ModernUO/Projects/UOContent/Items/Armor/Glasses/ElvenGlasses.cs
Kamron Batman 866bc90d24
refactor: convert order-based linkage to v4 field-side declarations
[SerializableFieldSaveFlag]/[SerializableFieldDefault] become [SaveFlag(...)]
on the field; [SerializableFieldChanged] becomes the fieldChanged: argument of
[SerializableField]. 175 conversions across 25 files, all wire-neutral - the
migration schemas are untouched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 17:46:01 -07:00

124 lines
4.1 KiB
C#

using ModernUO.Serialization;
namespace Server.Items
{
[SerializationGenerator(0, false)]
public partial class ElvenGlasses : BaseArmor
{
[Constructible]
public ElvenGlasses() : base(0x2FB8) => _weaponAttributes = new AosWeaponAttributes(this);
public override double DefaultWeight => 2.0;
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")]
[SaveFlag(nameof(ShouldSerializeWeaponAttributes), nameof(WeaponAttributesDefaultValue))]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
public AosWeaponAttributes _weaponAttributes;
private bool ShouldSerializeWeaponAttributes() => !_weaponAttributes.IsEmpty;
private AosWeaponAttributes WeaponAttributesDefaultValue() => new(this);
public override void AppendChildNameProperties(IPropertyList list)
{
base.AppendChildNameProperties(list);
int prop;
if ((prop = _weaponAttributes.HitColdArea) != 0)
{
list.Add(1060416, prop); // hit cold area ~1_val~%
}
if ((prop = _weaponAttributes.HitDispel) != 0)
{
list.Add(1060417, prop); // hit dispel ~1_val~%
}
if ((prop = _weaponAttributes.HitEnergyArea) != 0)
{
list.Add(1060418, prop); // hit energy area ~1_val~%
}
if ((prop = _weaponAttributes.HitFireArea) != 0)
{
list.Add(1060419, prop); // hit fire area ~1_val~%
}
if ((prop = _weaponAttributes.HitFireball) != 0)
{
list.Add(1060420, prop); // hit fireball ~1_val~%
}
if ((prop = _weaponAttributes.HitHarm) != 0)
{
list.Add(1060421, prop); // hit harm ~1_val~%
}
if ((prop = _weaponAttributes.HitLeechHits) != 0)
{
list.Add(1060422, prop); // hit life leech ~1_val~%
}
if ((prop = _weaponAttributes.HitLightning) != 0)
{
list.Add(1060423, prop); // hit lightning ~1_val~%
}
if ((prop = _weaponAttributes.HitLowerAttack) != 0)
{
list.Add(1060424, prop); // hit lower attack ~1_val~%
}
if ((prop = _weaponAttributes.HitLowerDefend) != 0)
{
list.Add(1060425, prop); // hit lower defense ~1_val~%
}
if ((prop = _weaponAttributes.HitMagicArrow) != 0)
{
list.Add(1060426, prop); // hit magic arrow ~1_val~%
}
if ((prop = _weaponAttributes.HitLeechMana) != 0)
{
list.Add(1060427, prop); // hit mana leech ~1_val~%
}
if ((prop = _weaponAttributes.HitPhysicalArea) != 0)
{
list.Add(1060428, prop); // hit physical area ~1_val~%
}
if ((prop = _weaponAttributes.HitPoisonArea) != 0)
{
list.Add(1060429, prop); // hit poison area ~1_val~%
}
if ((prop = _weaponAttributes.HitLeechStam) != 0)
{
list.Add(1060430, prop); // hit stamina leech ~1_val~%
}
}
}
}