namespace Server.Items { [Serializable(0, false)] public partial class ElvenGlasses : BaseArmor { [Constructible] public ElvenGlasses() : base(0x2FB8) { Weight = 2; _weaponAttributes = new AosWeaponAttributes(this); } 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; [SerializableField(0, setter: "private")] [SerializableFieldAttr("[CommandProperty(AccessLevel.GameMaster, canModify: true)]")] public AosWeaponAttributes _weaponAttributes; [SerializableFieldSaveFlag(0)] private bool ShouldSerializeWeaponAttributes() => !_weaponAttributes.IsEmpty; [AfterDeserialization] private void AfterDeserialization() { _weaponAttributes ??= new AosWeaponAttributes(this); } public override void AppendChildNameProperties(ObjectPropertyList list) { base.AppendChildNameProperties(list); int prop; if ((prop = _weaponAttributes.HitColdArea) != 0) { list.Add(1060416, prop.ToString()); // hit cold area ~1_val~% } if ((prop = _weaponAttributes.HitDispel) != 0) { list.Add(1060417, prop.ToString()); // hit dispel ~1_val~% } if ((prop = _weaponAttributes.HitEnergyArea) != 0) { list.Add(1060418, prop.ToString()); // hit energy area ~1_val~% } if ((prop = _weaponAttributes.HitFireArea) != 0) { list.Add(1060419, prop.ToString()); // hit fire area ~1_val~% } if ((prop = _weaponAttributes.HitFireball) != 0) { list.Add(1060420, prop.ToString()); // hit fireball ~1_val~% } if ((prop = _weaponAttributes.HitHarm) != 0) { list.Add(1060421, prop.ToString()); // hit harm ~1_val~% } if ((prop = _weaponAttributes.HitLeechHits) != 0) { list.Add(1060422, prop.ToString()); // hit life leech ~1_val~% } if ((prop = _weaponAttributes.HitLightning) != 0) { list.Add(1060423, prop.ToString()); // hit lightning ~1_val~% } if ((prop = _weaponAttributes.HitLowerAttack) != 0) { list.Add(1060424, prop.ToString()); // hit lower attack ~1_val~% } if ((prop = _weaponAttributes.HitLowerDefend) != 0) { list.Add(1060425, prop.ToString()); // hit lower defense ~1_val~% } if ((prop = _weaponAttributes.HitMagicArrow) != 0) { list.Add(1060426, prop.ToString()); // hit magic arrow ~1_val~% } if ((prop = _weaponAttributes.HitLeechMana) != 0) { list.Add(1060427, prop.ToString()); // hit mana leech ~1_val~% } if ((prop = _weaponAttributes.HitPhysicalArea) != 0) { list.Add(1060428, prop.ToString()); // hit physical area ~1_val~% } if ((prop = _weaponAttributes.HitPoisonArea) != 0) { list.Add(1060429, prop.ToString()); // hit poison area ~1_val~% } if ((prop = _weaponAttributes.HitLeechStam) != 0) { list.Add(1060430, prop.ToString()); // hit stamina leech ~1_val~% } } } }