sahisahi
Member
So im playing around with item properties i added this to my scimitar.cs
in game it only shows number 4 and 5, why?
this is my baseweapon.cs getproperties method:
C#:
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
list.Add( "<BASEFONT COLOR=#FF9633>1<BASEFONT COLOR=#FF9633><BASEFONT COLOR=#FFFFFF>");
list.Add( "<BASEFONT COLOR=#FF9633>2<BASEFONT COLOR=#FF9633><BASEFONT COLOR=#FFFFFF>");
list.Add( "<BASEFONT COLOR=#FF9633>3<BASEFONT COLOR=#FF9633><BASEFONT COLOR=#FFFFFF>");
list.Add( "<BASEFONT COLOR=#FF9633>4<BASEFONT COLOR=#FF9633><BASEFONT COLOR=#FFFFFF>");
list.Add( "<BASEFONT COLOR=#FF9633>5<BASEFONT COLOR=#FF9633><BASEFONT COLOR=#FFFFFF>");
}
in game it only shows number 4 and 5, why?
this is my baseweapon.cs getproperties method:
C#:
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
///////////////////////
// XmlTitle.AddTitles(this, list);
///////// ///////
if ( m_Crafter != null )
list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~
#region Factions
if ( m_FactionState != null )
list.Add( 1041350 ); // faction item
#endregion
if ( m_AosSkillBonuses != null )
m_AosSkillBonuses.GetProperties( list );
if ( m_Quality == WeaponQuality.Exceptional )
list.Add( 1060636 ); // exceptional
if( RequiredRace == Race.Elf )
list.Add( 1075086 ); // Elves Only
if ( ArtifactRarity > 0 )
list.Add( 1061078, ArtifactRarity.ToString() ); // artifact rarity ~1_val~
if ( this is IUsesRemaining && ((IUsesRemaining)this).ShowUsesRemaining )
list.Add( 1060584, ((IUsesRemaining)this).UsesRemaining.ToString() ); // uses remaining: ~1_val~
if ( m_Poison != null && m_PoisonCharges > 0 )
list.Add( 1062412 + m_Poison.Level, m_PoisonCharges.ToString() );
if( m_Slayer != SlayerName.None )
{
SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer );
if( entry != null )
list.Add( entry.Title );
}
/* if( m_Slayer2 != SlayerName.None )
{
SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer2 );
if( entry != null )
list.Add( entry.Title );
}*/
base.AddResistanceProperties( list );
int prop;
if (Core.ML && this is BaseRanged && ((BaseRanged)this).Balanced)
list.Add(1072792); // Balanced
int phys, fire, cold, pois, nrgy, chaos, direct;
GetDamageTypes(null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);
list.Add( 1061168, "{0}\t{1}", MinDamage.ToString(), MaxDamage.ToString() ); // weapon damage ~1_val~ - ~2_val~
if (Core.ML)
list.Add(1061167, String.Format("{0}s", Speed)); // weapon speed ~1_val~
else
list.Add(1061167, Speed.ToString());
if ( MaxRange > 1 )
list.Add( 1061169, MaxRange.ToString() ); // range ~1_val~
int strReq = AOS.Scale( StrRequirement, 100 - GetLowerStatReq() );
// if ( strReq > 0 )
// list.Add( 1061170, strReq.ToString() ); // strength requirement ~1_val~
if ( Layer == Layer.TwoHanded )
list.Add( 1061171 ); // two-handed weapon
else
list.Add( 1061824 ); // one-handed weapon
if ( Core.SE || m_AosWeaponAttributes.UseBestSkill == 0 )
{
switch ( Skill )
{
case SkillName.Swords: list.Add( 1061172 ); break; // skill required: swordsmanship
case SkillName.Macing: list.Add( 1061173 ); break; // skill required: mace fighting
case SkillName.Fencing: list.Add( 1061174 ); break; // skill required: fencing
case SkillName.Archery: list.Add( 1061175 ); break; // skill required: archery
}
}
if ( m_Hits >= 0 && m_MaxHits > 0 )
list.Add( 1060639, "{0}\t{1}", m_Hits, m_MaxHits ); // durability ~1_val~ / ~2_val~
// mod to display attachment properties
Server.Engines.XmlSpawner2.XmlAttach.AddAttachmentProperties(this, list);
}
Attachments
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