fix: Optimizes OPL using string interpolation (#1041)
## Breaking Changes (New API)
ObjectPropertyList supports the following API:
```cs
list.Add(500000);
list.Add(500001, stringArgument);
list.Add("Some text");
list.Add($"Some text with {argument}");
list.Add(500002, $"{arg1}\t{arg2}");
```
## Notes
1. All API uses that require a formatter like this:
```cs
list.Add(500002, "{0}\t{1}", arg1, arg2);
```
Should be changed to use string interpolation, for example:
```cs
list.Add(500002, $"{arg1}\t{arg2}");
```
2. The following paradigm should no longer be used:
```cs
list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
```
The new string interpolation API will avoid having to convert the argument to a string before writing it to the packet. Instead use the following:
```cs
list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
```
### Benchmarks
```cs
| Method | Mean | Error | StdDev | Gen 0 | Allocated |
|------------------------------- |---------:|--------:|--------:|-------:|----------:|
| BenchmarkOldOPL | 241.0 ns | 0.56 ns | 0.47 ns | 0.0105 | 88 B |
| BenchmarkStringInterpolatedOPL | 199.9 ns | 2.44 ns | 2.39 ns | - | - |
```
### Changes
- [X] Removes crash in STArray.Return when array is null.
- [X] Fixes NPE in OPL when entity is null. Serial in packet will be 0 when entity is null.
- [X] Fixes NPE in AosAttributes when Parent is null.
- [X] Changes OPL to use string interpolation.
- [X] Introduces `IPropertyList` to allow extending PropertyList for other uses.
This commit is contained in:
parent
fe31470f05
commit
ecbee17690
227 changed files with 1426 additions and 1008 deletions
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@ -1223,9 +1223,7 @@ namespace Server.Items
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base.OnRemoved(parent);
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}
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private string GetNameString() => Name ?? $"#{LabelNumber}";
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public override void AddNameProperty(ObjectPropertyList list)
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public override void AddNameProperty(IPropertyList list)
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{
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var oreType = _rawResource switch
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{
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@ -1249,31 +1247,26 @@ namespace Server.Items
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_ => 0
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};
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if (_quality == ArmorQuality.Exceptional)
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var name = Name;
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if (oreType != 0)
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{
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if (oreType != 0)
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{
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list.Add(1053100, "#{0}\t{1}", oreType, GetNameString()); // exceptional ~1_oretype~ ~2_armortype~
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}
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else
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{
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list.Add(1050040, GetNameString()); // exceptional ~1_ITEMNAME~
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}
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list.Add(
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_quality == ArmorQuality.Exceptional ? 1053100 : 1053099,
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name != null ? $"#{oreType}\t{Name}" : $"#{oreType}\t#{LabelNumber}"
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);
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}
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else if (_quality == ArmorQuality.Exceptional)
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{
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list.Add(1050040, name ?? $"#{LabelNumber}"); // exceptional ~1_ITEMNAME~
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}
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else if (name == null)
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{
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list.Add(LabelNumber);
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}
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else
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{
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if (oreType != 0)
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{
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list.Add(1053099, "#{0}\t{1}", oreType, GetNameString()); // ~1_oretype~ ~2_armortype~
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}
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else if (Name == null)
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{
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list.Add(LabelNumber);
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}
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else
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{
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list.Add(Name);
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}
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list.Add(Name);
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}
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}
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@ -1289,7 +1282,7 @@ namespace Server.Items
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public virtual int GetLuckBonus() => CraftResources.GetInfo(_rawResource)?.AttributeInfo?.ArmorLuck ?? 0;
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public override void GetProperties(ObjectPropertyList list)
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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@ -1319,72 +1312,72 @@ namespace Server.Items
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if ((prop = ArtifactRarity) > 0)
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{
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list.Add(1061078, prop.ToString()); // artifact rarity ~1_val~
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list.Add(1061078, $"{prop}"); // artifact rarity ~1_val~
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}
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if ((prop = Attributes.WeaponDamage) != 0)
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{
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list.Add(1060401, prop.ToString()); // damage increase ~1_val~%
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list.Add(1060401, $"{prop}"); // damage increase ~1_val~%
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}
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if ((prop = Attributes.DefendChance) != 0)
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{
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list.Add(1060408, prop.ToString()); // defense chance increase ~1_val~%
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list.Add(1060408, $"{prop}"); // defense chance increase ~1_val~%
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}
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if ((prop = Attributes.BonusDex) != 0)
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{
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list.Add(1060409, prop.ToString()); // dexterity bonus ~1_val~
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list.Add(1060409, $"{prop}"); // dexterity bonus ~1_val~
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}
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if ((prop = Attributes.EnhancePotions) != 0)
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{
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list.Add(1060411, prop.ToString()); // enhance potions ~1_val~%
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list.Add(1060411, $"{prop}"); // enhance potions ~1_val~%
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}
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if ((prop = Attributes.CastRecovery) != 0)
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{
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list.Add(1060412, prop.ToString()); // faster cast recovery ~1_val~
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list.Add(1060412, $"{prop}"); // faster cast recovery ~1_val~
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}
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if ((prop = Attributes.CastSpeed) != 0)
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{
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list.Add(1060413, prop.ToString()); // faster casting ~1_val~
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list.Add(1060413, $"{prop}"); // faster casting ~1_val~
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}
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if ((prop = Attributes.AttackChance) != 0)
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{
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list.Add(1060415, prop.ToString()); // hit chance increase ~1_val~%
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list.Add(1060415, $"{prop}"); // hit chance increase ~1_val~%
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}
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if ((prop = Attributes.BonusHits) != 0)
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{
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list.Add(1060431, prop.ToString()); // hit point increase ~1_val~
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list.Add(1060431, $"{prop}"); // hit point increase ~1_val~
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}
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if ((prop = Attributes.BonusInt) != 0)
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{
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list.Add(1060432, prop.ToString()); // intelligence bonus ~1_val~
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list.Add(1060432, $"{prop}"); // intelligence bonus ~1_val~
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}
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if ((prop = Attributes.LowerManaCost) != 0)
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{
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list.Add(1060433, prop.ToString()); // lower mana cost ~1_val~%
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list.Add(1060433, $"{prop}"); // lower mana cost ~1_val~%
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}
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if ((prop = Attributes.LowerRegCost) != 0)
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{
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list.Add(1060434, prop.ToString()); // lower reagent cost ~1_val~%
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list.Add(1060434, $"{prop}"); // lower reagent cost ~1_val~%
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}
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if ((prop = GetLowerStatReq()) != 0)
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{
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list.Add(1060435, prop.ToString()); // lower requirements ~1_val~%
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list.Add(1060435, $"{prop}"); // lower requirements ~1_val~%
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}
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if ((prop = GetLuckBonus() + Attributes.Luck) != 0)
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{
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list.Add(1060436, prop.ToString()); // luck ~1_val~
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list.Add(1060436, $"{prop}"); // luck ~1_val~
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}
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if (ArmorAttributes.MageArmor != 0)
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@ -1394,12 +1387,12 @@ namespace Server.Items
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if ((prop = Attributes.BonusMana) != 0)
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{
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list.Add(1060439, prop.ToString()); // mana increase ~1_val~
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list.Add(1060439, $"{prop}"); // mana increase ~1_val~
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}
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if ((prop = Attributes.RegenMana) != 0)
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{
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list.Add(1060440, prop.ToString()); // mana regeneration ~1_val~
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list.Add(1060440, $"{prop}"); // mana regeneration ~1_val~
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}
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if (Attributes.NightSight != 0)
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@ -1409,22 +1402,22 @@ namespace Server.Items
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if ((prop = Attributes.ReflectPhysical) != 0)
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{
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list.Add(1060442, prop.ToString()); // reflect physical damage ~1_val~%
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list.Add(1060442, $"{prop}"); // reflect physical damage ~1_val~%
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}
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if ((prop = Attributes.RegenStam) != 0)
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{
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list.Add(1060443, prop.ToString()); // stamina regeneration ~1_val~
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list.Add(1060443, $"{prop}"); // stamina regeneration ~1_val~
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}
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if ((prop = Attributes.RegenHits) != 0)
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{
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list.Add(1060444, prop.ToString()); // hit point regeneration ~1_val~
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list.Add(1060444, $"{prop}"); // hit point regeneration ~1_val~
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}
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if ((prop = ArmorAttributes.SelfRepair) != 0)
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{
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list.Add(1060450, prop.ToString()); // self repair ~1_val~
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list.Add(1060450, $"{prop}"); // self repair ~1_val~
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}
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if (Attributes.SpellChanneling != 0)
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@ -1434,44 +1427,44 @@ namespace Server.Items
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if ((prop = Attributes.SpellDamage) != 0)
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{
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list.Add(1060483, prop.ToString()); // spell damage increase ~1_val~%
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list.Add(1060483, $"{prop}"); // spell damage increase ~1_val~%
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}
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if ((prop = Attributes.BonusStam) != 0)
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{
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list.Add(1060484, prop.ToString()); // stamina increase ~1_val~
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list.Add(1060484, $"{prop}"); // stamina increase ~1_val~
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}
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if ((prop = Attributes.BonusStr) != 0)
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{
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list.Add(1060485, prop.ToString()); // strength bonus ~1_val~
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list.Add(1060485, $"{prop}"); // strength bonus ~1_val~
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}
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if ((prop = Attributes.WeaponSpeed) != 0)
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{
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list.Add(1060486, prop.ToString()); // swing speed increase ~1_val~%
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list.Add(1060486, $"{prop}"); // swing speed increase ~1_val~%
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}
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if (Core.ML && (prop = Attributes.IncreasedKarmaLoss) != 0)
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{
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list.Add(1075210, prop.ToString()); // Increased Karma Loss ~1val~%
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list.Add(1075210, $"{prop}"); // Increased Karma Loss ~1val~%
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}
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AddResistanceProperties(list);
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if ((prop = GetDurabilityBonus()) > 0)
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{
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list.Add(1060410, prop.ToString()); // durability ~1_val~%
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list.Add(1060410, $"{prop}"); // durability ~1_val~%
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}
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if ((prop = ComputeStatReq(StatType.Str)) > 0)
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{
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list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
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list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
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}
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if (_hitPoints >= 0 && _maxHitPoints > 0)
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{
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list.Add(1060639, "{0}\t{1}", _hitPoints, _maxHitPoints); // durability ~1_val~ / ~2_val~
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list.Add(1060639, $"{_hitPoints}\t{_maxHitPoints}"); // durability ~1_val~ / ~2_val~
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}
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}
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