namespace Server.Items { public class ElvenGlasses : BaseArmor { public override int LabelNumber => 1032216; // elven glasses public override int BasePhysicalResistance => 2; public override int BaseFireResistance => 4; public override int BaseColdResistance => 4; public override int BasePoisonResistance => 3; public override int BaseEnergyResistance => 2; public override int InitMinHits => 36; public override int InitMaxHits => 48; public override int AosStrReq => 45; public override int OldStrReq => 40; public override int ArmorBase => 30; public override ArmorMaterialType MaterialType => ArmorMaterialType.Leather; public override CraftResource DefaultResource => CraftResource.RegularLeather; public override ArmorMeditationAllowance DefMedAllowance => ArmorMeditationAllowance.All; private AosWeaponAttributes m_AosWeaponAttributes; [CommandProperty( AccessLevel.GameMaster )] public AosWeaponAttributes WeaponAttributes { get => m_AosWeaponAttributes; set{} } [Constructible] public ElvenGlasses() : base( 0x2FB8 ) { Weight = 2; m_AosWeaponAttributes = new AosWeaponAttributes( this ); } public ElvenGlasses( Serial serial ) : base( serial ) { } public override void AppendChildNameProperties( ObjectPropertyList list ) { base.AppendChildNameProperties( list ); int prop; if ( (prop = m_AosWeaponAttributes.HitColdArea) != 0 ) list.Add( 1060416, prop.ToString() ); // hit cold area ~1_val~% if ( (prop = m_AosWeaponAttributes.HitDispel) != 0 ) list.Add( 1060417, prop.ToString() ); // hit dispel ~1_val~% if ( (prop = m_AosWeaponAttributes.HitEnergyArea) != 0 ) list.Add( 1060418, prop.ToString() ); // hit energy area ~1_val~% if ( (prop = m_AosWeaponAttributes.HitFireArea) != 0 ) list.Add( 1060419, prop.ToString() ); // hit fire area ~1_val~% if ( (prop = m_AosWeaponAttributes.HitFireball) != 0 ) list.Add( 1060420, prop.ToString() ); // hit fireball ~1_val~% if ( (prop = m_AosWeaponAttributes.HitHarm) != 0 ) list.Add( 1060421, prop.ToString() ); // hit harm ~1_val~% if ( (prop = m_AosWeaponAttributes.HitLeechHits) != 0 ) list.Add( 1060422, prop.ToString() ); // hit life leech ~1_val~% if ( (prop = m_AosWeaponAttributes.HitLightning) != 0 ) list.Add( 1060423, prop.ToString() ); // hit lightning ~1_val~% if ( (prop = m_AosWeaponAttributes.HitLowerAttack) != 0 ) list.Add( 1060424, prop.ToString() ); // hit lower attack ~1_val~% if ( (prop = m_AosWeaponAttributes.HitLowerDefend) != 0 ) list.Add( 1060425, prop.ToString() ); // hit lower defense ~1_val~% if ( (prop = m_AosWeaponAttributes.HitMagicArrow) != 0 ) list.Add( 1060426, prop.ToString() ); // hit magic arrow ~1_val~% if ( (prop = m_AosWeaponAttributes.HitLeechMana) != 0 ) list.Add( 1060427, prop.ToString() ); // hit mana leech ~1_val~% if ( (prop = m_AosWeaponAttributes.HitPhysicalArea) != 0 ) list.Add( 1060428, prop.ToString() ); // hit physical area ~1_val~% if ( (prop = m_AosWeaponAttributes.HitPoisonArea) != 0 ) list.Add( 1060429, prop.ToString() ); // hit poison area ~1_val~% if ( (prop = m_AosWeaponAttributes.HitLeechStam) != 0 ) list.Add( 1060430, prop.ToString() ); // hit stamina leech ~1_val~% } private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf ) { if ( setIf ) flags |= toSet; } private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet ) { return ( (flags & toGet) != 0 ); } private enum SaveFlag { None = 0x00000000, WeaponAttributes = 0x00000001, } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version SaveFlag flags = SaveFlag.None; SetSaveFlag( ref flags, SaveFlag.WeaponAttributes, !m_AosWeaponAttributes.IsEmpty ); writer.Write( (int) flags ); if ( GetSaveFlag( flags, SaveFlag.WeaponAttributes ) ) m_AosWeaponAttributes.Serialize( writer ); } public override void Deserialize(GenericReader reader) { base.Deserialize( reader ); int version = reader.ReadInt(); SaveFlag flags = (SaveFlag) reader.ReadInt(); if ( GetSaveFlag( flags, SaveFlag.WeaponAttributes ) ) m_AosWeaponAttributes = new AosWeaponAttributes( this, reader ); else m_AosWeaponAttributes = new AosWeaponAttributes( this ); } } }