ModernUO/Projects/Scripts/Items/Armor/Glasses/ElvenGlasses.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

135 lines
4.4 KiB
C#

using System;
namespace Server.Items
{
public class ElvenGlasses : BaseArmor
{
[Constructible]
public ElvenGlasses() : base(0x2FB8)
{
Weight = 2;
WeaponAttributes = new AosWeaponAttributes(this);
}
public ElvenGlasses(Serial serial) : base(serial)
{
}
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;
[CommandProperty(AccessLevel.GameMaster)]
public AosWeaponAttributes WeaponAttributes{ get; private set; }
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~%
}
private static void SetSaveFlag(ref SaveFlag flags, SaveFlag toSet, bool setIf)
{
if (setIf)
flags |= toSet;
}
private static bool GetSaveFlag(SaveFlag flags, SaveFlag toGet) => (flags & toGet) != 0;
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
SaveFlag flags = SaveFlag.None;
SetSaveFlag(ref flags, SaveFlag.WeaponAttributes, !WeaponAttributes.IsEmpty);
writer.Write((int)flags);
if (GetSaveFlag(flags, SaveFlag.WeaponAttributes))
WeaponAttributes.Serialize(writer);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
SaveFlag flags = (SaveFlag)reader.ReadInt();
WeaponAttributes = GetSaveFlag(flags, SaveFlag.WeaponAttributes) ? new AosWeaponAttributes(this, reader) : new AosWeaponAttributes(this);
}
[Flags]
private enum SaveFlag
{
None = 0x00000000,
WeaponAttributes = 0x00000001
}
}
}