## MAJOR CHANGE Added a champion title system to facilitate the existing champion titles. This should make it easier to extend or create other related game content. Champion titles will be saved in a folder called _ChampionTitles_. ### Motivation The motivation to refactor was two-folder, but mostly related to performance in two ways. First, every player had a ChampionTitleInfo object with an array of ChamptionTitleInfo. We want to eliminate the need for this information unless a player actually uses it. This should save a considerable amount of memory. Second, to facilitate the atrophy mechanic, the champion titles would run atrophy post-world save, adding to the time that the server is frozen. Eliminating this post-world save side effect unlocks our ability to further optimize the world save process since there are no direct side effects. ### Bugs fixed - [X] Fixed titles getting cut off on the paperdoll - [X] Fixed champion title not displaying overhead (OPL) ### Screenshots <img width="216" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/8916f895-8d68-4fb0-892e-108a0c43be90">
53 lines
2 KiB
C#
Executable file
53 lines
2 KiB
C#
Executable file
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2022 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: ChampionSkull.cs *
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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 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using ModernUO.Serialization;
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using Server.Engines.CannedEvil;
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namespace Server.Items;
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[SerializationGenerator(2, false)]
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public partial class ChampionSkull : Item
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{
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[InvalidateProperties]
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private ChampionSkullType _type;
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public override int LabelNumber => 1049479 + (int)_type;
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[Constructible]
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public ChampionSkull(ChampionSkullType type) : base(0x1AE1)
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{
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_type = type;
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LootType = LootType.Cursed;
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// TODO: All hue values
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Hue = type switch
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{
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ChampionSkullType.Power => 0x159,
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ChampionSkullType.Venom => 0x172,
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ChampionSkullType.Greed => 0x1EE,
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ChampionSkullType.Death => 0x025,
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ChampionSkullType.Pain => 0x035,
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_ => Hue
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};
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}
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private void Deserialize(IGenericReader reader, int version)
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{
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_type = (ChampionSkullType)reader.ReadInt();
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}
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}
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