So im playing around with item properties i added this to my scimitar.cs


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

  • scimit.png
    scimit.png
    12.5 KB · Views: 26
Last edited:
Not sure, but those BASEFONT tags seem strange to me. Try this instead:

C#:
public override void GetProperties( ObjectPropertyList list )
{
    base.GetProperties( list );
    list.Add( "<BASEFONT COLOR=#FF9633>1</BASEFONT>");
    list.Add( "<BASEFONT COLOR=#FF9633>2</BASEFONT>");
    list.Add( "<BASEFONT COLOR=#FF9633>3</BASEFONT>");
    list.Add( "<BASEFONT COLOR=#FF9633>4</BASEFONT>");
    list.Add( "<BASEFONT COLOR=#FF9633>5</BASEFONT>");
}
 
that is because there are only a handful cliloc entries available, so you override them yourself.

you can however try to do stuff like this
C#:
public override void GetProperties( ObjectPropertyList list )
{
    base.GetProperties( list );
    list.Add( "<BASEFONT COLOR=#FF9633>1</BASEFONT>\n" +
              "<BASEFONT COLOR=#FF9633>2</BASEFONT>\n" +
              "<BASEFONT COLOR=#FF9633>3</BASEFONT>\n" +
              "<BASEFONT COLOR=#FF9633>4</BASEFONT>\n" +
              "<BASEFONT COLOR=#FF9633>5</BASEFONT>");
}
or even cleaner in this case
C#:
public override void GetProperties( ObjectPropertyList list )
{
    base.GetProperties( list );
    list.Add( "<BASEFONT COLOR=#FF9633>1\n" +
              2\n" +
              3\n" +
              4\n" +
              5</BASEFONT>");
}
 
Not sure, but those BASEFONT tags seem strange to me. Try this instead:

C#:
public override void GetProperties( ObjectPropertyList list )
{
    base.GetProperties( list );
    list.Add( "<BASEFONT COLOR=#FF9633>1</BASEFONT>");
    list.Add( "<BASEFONT COLOR=#FF9633>2</BASEFONT>");
    list.Add( "<BASEFONT COLOR=#FF9633>3</BASEFONT>");
    list.Add( "<BASEFONT COLOR=#FF9633>4</BASEFONT>");
    list.Add( "<BASEFONT COLOR=#FF9633>5</BASEFONT>");
}
i removed every properti in baseweapon.cs and left the dmg one.

tried that this is the way it looks sci.png
Post automatically merged:

that is because there are only a handful cliloc entries available, so you override them yourself.

you can however try to do stuff like this
C#:
public override void GetProperties( ObjectPropertyList list )
{
    base.GetProperties( list );
    list.Add( "<BASEFONT COLOR=#FF9633>1</BASEFONT>\n" +
              "<BASEFONT COLOR=#FF9633>2</BASEFONT>\n" +
              "<BASEFONT COLOR=#FF9633>3</BASEFONT>\n" +
              "<BASEFONT COLOR=#FF9633>4</BASEFONT>\n" +
              "<BASEFONT COLOR=#FF9633>5</BASEFONT>");
}
or even cleaner in this case
C#:
public override void GetProperties( ObjectPropertyList list )
{
    base.GetProperties( list );
    list.Add( "<BASEFONT COLOR=#FF9633>1\n" +
              2\n" +
              3\n" +
              4\n" +
              5</BASEFONT>");
}

the first one looks like the pic just posted quoting lokai, the 2nd one doesnt compile it has an error somewhere
 
oh yea forgot to add the quotes back in

should have been.
C#:
public override void GetProperties( ObjectPropertyList list )
{
    base.GetProperties( list );
    list.Add( "<BASEFONT COLOR=#FF9633>1\n" +
              "2\n" +
              "3\n" +
              "4\n" +
              "5</BASEFONT>");
}
Post automatically merged:

Works as said :p well besides the 5, if you remove the </BASEFONT> at the end the 5 is centered too

13331
 
Last edited:
oh yea forgot to add the quotes back in

should have been.
C#:
public override void GetProperties( ObjectPropertyList list )
{
    base.GetProperties( list );
    list.Add( "<BASEFONT COLOR=#FF9633>1\n" +
              "2\n" +
              "3\n" +
              "4\n" +
              "5</BASEFONT>");
}
Post automatically merged:

Works as said :p well besides the 5, if you remove the </BASEFONT> at the end the 5 is centered too

View attachment 13331
!! yes that worked thank you. im getting an error

C#:
 public override void GetProperties( ObjectPropertyList list )
        {
              base.GetProperties( list );
         list.Add( "#FF9633>Legendary " +
              "<BASEFONT COLOR=#7FCAE7>Required Level:{0},m_RequiredLevel\n" +
              "3\n" +
              "4\n" +
              "5</BASEFONT>");

err.png
 
No wizards were hurt during this experiment :p

C#:
        public override void GetProperties(ObjectPropertyList list)
        {
            base.GetProperties(list);
            list.Add("<BASEFONT COLOR=#FF9633>Legendary " +
                 "<BASEFONT COLOR=#7FCAE7>Required Level: {0}\n" +
                 "<BASEFONT COLOR=#3FCB47>Primary Ability: {1}\n" +
                 "<BASEFONT COLOR=#8F2537>Secondary Ability: {2}\n" +
                 "<BASEFONT COLOR=#FFFFFF>", DefaultWeight, PrimaryAbility.GetType().Name, SecondaryAbility.GetType().Name);
        }

13333
 
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