

                    this.GetSetProperties(list);
                }
            }
            #endregion

            if (this.m_Quality == ClothingQuality.Exceptional)
                list.Add(1060636); // exceptional

            if (this.RequiredRace == Race.Elf)
                list.Add(1075086); // Elves Only
            #region Stygian Abyss
            else if (this.RequiredRace == Race.Gargoyle)
                list.Add(1111709); // Gargoyles Only
            #endregion

            if (m_NegativeAttributes != null)
                m_NegativeAttributes.GetProperties(list, this);

            if (this.m_AosSkillBonuses != null)
                this.m_AosSkillBonuses.GetProperties(list);

            int prop;

            if ((prop = this.ArtifactRarity) > 0)
                list.Add(1061078, prop.ToString()); // artifact rarity ~1_val~

            if ((prop = this.m_AosAttributes.WeaponDamage) != 0)
                list.Add(1060401, prop.ToString()); // damage increase ~1_val~%

            if ((prop = this.m_AosAttributes.DefendChance) != 0)
                list.Add(1060408, prop.ToString()); // defense chance increase ~1_val~%

            if ((prop = this.m_AosAttributes.BonusDex) != 0)
                list.Add(1060409, prop.ToString()); // dexterity bonus ~1_val~

            if ((prop = this.m_AosAttributes.EnhancePotions) != 0)
                list.Add(1060411, prop.ToString()); // enhance potions ~1_val~%

            if ((prop = this.m_AosAttributes.CastRecovery) != 0)
                list.Add(1060412, prop.ToString()); // faster cast recovery ~1_val~

            if ((prop = this.m_AosAttributes.CastSpeed) != 0)
                list.Add(1060413, prop.ToString()); // faster casting ~1_val~

            if ((prop = this.m_AosAttributes.AttackChance) != 0)
                list.Add(1060415, prop.ToString()); // hit chance increase ~1_val~%

            if ((prop = this.m_AosAttributes.BonusHits) != 0)
                list.Add(1060431, prop.ToString()); // hit point increase ~1_val~

            if ((prop = this.m_AosAttributes.BonusInt) != 0)
                list.Add(1060432, prop.ToString()); // intelligence bonus ~1_val~

            if ((prop = this.m_AosAttributes.LowerManaCost) != 0)
                list.Add(1060433, prop.ToString()); // lower mana cost ~1_val~%

            if ((prop = this.m_AosAttributes.LowerRegCost) != 0)
                list.Add(1060434, prop.ToString()); // lower reagent cost ~1_val~%

            if ((prop = this.m_AosClothingAttributes.LowerStatReq) != 0)
                list.Add(1060435, prop.ToString()); // lower requirements ~1_val~%

            if ((prop = this.m_AosAttributes.Luck) != 0)
                list.Add(1060436, prop.ToString()); // luck ~1_val~

            if ((prop = this.m_AosClothingAttributes.MageArmor) != 0)
                list.Add(1060437); // mage armor

            if ((prop = this.m_AosAttributes.BonusMana) != 0)
                list.Add(1060439, prop.ToString()); // mana increase ~1_val~

            if ((prop = this.m_AosAttributes.RegenMana) != 0)
                list.Add(1060440, prop.ToString()); // mana regeneration ~1_val~

            if ((prop = this.m_AosAttributes.NightSight) != 0)
                list.Add(1060441); // night sight

            if ((prop = this.m_AosAttributes.ReflectPhysical) != 0)
                list.Add(1060442, prop.ToString()); // reflect physical damage ~1_val~%

            if ((prop = this.m_AosAttributes.RegenStam) != 0)
                list.Add(1060443, prop.ToString()); // stamina regeneration ~1_val~

            if ((prop = this.m_AosAttributes.RegenHits) != 0)
                list.Add(1060444, prop.ToString()); // hit point regeneration ~1_val~

            if ((prop = this.m_AosClothingAttributes.SelfRepair) != 0)
                list.Add(1060450, prop.ToString()); // self repair ~1_val~

            if ((prop = this.m_AosAttributes.SpellChanneling) != 0)
                list.Add(1060482); // spell channeling

            if ((prop = this.m_AosAttributes.SpellDamage) != 0)
                list.Add(1060483, prop.ToString()); // spell damage increase ~1_val~%

            if ((prop = this.m_AosAttributes.BonusStam) != 0)
                list.Add(1060484, prop.ToString()); // stamina increase ~1_val~

            if ((prop = this.m_AosAttributes.BonusStr) != 0)
                list.Add(1060485, prop.ToString()); // strength bonus ~1_val~

            if ((prop = this.m_AosAttributes.WeaponSpeed) != 0)
                list.Add(1060486, prop.ToString()); // swing speed increase ~1_val~%

            if (Core.ML && (prop = this.m_AosAttributes.IncreasedKarmaLoss) != 0)
                list.Add(1075210, prop.ToString()); // Increased Karma Loss ~1val~%

            #region SA
            if ((prop = this.m_SAAbsorptionAttributes.CastingFocus) != 0)
                list.Add(1113696, prop.ToString()); // Casting Focus ~1_val~%

            if ((prop = this.m_SAAbsorptionAttributes.EaterFire) != 0)
                list.Add(1113593, prop.ToString()); // Fire Eater ~1_Val~%

            if ((prop = this.m_SAAbsorptionAttributes.EaterCold) != 0)
                list.Add(1113594, prop.ToString()); // Cold Eater ~1_Val~%

            if ((prop = this.m_SAAbsorptionAttributes.EaterPoison) != 0)
                list.Add(1113595, prop.ToString()); // Poison Eater ~1_Val~%

            if ((prop = this.m_SAAbsorptionAttributes.EaterEnergy) != 0)
                list.Add(1113596, prop.ToString()); // Energy Eater ~1_Val~%

            if ((prop = this.m_SAAbsorptionAttributes.EaterKinetic) != 0)
                list.Add(1113597, prop.ToString()); // Kinetic Eater ~1_Val~%

            if ((prop = this.m_SAAbsorptionAttributes.EaterDamage) != 0)
                list.Add(1113598, prop.ToString()); // Damage Eater ~1_Val~%

            if ((prop = this.m_SAAbsorptionAttributes.ResonanceFire) != 0)
                list.Add(1113691, prop.ToString()); // Fire Resonance ~1_val~%

            if ((prop = this.m_SAAbsorptionAttributes.ResonanceCold) != 0)
                list.Add(1113692, prop.ToString()); // Cold Resonance ~1_val~%

            if ((prop = this.m_SAAbsorptionAttributes.ResonancePoison) != 0)
                list.Add(1113693, prop.ToString()); // Poison Resonance ~1_val~%

            if ((prop = this.m_SAAbsorptionAttributes.ResonanceEnergy) != 0)
                list.Add(1113694, prop.ToString()); // Energy Resonance ~1_val~%

            if ((prop = this.m_SAAbsorptionAttributes.ResonanceKinetic) != 0)
                list.Add(1113695, prop.ToString()); // Kinetic Resonance ~1_val~%
            #endregion

            base.AddResistanceProperties(list);

            if ((prop = this.m_AosClothingAttributes.DurabilityBonus) > 0)
                list.Add(1060410, prop.ToString()); // durability ~1_val~%

            if ((prop = this.ComputeStatReq(StatType.Str)) > 0)
                list.Add(1061170, prop.ToString()); // strength requirement ~1_val~

            if (this.m_HitPoints >= 0 && this.m_MaxHitPoints > 0)
                list.Add(1060639, "{0}\t{1}", this.m_HitPoints, this.m_MaxHitPoints); // durability ~1_val~ / ~2_val~

            #region Mondain's Legacy Sets
            if (this.IsSetItem && !this.m_SetEquipped)
            {
                list.Add(1072378); // <br>Only when full set is present:               
                this.GetSetProperties(list);
            }
            #endregion

            if (m_ItemPower != ItemPower.None)
            {
                if (m_ItemPower <= ItemPower.LegendaryArtifact)
                    list.Add(1151488 + ((int)m_ItemPower - 1));
                else
                    list.Add(1152281 + ((int)m_ItemPower - 9));
            }
            */
        }
If there is another way to do this, I can't really remember at the moment.