refactor(opl): Consolidate AOS attribute OPL emission into per-family GetProperties (#2501)

## Summary

Consolidates the duplicated inline AOS attribute → `ObjectPropertyList` emission that each item base copy-pastes into per-family `GetProperties(IPropertyList)` methods, mirroring the existing `AosSkillBonuses.GetProperties` precedent.

### Per-family `GetProperties(IPropertyList)`
- **`AosAttributes`** — the 24 common attributes in canonical cliloc-ascending order, with optional `damageBonus` / `hitChanceBonus` / `luckBonus` params so item-computed bonuses (e.g. `GetDamageBonus()`) stay out of the family type.
- **`AosWeaponAttributes`** — `UseBestSkill`, the `Hit*` block (1060416–1060430), `MageWeapon` (`30 - prop`), `SelfRepair`.
- **`AosArmorAttributes`** — `MageArmor`, `SelfRepair` (the always-direct members; `LowerStatReq`/`DurabilityBonus` stay inline since they're item-computed in armor but container-direct in clothing).

### Rewired all 6 `AosAttributes`-emitting item bases
`BaseJewel`, `BaseArmor`, `BaseClothing`, `BaseWeapon`, `BaseTalisman`, `Spellbook` now call the family methods instead of inlining the chain. Net: large dedup in `BaseWeapon`/`BaseArmor`/`BaseClothing`/`BaseTalisman`/`Spellbook`.

## Behavior change: tooltip line **order** (set preserved)

This is **not** a pure no-op refactor, and that's unavoidable. Today the families are emitted **interleaved in cliloc order**, and the relative order differs per item class — e.g. `BonusDex` (1060409) is emitted early in `BaseArmor` but **after** the `Hit*` block in `BaseWeapon`. No single emission order reproduces every class byte-for-byte, so consolidating into contiguous per-family blocks necessarily **de-interleaves**: lines regroup **specific → general** (family-specific, then common `AosAttributes`).

- The **set** of emitted `(cliloc, argument)` lines per item is preserved **exactly** — nothing dropped, added, or value-changed.
- Only the **order** of lines within a tooltip changes for `BaseArmor` / `BaseWeapon` / `BaseClothing`. `BaseJewel` / `BaseTalisman` / `Spellbook` were already canonical, so those are byte-identical.

## Tests
- **Golden set-invariance tests** per item base (`BaseArmor/Clothing/Jewel/Weapon/Talisman/Spellbook PropertiesTests`) — each was written to pass against current `main` **before** the rewire (locking the emitted-line set), then confirmed still passing after, proving no line is lost/added/changed.
- Family-level unit tests for each `GetProperties` (canonical order, computed-bonus folding, the `AosArmorAttributes` exclusions).
- `dotnet build` clean; full `UOContent.Tests` green. (Pre-existing `AccountPacket`/`GumpPacket`/`MobilePacket`/`ClientEnumerator` golden-test failures reproduce on unmodified `main` and are unrelated to this change.)
This commit is contained in:
Kamron Batman 2026-07-02 19:40:54 -07:00 committed by GitHub
parent 0502f98050
commit f7c44f7c10
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
17 changed files with 779 additions and 842 deletions

View file

@ -1323,140 +1323,9 @@ namespace Server.Items
list.Add(1061078, prop); // artifact rarity ~1_val~
}
if ((prop = Attributes.WeaponDamage) != 0)
{
list.Add(1060401, prop); // damage increase ~1_val~%
}
ArmorAttributes.GetProperties(list);
if ((prop = Attributes.DefendChance) != 0)
{
list.Add(1060408, prop); // defense chance increase ~1_val~%
}
if ((prop = Attributes.BonusDex) != 0)
{
list.Add(1060409, prop); // dexterity bonus ~1_val~
}
if ((prop = Attributes.EnhancePotions) != 0)
{
list.Add(1060411, prop); // enhance potions ~1_val~%
}
if ((prop = Attributes.CastRecovery) != 0)
{
list.Add(1060412, prop); // faster cast recovery ~1_val~
}
if ((prop = Attributes.CastSpeed) != 0)
{
list.Add(1060413, prop); // faster casting ~1_val~
}
if ((prop = Attributes.AttackChance) != 0)
{
list.Add(1060415, prop); // hit chance increase ~1_val~%
}
if ((prop = Attributes.BonusHits) != 0)
{
list.Add(1060431, prop); // hit point increase ~1_val~
}
if ((prop = Attributes.BonusInt) != 0)
{
list.Add(1060432, prop); // intelligence bonus ~1_val~
}
if ((prop = Attributes.LowerManaCost) != 0)
{
list.Add(1060433, prop); // lower mana cost ~1_val~%
}
if ((prop = Attributes.LowerRegCost) != 0)
{
list.Add(1060434, prop); // lower reagent cost ~1_val~%
}
if ((prop = GetLowerStatReq()) != 0)
{
list.Add(1060435, prop); // lower requirements ~1_val~%
}
if ((prop = GetLuckBonus() + Attributes.Luck) != 0)
{
list.Add(1060436, prop); // luck ~1_val~
}
if (ArmorAttributes.MageArmor != 0)
{
list.Add(1060437); // mage armor
}
if ((prop = Attributes.BonusMana) != 0)
{
list.Add(1060439, prop); // mana increase ~1_val~
}
if ((prop = Attributes.RegenMana) != 0)
{
list.Add(1060440, prop); // mana regeneration ~1_val~
}
if (Attributes.NightSight != 0)
{
list.Add(1060441); // night sight
}
if ((prop = Attributes.ReflectPhysical) != 0)
{
list.Add(1060442, prop); // reflect physical damage ~1_val~%
}
if ((prop = Attributes.RegenStam) != 0)
{
list.Add(1060443, prop); // stamina regeneration ~1_val~
}
if ((prop = Attributes.RegenHits) != 0)
{
list.Add(1060444, prop); // hit point regeneration ~1_val~
}
if ((prop = ArmorAttributes.SelfRepair) != 0)
{
list.Add(1060450, prop); // self repair ~1_val~
}
if (Attributes.SpellChanneling != 0)
{
list.Add(1060482); // spell channeling
}
if ((prop = Attributes.SpellDamage) != 0)
{
list.Add(1060483, prop); // spell damage increase ~1_val~%
}
if ((prop = Attributes.BonusStam) != 0)
{
list.Add(1060484, prop); // stamina increase ~1_val~
}
if ((prop = Attributes.BonusStr) != 0)
{
list.Add(1060485, prop); // strength bonus ~1_val~
}
if ((prop = Attributes.WeaponSpeed) != 0)
{
list.Add(1060486, prop); // swing speed increase ~1_val~%
}
if (Core.ML && (prop = Attributes.IncreasedKarmaLoss) != 0)
{
list.Add(1075210, prop); // Increased Karma Loss ~1val~%
}
Attributes.GetProperties(list, luckBonus: GetLuckBonus());
AddResistanceProperties(list);
@ -1465,6 +1334,12 @@ namespace Server.Items
list.Add(1060410, prop); // durability ~1_val~%
}
var lowerStatReq = GetLowerStatReq();
if (lowerStatReq != 0)
{
list.Add(1060435, lowerStatReq); // lower requirements ~1_val~%
}
if ((prop = ComputeStatReq(StatType.Str)) > 0)
{
list.Add(1061170, prop); // strength requirement ~1_val~

View file

@ -754,140 +754,9 @@ namespace Server.Items
list.Add(1061078, prop); // artifact rarity ~1_val~
}
if ((prop = Attributes.WeaponDamage) != 0)
{
list.Add(1060401, prop); // damage increase ~1_val~%
}
ClothingAttributes.GetProperties(list);
if ((prop = Attributes.DefendChance) != 0)
{
list.Add(1060408, prop); // defense chance increase ~1_val~%
}
if ((prop = Attributes.BonusDex) != 0)
{
list.Add(1060409, prop); // dexterity bonus ~1_val~
}
if ((prop = Attributes.EnhancePotions) != 0)
{
list.Add(1060411, prop); // enhance potions ~1_val~%
}
if ((prop = Attributes.CastRecovery) != 0)
{
list.Add(1060412, prop); // faster cast recovery ~1_val~
}
if ((prop = Attributes.CastSpeed) != 0)
{
list.Add(1060413, prop); // faster casting ~1_val~
}
if ((prop = Attributes.AttackChance) != 0)
{
list.Add(1060415, prop); // hit chance increase ~1_val~%
}
if ((prop = Attributes.BonusHits) != 0)
{
list.Add(1060431, prop); // hit point increase ~1_val~
}
if ((prop = Attributes.BonusInt) != 0)
{
list.Add(1060432, prop); // intelligence bonus ~1_val~
}
if ((prop = Attributes.LowerManaCost) != 0)
{
list.Add(1060433, prop); // lower mana cost ~1_val~%
}
if ((prop = Attributes.LowerRegCost) != 0)
{
list.Add(1060434, prop); // lower reagent cost ~1_val~%
}
if ((prop = ClothingAttributes.LowerStatReq) != 0)
{
list.Add(1060435, prop); // lower requirements ~1_val~%
}
if ((prop = Attributes.Luck) != 0)
{
list.Add(1060436, prop); // luck ~1_val~
}
if (ClothingAttributes.MageArmor != 0)
{
list.Add(1060437); // mage armor
}
if ((prop = Attributes.BonusMana) != 0)
{
list.Add(1060439, prop); // mana increase ~1_val~
}
if ((prop = Attributes.RegenMana) != 0)
{
list.Add(1060440, prop); // mana regeneration ~1_val~
}
if (Attributes.NightSight != 0)
{
list.Add(1060441); // night sight
}
if ((prop = Attributes.ReflectPhysical) != 0)
{
list.Add(1060442, prop); // reflect physical damage ~1_val~%
}
if ((prop = Attributes.RegenStam) != 0)
{
list.Add(1060443, prop); // stamina regeneration ~1_val~
}
if ((prop = Attributes.RegenHits) != 0)
{
list.Add(1060444, prop); // hit point regeneration ~1_val~
}
if ((prop = ClothingAttributes.SelfRepair) != 0)
{
list.Add(1060450, prop); // self repair ~1_val~
}
if (Attributes.SpellChanneling != 0)
{
list.Add(1060482); // spell channeling
}
if ((prop = Attributes.SpellDamage) != 0)
{
list.Add(1060483, prop); // spell damage increase ~1_val~%
}
if ((prop = Attributes.BonusStam) != 0)
{
list.Add(1060484, prop); // stamina increase ~1_val~
}
if ((prop = Attributes.BonusStr) != 0)
{
list.Add(1060485, prop); // strength bonus ~1_val~
}
if ((prop = Attributes.WeaponSpeed) != 0)
{
list.Add(1060486, prop); // swing speed increase ~1_val~%
}
if (Core.ML && (prop = Attributes.IncreasedKarmaLoss) != 0)
{
list.Add(1075210, prop); // Increased Karma Loss ~1val~%
}
Attributes.GetProperties(list);
AddResistanceProperties(list);
@ -896,6 +765,12 @@ namespace Server.Items
list.Add(1060410, prop); // durability ~1_val~%
}
var lowerStatReq = ClothingAttributes.LowerStatReq;
if (lowerStatReq != 0)
{
list.Add(1060435, lowerStatReq); // lower requirements ~1_val~%
}
if ((prop = ComputeStatReq(StatType.Str)) > 0)
{
list.Add(1061170, prop); // strength requirement ~1_val~

View file

@ -389,125 +389,7 @@ public abstract partial class BaseJewel : Item, ICraftable, IAosItem
list.Add(1061078, prop); // artifact rarity ~1_val~
}
if ((prop = Attributes.WeaponDamage) != 0)
{
list.Add(1060401, prop); // damage increase ~1_val~%
}
if ((prop = Attributes.DefendChance) != 0)
{
list.Add(1060408, prop); // defense chance increase ~1_val~%
}
if ((prop = Attributes.BonusDex) != 0)
{
list.Add(1060409, prop); // dexterity bonus ~1_val~
}
if ((prop = Attributes.EnhancePotions) != 0)
{
list.Add(1060411, prop); // enhance potions ~1_val~%
}
if ((prop = Attributes.CastRecovery) != 0)
{
list.Add(1060412, prop); // faster cast recovery ~1_val~
}
if ((prop = Attributes.CastSpeed) != 0)
{
list.Add(1060413, prop); // faster casting ~1_val~
}
if ((prop = Attributes.AttackChance) != 0)
{
list.Add(1060415, prop); // hit chance increase ~1_val~%
}
if ((prop = Attributes.BonusHits) != 0)
{
list.Add(1060431, prop); // hit point increase ~1_val~
}
if ((prop = Attributes.BonusInt) != 0)
{
list.Add(1060432, prop); // intelligence bonus ~1_val~
}
if ((prop = Attributes.LowerManaCost) != 0)
{
list.Add(1060433, prop); // lower mana cost ~1_val~%
}
if ((prop = Attributes.LowerRegCost) != 0)
{
list.Add(1060434, prop); // lower reagent cost ~1_val~%
}
if ((prop = Attributes.Luck) != 0)
{
list.Add(1060436, prop); // luck ~1_val~
}
if ((prop = Attributes.BonusMana) != 0)
{
list.Add(1060439, prop); // mana increase ~1_val~
}
if ((prop = Attributes.RegenMana) != 0)
{
list.Add(1060440, prop); // mana regeneration ~1_val~
}
if (Attributes.NightSight != 0)
{
list.Add(1060441); // night sight
}
if ((prop = Attributes.ReflectPhysical) != 0)
{
list.Add(1060442, prop); // reflect physical damage ~1_val~%
}
if ((prop = Attributes.RegenStam) != 0)
{
list.Add(1060443, prop); // stamina regeneration ~1_val~
}
if ((prop = Attributes.RegenHits) != 0)
{
list.Add(1060444, prop); // hit point regeneration ~1_val~
}
if (Attributes.SpellChanneling != 0)
{
list.Add(1060482); // spell channeling
}
if ((prop = Attributes.SpellDamage) != 0)
{
list.Add(1060483, prop); // spell damage increase ~1_val~%
}
if ((prop = Attributes.BonusStam) != 0)
{
list.Add(1060484, prop); // stamina increase ~1_val~
}
if ((prop = Attributes.BonusStr) != 0)
{
list.Add(1060485, prop); // strength bonus ~1_val~
}
if ((prop = Attributes.WeaponSpeed) != 0)
{
list.Add(1060486, prop); // swing speed increase ~1_val~%
}
if (Core.ML && (prop = Attributes.IncreasedKarmaLoss) != 0)
{
list.Add(1075210, prop); // Increased Karma Loss ~1val~%
}
Attributes.GetProperties(list);
AddResistanceProperties(list);

View file

@ -677,127 +677,7 @@ public partial class Spellbook : Item, ICraftable, ISlayer, IAosItem
}
}
int prop;
if ((prop = _attributes.WeaponDamage) != 0)
{
list.Add(1060401, prop); // damage increase ~1_val~%
}
if ((prop = _attributes.DefendChance) != 0)
{
list.Add(1060408, prop); // defense chance increase ~1_val~%
}
if ((prop = _attributes.BonusDex) != 0)
{
list.Add(1060409, prop); // dexterity bonus ~1_val~
}
if ((prop = _attributes.EnhancePotions) != 0)
{
list.Add(1060411, prop); // enhance potions ~1_val~%
}
if ((prop = _attributes.CastRecovery) != 0)
{
list.Add(1060412, prop); // faster cast recovery ~1_val~
}
if ((prop = _attributes.CastSpeed) != 0)
{
list.Add(1060413, prop); // faster casting ~1_val~
}
if ((prop = _attributes.AttackChance) != 0)
{
list.Add(1060415, prop); // hit chance increase ~1_val~%
}
if ((prop = _attributes.BonusHits) != 0)
{
list.Add(1060431, prop); // hit point increase ~1_val~
}
if ((prop = _attributes.BonusInt) != 0)
{
list.Add(1060432, prop); // intelligence bonus ~1_val~
}
if ((prop = _attributes.LowerManaCost) != 0)
{
list.Add(1060433, prop); // lower mana cost ~1_val~%
}
if ((prop = _attributes.LowerRegCost) != 0)
{
list.Add(1060434, prop); // lower reagent cost ~1_val~%
}
if ((prop = _attributes.Luck) != 0)
{
list.Add(1060436, prop); // luck ~1_val~
}
if ((prop = _attributes.BonusMana) != 0)
{
list.Add(1060439, prop); // mana increase ~1_val~
}
if ((prop = _attributes.RegenMana) != 0)
{
list.Add(1060440, prop); // mana regeneration ~1_val~
}
if (_attributes.NightSight != 0)
{
list.Add(1060441); // night sight
}
if ((prop = _attributes.ReflectPhysical) != 0)
{
list.Add(1060442, prop); // reflect physical damage ~1_val~%
}
if ((prop = _attributes.RegenStam) != 0)
{
list.Add(1060443, prop); // stamina regeneration ~1_val~
}
if ((prop = _attributes.RegenHits) != 0)
{
list.Add(1060444, prop); // hit point regeneration ~1_val~
}
if (_attributes.SpellChanneling != 0)
{
list.Add(1060482); // spell channeling
}
if ((prop = _attributes.SpellDamage) != 0)
{
list.Add(1060483, prop); // spell damage increase ~1_val~%
}
if ((prop = _attributes.BonusStam) != 0)
{
list.Add(1060484, prop); // stamina increase ~1_val~
}
if ((prop = _attributes.BonusStr) != 0)
{
list.Add(1060485, prop); // strength bonus ~1_val~
}
if ((prop = _attributes.WeaponSpeed) != 0)
{
list.Add(1060486, prop); // swing speed increase ~1_val~%
}
if (Core.ML && (prop = _attributes.IncreasedKarmaLoss) != 0)
{
list.Add(1075210, prop); // Increased Karma Loss ~1val~%
}
_attributes.GetProperties(list);
list.Add(1042886, _spellCount); // ~1_NUMBERS_OF_SPELLS~ Spells
}

View file

@ -617,127 +617,7 @@ public partial class BaseTalisman : Item, IAosItem
SkillBonuses.GetProperties(list);
int prop;
if ((prop = Attributes.WeaponDamage) != 0)
{
list.Add(1060401, prop); // damage increase ~1_val~%
}
if ((prop = Attributes.DefendChance) != 0)
{
list.Add(1060408, prop); // defense chance increase ~1_val~%
}
if ((prop = Attributes.BonusDex) != 0)
{
list.Add(1060409, prop); // dexterity bonus ~1_val~
}
if ((prop = Attributes.EnhancePotions) != 0)
{
list.Add(1060411, prop); // enhance potions ~1_val~%
}
if ((prop = Attributes.CastRecovery) != 0)
{
list.Add(1060412, prop); // faster cast recovery ~1_val~
}
if ((prop = Attributes.CastSpeed) != 0)
{
list.Add(1060413, prop); // faster casting ~1_val~
}
if ((prop = Attributes.AttackChance) != 0)
{
list.Add(1060415, prop); // hit chance increase ~1_val~%
}
if ((prop = Attributes.BonusHits) != 0)
{
list.Add(1060431, prop); // hit point increase ~1_val~
}
if ((prop = Attributes.BonusInt) != 0)
{
list.Add(1060432, prop); // intelligence bonus ~1_val~
}
if ((prop = Attributes.LowerManaCost) != 0)
{
list.Add(1060433, prop); // lower mana cost ~1_val~%
}
if ((prop = Attributes.LowerRegCost) != 0)
{
list.Add(1060434, prop); // lower reagent cost ~1_val~%
}
if ((prop = Attributes.Luck) != 0)
{
list.Add(1060436, prop); // luck ~1_val~
}
if ((prop = Attributes.BonusMana) != 0)
{
list.Add(1060439, prop); // mana increase ~1_val~
}
if ((prop = Attributes.RegenMana) != 0)
{
list.Add(1060440, prop); // mana regeneration ~1_val~
}
if (Attributes.NightSight != 0)
{
list.Add(1060441); // night sight
}
if ((prop = Attributes.ReflectPhysical) != 0)
{
list.Add(1060442, prop); // reflect physical damage ~1_val~%
}
if ((prop = Attributes.RegenStam) != 0)
{
list.Add(1060443, prop); // stamina regeneration ~1_val~
}
if ((prop = Attributes.RegenHits) != 0)
{
list.Add(1060444, prop); // hit point regeneration ~1_val~
}
if (Attributes.SpellChanneling != 0)
{
list.Add(1060482); // spell channeling
}
if ((prop = Attributes.SpellDamage) != 0)
{
list.Add(1060483, prop); // spell damage increase ~1_val~%
}
if ((prop = Attributes.BonusStam) != 0)
{
list.Add(1060484, prop); // stamina increase ~1_val~
}
if ((prop = Attributes.BonusStr) != 0)
{
list.Add(1060485, prop); // strength bonus ~1_val~
}
if ((prop = Attributes.WeaponSpeed) != 0)
{
list.Add(1060486, prop); // swing speed increase ~1_val~%
}
if (Core.ML && (prop = Attributes.IncreasedKarmaLoss) != 0)
{
list.Add(1075210, prop); // Increased Karma Loss ~1val~%
}
Attributes.GetProperties(list);
if (_maxCharges > 0)
{

View file

@ -2998,115 +2998,7 @@ public abstract partial class BaseWeapon
list.Add(1072792); // Balanced
}
if (WeaponAttributes.UseBestSkill != 0)
{
list.Add(1060400); // use best weapon skill
}
if ((prop = GetDamageBonus() + Attributes.WeaponDamage) != 0)
{
list.Add(1060401, prop); // damage increase ~1_val~%
}
if ((prop = Attributes.DefendChance) != 0)
{
list.Add(1060408, prop); // defense chance increase ~1_val~%
}
if ((prop = Attributes.EnhancePotions) != 0)
{
list.Add(1060411, prop); // enhance potions ~1_val~%
}
if ((prop = Attributes.CastRecovery) != 0)
{
list.Add(1060412, prop); // faster cast recovery ~1_val~
}
if ((prop = Attributes.CastSpeed) != 0)
{
list.Add(1060413, prop); // faster casting ~1_val~
}
if ((prop = GetHitChanceBonus() + Attributes.AttackChance) != 0)
{
list.Add(1060415, prop); // hit chance increase ~1_val~%
}
if ((prop = WeaponAttributes.HitColdArea) != 0)
{
list.Add(1060416, prop); // hit cold area ~1_val~%
}
if ((prop = WeaponAttributes.HitDispel) != 0)
{
list.Add(1060417, prop); // hit dispel ~1_val~%
}
if ((prop = WeaponAttributes.HitEnergyArea) != 0)
{
list.Add(1060418, prop); // hit energy area ~1_val~%
}
if ((prop = WeaponAttributes.HitFireArea) != 0)
{
list.Add(1060419, prop); // hit fire area ~1_val~%
}
if ((prop = WeaponAttributes.HitFireball) != 0)
{
list.Add(1060420, prop); // hit fireball ~1_val~%
}
if ((prop = WeaponAttributes.HitHarm) != 0)
{
list.Add(1060421, prop); // hit harm ~1_val~%
}
if ((prop = WeaponAttributes.HitLeechHits) != 0)
{
list.Add(1060422, prop); // hit life leech ~1_val~%
}
if ((prop = WeaponAttributes.HitLightning) != 0)
{
list.Add(1060423, prop); // hit lightning ~1_val~%
}
if ((prop = WeaponAttributes.HitLowerAttack) != 0)
{
list.Add(1060424, prop); // hit lower attack ~1_val~%
}
if ((prop = WeaponAttributes.HitLowerDefend) != 0)
{
list.Add(1060425, prop); // hit lower defense ~1_val~%
}
if ((prop = WeaponAttributes.HitMagicArrow) != 0)
{
list.Add(1060426, prop); // hit magic arrow ~1_val~%
}
if ((prop = WeaponAttributes.HitLeechMana) != 0)
{
list.Add(1060427, prop); // hit mana leech ~1_val~%
}
if ((prop = WeaponAttributes.HitPhysicalArea) != 0)
{
list.Add(1060428, prop); // hit physical area ~1_val~%
}
if ((prop = WeaponAttributes.HitPoisonArea) != 0)
{
list.Add(1060429, prop); // hit poison area ~1_val~%
}
if ((prop = WeaponAttributes.HitLeechStam) != 0)
{
list.Add(1060430, prop); // hit stamina leech ~1_val~%
}
WeaponAttributes.GetProperties(list);
if (ImmolatingWeaponSpell.IsImmolating(this))
{
@ -3118,109 +3010,17 @@ public abstract partial class BaseWeapon
list.Add(1072793, prop); // Velocity ~1_val~%
}
if ((prop = Attributes.BonusDex) != 0)
{
list.Add(1060409, prop); // dexterity bonus ~1_val~
}
Attributes.GetProperties(
list,
damageBonus: GetDamageBonus(),
hitChanceBonus: GetHitChanceBonus(),
luckBonus: GetLuckBonus()
);
if ((prop = Attributes.BonusHits) != 0)
var lowerStatReq = GetLowerStatReq();
if (lowerStatReq != 0)
{
list.Add(1060431, prop); // hit point increase ~1_val~
}
if ((prop = Attributes.BonusInt) != 0)
{
list.Add(1060432, prop); // intelligence bonus ~1_val~
}
if ((prop = Attributes.LowerManaCost) != 0)
{
list.Add(1060433, prop); // lower mana cost ~1_val~%
}
if ((prop = Attributes.LowerRegCost) != 0)
{
list.Add(1060434, prop); // lower reagent cost ~1_val~%
}
if ((prop = GetLowerStatReq()) != 0)
{
list.Add(1060435, prop); // lower requirements ~1_val~%
}
if ((prop = GetLuckBonus() + Attributes.Luck) != 0)
{
list.Add(1060436, prop); // luck ~1_val~
}
if ((prop = WeaponAttributes.MageWeapon) != 0)
{
list.Add(1060438, 30 - prop); // mage weapon -~1_val~ skill
}
if ((prop = Attributes.BonusMana) != 0)
{
list.Add(1060439, prop); // mana increase ~1_val~
}
if ((prop = Attributes.RegenMana) != 0)
{
list.Add(1060440, prop); // mana regeneration ~1_val~
}
if (Attributes.NightSight != 0)
{
list.Add(1060441); // night sight
}
if ((prop = Attributes.ReflectPhysical) != 0)
{
list.Add(1060442, prop); // reflect physical damage ~1_val~%
}
if ((prop = Attributes.RegenStam) != 0)
{
list.Add(1060443, prop); // stamina regeneration ~1_val~
}
if ((prop = Attributes.RegenHits) != 0)
{
list.Add(1060444, prop); // hit point regeneration ~1_val~
}
if ((prop = WeaponAttributes.SelfRepair) != 0)
{
list.Add(1060450, prop); // self repair ~1_val~
}
if (Attributes.SpellChanneling != 0)
{
list.Add(1060482); // spell channeling
}
if ((prop = Attributes.SpellDamage) != 0)
{
list.Add(1060483, prop); // spell damage increase ~1_val~%
}
if ((prop = Attributes.BonusStam) != 0)
{
list.Add(1060484, prop); // stamina increase ~1_val~
}
if ((prop = Attributes.BonusStr) != 0)
{
list.Add(1060485, prop); // strength bonus ~1_val~
}
if ((prop = Attributes.WeaponSpeed) != 0)
{
list.Add(1060486, prop); // swing speed increase ~1_val~%
}
if (Core.ML && (prop = Attributes.IncreasedKarmaLoss) != 0)
{
list.Add(1075210, prop); // Increased Karma Loss ~1val~%
list.Add(1060435, lowerStatReq); // lower requirements ~1_val~%
}
GetDamageTypes(
@ -3239,16 +3039,16 @@ public abstract partial class BaseWeapon
list.Add(1060403, phys); // physical damage ~1_val~%
}
if (fire != 0)
{
list.Add(1060405, fire); // fire damage ~1_val~%
}
if (cold != 0)
{
list.Add(1060404, cold); // cold damage ~1_val~%
}
if (fire != 0)
{
list.Add(1060405, fire); // fire damage ~1_val~%
}
if (pois != 0)
{
list.Add(1060406, pois); // poison damage ~1_val~%
@ -3325,6 +3125,11 @@ public abstract partial class BaseWeapon
list.Add(1061175); // skill required: archery
break;
}
case SkillName.Throwing:
{
list.Add(1112075); // skill required: throwing
break;
}
}
}

View file

@ -493,6 +493,131 @@ namespace Server
set => this[AosAttribute.IncreasedKarmaLoss] = value;
}
public void GetProperties(IPropertyList list, int damageBonus = 0, int hitChanceBonus = 0, int luckBonus = 0)
{
int prop;
if ((prop = WeaponDamage + damageBonus) != 0)
{
list.Add(1060401, prop); // damage increase ~1_val~%
}
if ((prop = DefendChance) != 0)
{
list.Add(1060408, prop); // defense chance increase ~1_val~%
}
if ((prop = BonusDex) != 0)
{
list.Add(1060409, prop); // dexterity bonus ~1_val~
}
if ((prop = EnhancePotions) != 0)
{
list.Add(1060411, prop); // enhance potions ~1_val~%
}
if ((prop = CastRecovery) != 0)
{
list.Add(1060412, prop); // faster cast recovery ~1_val~
}
if ((prop = CastSpeed) != 0)
{
list.Add(1060413, prop); // faster casting ~1_val~
}
if ((prop = AttackChance + hitChanceBonus) != 0)
{
list.Add(1060415, prop); // hit chance increase ~1_val~%
}
if ((prop = BonusHits) != 0)
{
list.Add(1060431, prop); // hit point increase ~1_val~
}
if ((prop = BonusInt) != 0)
{
list.Add(1060432, prop); // intelligence bonus ~1_val~
}
if ((prop = LowerManaCost) != 0)
{
list.Add(1060433, prop); // lower mana cost ~1_val~%
}
if ((prop = LowerRegCost) != 0)
{
list.Add(1060434, prop); // lower reagent cost ~1_val~%
}
if ((prop = Luck + luckBonus) != 0)
{
list.Add(1060436, prop); // luck ~1_val~
}
if ((prop = BonusMana) != 0)
{
list.Add(1060439, prop); // mana increase ~1_val~
}
if ((prop = RegenMana) != 0)
{
list.Add(1060440, prop); // mana regeneration ~1_val~
}
if (NightSight != 0)
{
list.Add(1060441); // night sight
}
if ((prop = ReflectPhysical) != 0)
{
list.Add(1060442, prop); // reflect physical damage ~1_val~%
}
if ((prop = RegenStam) != 0)
{
list.Add(1060443, prop); // stamina regeneration ~1_val~
}
if ((prop = RegenHits) != 0)
{
list.Add(1060444, prop); // hit point regeneration ~1_val~
}
if (SpellChanneling != 0)
{
list.Add(1060482); // spell channeling
}
if ((prop = SpellDamage) != 0)
{
list.Add(1060483, prop); // spell damage increase ~1_val~%
}
if ((prop = BonusStam) != 0)
{
list.Add(1060484, prop); // stamina increase ~1_val~
}
if ((prop = BonusStr) != 0)
{
list.Add(1060485, prop); // strength bonus ~1_val~
}
if ((prop = WeaponSpeed) != 0)
{
list.Add(1060486, prop); // swing speed increase ~1_val~%
}
if (Core.ML && (prop = IncreasedKarmaLoss) != 0)
{
list.Add(1075210, prop); // Increased Karma Loss ~1val~%
}
}
public static int GetValue(Mobile m, AosAttribute attribute)
{
if (!Core.AOS)
@ -885,6 +1010,103 @@ namespace Server
return value;
}
// lowerStatReq is passed in because the weapon folds the resource's lower-requirements into
// GetLowerStatReq(); emitted in cliloc order (1060435) between the Hit* block and MageWeapon.
public void GetProperties(IPropertyList list)
{
int prop;
if (UseBestSkill != 0)
{
list.Add(1060400); // use best weapon skill
}
if ((prop = HitColdArea) != 0)
{
list.Add(1060416, prop); // hit cold area ~1_val~%
}
if ((prop = HitDispel) != 0)
{
list.Add(1060417, prop); // hit dispel ~1_val~%
}
if ((prop = HitEnergyArea) != 0)
{
list.Add(1060418, prop); // hit energy area ~1_val~%
}
if ((prop = HitFireArea) != 0)
{
list.Add(1060419, prop); // hit fire area ~1_val~%
}
if ((prop = HitFireball) != 0)
{
list.Add(1060420, prop); // hit fireball ~1_val~%
}
if ((prop = HitHarm) != 0)
{
list.Add(1060421, prop); // hit harm ~1_val~%
}
if ((prop = HitLeechHits) != 0)
{
list.Add(1060422, prop); // hit life leech ~1_val~%
}
if ((prop = HitLightning) != 0)
{
list.Add(1060423, prop); // hit lightning ~1_val~%
}
if ((prop = HitLowerAttack) != 0)
{
list.Add(1060424, prop); // hit lower attack ~1_val~%
}
if ((prop = HitLowerDefend) != 0)
{
list.Add(1060425, prop); // hit lower defense ~1_val~%
}
if ((prop = HitMagicArrow) != 0)
{
list.Add(1060426, prop); // hit magic arrow ~1_val~%
}
if ((prop = HitLeechMana) != 0)
{
list.Add(1060427, prop); // hit mana leech ~1_val~%
}
if ((prop = HitPhysicalArea) != 0)
{
list.Add(1060428, prop); // hit physical area ~1_val~%
}
if ((prop = HitPoisonArea) != 0)
{
list.Add(1060429, prop); // hit poison area ~1_val~%
}
if ((prop = HitLeechStam) != 0)
{
list.Add(1060430, prop); // hit stamina leech ~1_val~%
}
if ((prop = MageWeapon) != 0)
{
list.Add(1060438, 30 - prop); // mage weapon -~1_val~ skill
}
if ((prop = SelfRepair) != 0)
{
list.Add(1060450, prop); // self repair ~1_val~
}
}
public override string ToString() => "...";
}
@ -978,6 +1200,24 @@ namespace Server
return value;
}
// lowerStatReq is passed in because consumers compute it differently: armor folds in the
// resource's ArmorLowerRequirements via GetLowerStatReq(), clothing reads it raw. Emitted in
// cliloc order (1060435) ahead of MageArmor/SelfRepair.
public void GetProperties(IPropertyList list)
{
int prop;
if (MageArmor != 0)
{
list.Add(1060437); // mage armor
}
if ((prop = SelfRepair) != 0)
{
list.Add(1060450, prop); // self repair ~1_val~
}
}
public override string ToString() => "...";
}