Upgrades code style - First batch (#22)
This commit is contained in:
parent
8ee42c8ea2
commit
632e8b4757
1834 changed files with 10245 additions and 10437 deletions
|
|
@ -24,7 +24,7 @@ namespace Server.Items
|
|||
public abstract class BaseWeapon : Item, IWeapon, IFactionItem, ICraftable, ISlayer, IDurability
|
||||
{
|
||||
private string m_EngravedText;
|
||||
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public string EngravedText
|
||||
{
|
||||
|
|
@ -51,7 +51,7 @@ namespace Server.Items
|
|||
#endregion
|
||||
|
||||
/* Weapon internals work differently now (Mar 13 2003)
|
||||
*
|
||||
*
|
||||
* The attributes defined below default to -1.
|
||||
* If the value is -1, the corresponding virtual 'Aos/Old' property is used.
|
||||
* If not, the attribute value itself is used. Here's the list:
|
||||
|
|
@ -147,13 +147,13 @@ namespace Server.Items
|
|||
|
||||
public virtual bool CanFortify{ get{ return true; } }
|
||||
|
||||
public override int PhysicalResistance{ get{ return m_AosWeaponAttributes.ResistPhysicalBonus; } }
|
||||
public override int FireResistance{ get{ return m_AosWeaponAttributes.ResistFireBonus; } }
|
||||
public override int ColdResistance{ get{ return m_AosWeaponAttributes.ResistColdBonus; } }
|
||||
public override int PoisonResistance{ get{ return m_AosWeaponAttributes.ResistPoisonBonus; } }
|
||||
public override int EnergyResistance{ get{ return m_AosWeaponAttributes.ResistEnergyBonus; } }
|
||||
public override int PhysicalResistance => m_AosWeaponAttributes.ResistPhysicalBonus;
|
||||
public override int FireResistance => m_AosWeaponAttributes.ResistFireBonus;
|
||||
public override int ColdResistance => m_AosWeaponAttributes.ResistColdBonus;
|
||||
public override int PoisonResistance => m_AosWeaponAttributes.ResistPoisonBonus;
|
||||
public override int EnergyResistance => m_AosWeaponAttributes.ResistEnergyBonus;
|
||||
|
||||
public virtual SkillName AccuracySkill { get { return SkillName.Tactics; } }
|
||||
public virtual SkillName AccuracySkill => SkillName.Tactics;
|
||||
#endregion
|
||||
|
||||
#region Getters & Setters
|
||||
|
|
@ -311,7 +311,7 @@ namespace Server.Items
|
|||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public WeaponAnimation Animation
|
||||
{
|
||||
get{ return ( m_Animation == (WeaponAnimation)(-1) ? Core.AOS ? AosAnimation : OldAnimation : m_Animation ); }
|
||||
get{ return ( m_Animation == (WeaponAnimation)(-1) ? Core.AOS ? AosAnimation : OldAnimation : m_Animation ); }
|
||||
set{ m_Animation = value; }
|
||||
}
|
||||
|
||||
|
|
@ -571,7 +571,7 @@ namespace Server.Items
|
|||
return base.AllowSecureTrade( from, to, newOwner, accepted );
|
||||
}
|
||||
|
||||
public virtual Race RequiredRace { get { return null; } } //On OSI, there are no weapons with race requirements, this is for custom stuff
|
||||
public virtual Race RequiredRace => null; //On OSI, there are no weapons with race requirements, this is for custom stuff
|
||||
|
||||
public override bool CanEquip( Mobile from )
|
||||
{
|
||||
|
|
@ -591,7 +591,7 @@ namespace Server.Items
|
|||
{
|
||||
from.SendMessage( "You are not nimble enough to equip that." );
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else if ( from.Str < AOS.Scale( StrRequirement, 100 - GetLowerStatReq() ) )
|
||||
{
|
||||
from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that.
|
||||
|
|
@ -821,7 +821,7 @@ namespace Server.Items
|
|||
|
||||
if ( HitLower.IsUnderDefenseEffect( defender ) )
|
||||
bonus -= 25; // Under Hit Lower Defense effect -> 25% malus
|
||||
|
||||
|
||||
int blockBonus = 0;
|
||||
|
||||
if ( Block.GetBonus( defender, ref blockBonus ) )
|
||||
|
|
@ -915,7 +915,7 @@ namespace Server.Items
|
|||
|
||||
if ( bonus > 60 )
|
||||
bonus = 60;
|
||||
|
||||
|
||||
double ticks;
|
||||
|
||||
if ( Core.ML )
|
||||
|
|
@ -934,7 +934,7 @@ namespace Server.Items
|
|||
|
||||
ticks = Math.Floor( ( 80000.0 / ( ( m.Stam + 100 ) * speed ) ) - 2 );
|
||||
}
|
||||
|
||||
|
||||
// Swing speed currently capped at one swing every 1.25 seconds (5 ticks).
|
||||
if ( ticks < 5 )
|
||||
ticks = 5;
|
||||
|
|
@ -963,7 +963,7 @@ namespace Server.Items
|
|||
|
||||
delayInSeconds = Math.Floor( 40000.0 / v ) * 0.5;
|
||||
|
||||
// Maximum swing rate capped at one swing per second
|
||||
// Maximum swing rate capped at one swing per second
|
||||
// OSI dev said that it has and is supposed to be 1.25
|
||||
if ( delayInSeconds < 1.25 )
|
||||
delayInSeconds = 1.25;
|
||||
|
|
@ -1108,7 +1108,7 @@ namespace Server.Items
|
|||
double chance = (parry - bushidoNonRacial) / 400.0; // As per OSI, no genitive effect from the Racial stuffs, ie, 120 parry and '0' bushido with humans
|
||||
|
||||
if ( chance < 0 ) // chance shouldn't go below 0
|
||||
chance = 0;
|
||||
chance = 0;
|
||||
|
||||
// Parry/Bushido over 100 grants a 5% bonus.
|
||||
if ( parry >= 100.0 || bushido >= 100.0)
|
||||
|
|
@ -1514,7 +1514,7 @@ namespace Server.Items
|
|||
damage = 1;
|
||||
else if ( Core.AOS && damage == 0 ) // parried
|
||||
{
|
||||
if ( a != null && a.Validate( attacker ) /*&& a.CheckMana( attacker, true )*/ ) // Parried special moves have no mana cost
|
||||
if ( a != null && a.Validate( attacker ) /*&& a.CheckMana( attacker, true )*/ ) // Parried special moves have no mana cost
|
||||
{
|
||||
a = null;
|
||||
WeaponAbility.ClearCurrentAbility( attacker );
|
||||
|
|
@ -3079,16 +3079,16 @@ namespace Server.Items
|
|||
list.Add( LabelNumber );
|
||||
else
|
||||
list.Add( Name );
|
||||
|
||||
|
||||
/*
|
||||
* Want to move this to the engraving tool, let the non-harmful
|
||||
* Want to move this to the engraving tool, let the non-harmful
|
||||
* formatting show, and remove CLILOCs embedded: more like OSI
|
||||
* did with the books that had markup, etc.
|
||||
*
|
||||
* This will have a negative effect on a few event things imgame
|
||||
*
|
||||
* This will have a negative effect on a few event things imgame
|
||||
* as is.
|
||||
*
|
||||
* If we cant find a more OSI-ish way to clean it up, we can
|
||||
*
|
||||
* If we cant find a more OSI-ish way to clean it up, we can
|
||||
* easily put this back, and use it in the deserialize
|
||||
* method and engraving tool, to make it perm cleaned up.
|
||||
*/
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue