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
			
				Last edited: 
			
		
	
								
								
									
	
								
							
							 
				 
 
		 
			 
 
		 
			
		
	
	
		 
			
		
	
	
		 
 
		



