* Adds save flag support (see `ElvenGlasses` for an example) * Updates AOSAttributes so they are code genned * Fixes embedded object support by adding an `IRawSerializable` * Fixes various inconsistencies in serializing with codegen
128 lines
4.2 KiB
C#
128 lines
4.2 KiB
C#
namespace Server.Items
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{
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[Serializable(0, false)]
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public partial class ElvenGlasses : BaseArmor
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{
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[Constructible]
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public ElvenGlasses() : base(0x2FB8)
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{
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Weight = 2;
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_weaponAttributes = new AosWeaponAttributes(this);
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}
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public override int LabelNumber => 1032216; // elven glasses
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public override int BasePhysicalResistance => 2;
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public override int BaseFireResistance => 4;
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public override int BaseColdResistance => 4;
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public override int BasePoisonResistance => 3;
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public override int BaseEnergyResistance => 2;
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public override int InitMinHits => 36;
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public override int InitMaxHits => 48;
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public override int AosStrReq => 45;
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public override int OldStrReq => 40;
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public override int ArmorBase => 30;
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public override ArmorMaterialType MaterialType => ArmorMaterialType.Leather;
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public override CraftResource DefaultResource => CraftResource.RegularLeather;
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public override ArmorMeditationAllowance DefMedAllowance => ArmorMeditationAllowance.All;
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[SerializableField(0, setter: "private")]
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[SerializableFieldAttr("[CommandProperty(AccessLevel.GameMaster, canModify: true)]")]
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public AosWeaponAttributes _weaponAttributes;
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[SerializableFieldSaveFlag(0)]
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private bool ShouldSerializeWeaponAttributes() => !_weaponAttributes.IsEmpty;
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[AfterDeserialization]
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private void AfterDeserialization()
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{
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_weaponAttributes ??= new AosWeaponAttributes(this);
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}
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public override void AppendChildNameProperties(ObjectPropertyList list)
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{
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base.AppendChildNameProperties(list);
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int prop;
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if ((prop = _weaponAttributes.HitColdArea) != 0)
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{
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list.Add(1060416, prop.ToString()); // hit cold area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitDispel) != 0)
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{
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list.Add(1060417, prop.ToString()); // hit dispel ~1_val~%
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}
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if ((prop = _weaponAttributes.HitEnergyArea) != 0)
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{
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list.Add(1060418, prop.ToString()); // hit energy area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitFireArea) != 0)
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{
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list.Add(1060419, prop.ToString()); // hit fire area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitFireball) != 0)
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{
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list.Add(1060420, prop.ToString()); // hit fireball ~1_val~%
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}
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if ((prop = _weaponAttributes.HitHarm) != 0)
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{
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list.Add(1060421, prop.ToString()); // hit harm ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLeechHits) != 0)
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{
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list.Add(1060422, prop.ToString()); // hit life leech ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLightning) != 0)
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{
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list.Add(1060423, prop.ToString()); // hit lightning ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLowerAttack) != 0)
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{
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list.Add(1060424, prop.ToString()); // hit lower attack ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLowerDefend) != 0)
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{
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list.Add(1060425, prop.ToString()); // hit lower defense ~1_val~%
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}
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if ((prop = _weaponAttributes.HitMagicArrow) != 0)
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{
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list.Add(1060426, prop.ToString()); // hit magic arrow ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLeechMana) != 0)
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{
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list.Add(1060427, prop.ToString()); // hit mana leech ~1_val~%
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}
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if ((prop = _weaponAttributes.HitPhysicalArea) != 0)
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{
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list.Add(1060428, prop.ToString()); // hit physical area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitPoisonArea) != 0)
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{
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list.Add(1060429, prop.ToString()); // hit poison area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLeechStam) != 0)
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{
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list.Add(1060430, prop.ToString()); // hit stamina leech ~1_val~%
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}
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}
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}
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}
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