Fixes formatting (#200)
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1f651992d7
commit
86b7b3aed1
209 changed files with 51326 additions and 50397 deletions
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@ -1,158 +1,158 @@
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/***************************************************************************
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* VirtueInfo.cs
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* -------------------
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* begin : May 1, 2002
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* copyright : (C) The RunUO Software Team
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* email : info@runuo.com
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*
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* $Id$
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*
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***************************************************************************/
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/***************************************************************************
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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***************************************************************************/
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namespace Server
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{
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[PropertyObject]
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public class VirtueInfo
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{
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public VirtueInfo()
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{
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}
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public VirtueInfo(IGenericReader reader)
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{
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int version = reader.ReadByte();
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switch (version)
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{
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case 1: // Changed the values throughout the virtue system
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case 0:
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{
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int mask = reader.ReadByte();
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if (mask != 0)
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{
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Values = new int[8];
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for (var i = 0; i < 8; ++i)
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if ((mask & (1 << i)) != 0)
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Values[i] = reader.ReadInt();
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}
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break;
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}
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}
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if (version == 0)
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{
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Compassion *= 200;
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Sacrifice *= 250; // Even though 40 (the max) only gives 10k, It's because it was formerly too easy
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// No direct conversion factor for Justice, this is just an approximation
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Justice *= 500;
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// All the other virtues haven't been defined at 'version 0' point in time in the scripts.
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}
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}
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public int[] Values { get; private set; }
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Humility
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{
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get => GetValue(0);
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set => SetValue(0, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Sacrifice
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{
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get => GetValue(1);
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set => SetValue(1, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Compassion
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{
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get => GetValue(2);
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set => SetValue(2, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Spirituality
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{
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get => GetValue(3);
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set => SetValue(3, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Valor
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{
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get => GetValue(4);
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set => SetValue(4, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Honor
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{
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get => GetValue(5);
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set => SetValue(5, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Justice
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{
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get => GetValue(6);
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set => SetValue(6, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Honesty
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{
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get => GetValue(7);
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set => SetValue(7, value);
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}
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public int GetValue(int index) => Values?[index] ?? 0;
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public void SetValue(int index, int value)
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{
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Values ??= new int[8];
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Values[index] = value;
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}
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public override string ToString() => "...";
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public static void Serialize(IGenericWriter writer, VirtueInfo info)
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{
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writer.Write((byte)1); // version
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if (info.Values == null)
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{
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writer.Write((byte)0);
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}
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else
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{
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var mask = 0;
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for (var i = 0; i < 8; ++i)
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if (info.Values[i] != 0)
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mask |= 1 << i;
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writer.Write((byte)mask);
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for (var i = 0; i < 8; ++i)
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if (info.Values[i] != 0)
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writer.Write(info.Values[i]);
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}
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}
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}
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}
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/***************************************************************************
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* VirtueInfo.cs
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* -------------------
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* begin : May 1, 2002
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* copyright : (C) The RunUO Software Team
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* email : info@runuo.com
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*
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* $Id$
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*
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***************************************************************************/
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/***************************************************************************
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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***************************************************************************/
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namespace Server
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{
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[PropertyObject]
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public class VirtueInfo
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{
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public VirtueInfo()
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{
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}
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public VirtueInfo(IGenericReader reader)
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{
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int version = reader.ReadByte();
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switch (version)
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{
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case 1: // Changed the values throughout the virtue system
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case 0:
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{
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int mask = reader.ReadByte();
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if (mask != 0)
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{
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Values = new int[8];
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for (var i = 0; i < 8; ++i)
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if ((mask & (1 << i)) != 0)
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Values[i] = reader.ReadInt();
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}
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break;
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}
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}
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if (version == 0)
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{
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Compassion *= 200;
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Sacrifice *= 250; // Even though 40 (the max) only gives 10k, It's because it was formerly too easy
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// No direct conversion factor for Justice, this is just an approximation
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Justice *= 500;
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// All the other virtues haven't been defined at 'version 0' point in time in the scripts.
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}
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}
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public int[] Values { get; private set; }
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Humility
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{
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get => GetValue(0);
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set => SetValue(0, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Sacrifice
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{
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get => GetValue(1);
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set => SetValue(1, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Compassion
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{
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get => GetValue(2);
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set => SetValue(2, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Spirituality
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{
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get => GetValue(3);
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set => SetValue(3, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Valor
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{
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get => GetValue(4);
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set => SetValue(4, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Honor
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{
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get => GetValue(5);
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set => SetValue(5, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Justice
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{
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get => GetValue(6);
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set => SetValue(6, value);
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public int Honesty
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{
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get => GetValue(7);
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set => SetValue(7, value);
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}
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public int GetValue(int index) => Values?[index] ?? 0;
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public void SetValue(int index, int value)
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{
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Values ??= new int[8];
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Values[index] = value;
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}
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public override string ToString() => "...";
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public static void Serialize(IGenericWriter writer, VirtueInfo info)
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{
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writer.Write((byte)1); // version
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if (info.Values == null)
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{
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writer.Write((byte)0);
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}
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else
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{
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var mask = 0;
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for (var i = 0; i < 8; ++i)
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if (info.Values[i] != 0)
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mask |= 1 << i;
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writer.Write((byte)mask);
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for (var i = 0; i < 8; ++i)
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if (info.Values[i] != 0)
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writer.Write(info.Values[i]);
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}
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}
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}
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}
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