ModernUO/Projects/UOContent/Items/Armor/Glasses/ElvenGlasses.cs
Kamron Batman b74b47159f
fix: Fixes localization corner cases with OPL (#1050)
## Changes
- [X] Adds OPL convenience methods
    - `opl.Add(cliloc, value)` and `opl.Add(value)` - value as an integer or string works just like `opl.Add(cliloc, $"{value}")`
    - `opl.AddLocalized(cliloc, clilocValue)` - works the same as `opl.Add(cliloc, $"#{clilocValue}");`
- [X] Simplifies basic `list.Add()` situations
- [X] Changes cliloc as an argument so it works with custom IPropertyList implementations (HTML)
- [X] Fixes plants so they support the old localization and new (changed in 7.0.12.0+)
- [X] Exposes more methods to override for Item to make creating custom OPL possible.

## Important Notes
* Using a ternary as an argument, like this `opl.Add(number, showType ? $"{type}\t{value}" : $"{value}");` _will not use the correct string interpolation_. This means if you use a custom PropertyList (for HTML or some other purpose), the property list won't be localized properly.
* All localization values must be interpolated, even if they are literal strings, or integers. Example: `opl.Add(number, $"{"Charges"}\t{m_Charges}");` is correct. Using the following: `$"Charges\t{m_Charges}"` will not work for custom PropertyList implementations!
2022-06-12 21:17:42 -07:00

127 lines
4.1 KiB
C#

using ModernUO.Serialization;
namespace Server.Items
{
[SerializationGenerator(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;
[SerializableFieldDefault(0)]
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~%
}
}
}
}