public override void AddNameProperty(ObjectPropertyList list)
{
int oreType;
switch (m_Resource)
{
case CraftResource.DullCopper:
oreType = 1053108;
break; // dull copper
case CraftResource.ShadowIron:
oreType = 1053107;
break; // shadow iron
case CraftResource.Copper:
oreType = 1053106;
break; // copper
case CraftResource.Bronze:
oreType = 1053105;
break; // bronze
case CraftResource.Gold:
oreType = 1053104;
break; // golden
case CraftResource.Agapite:
oreType = 1053103;
break; // agapite
case CraftResource.Verite:
oreType = 1053102;
break; // verite
case CraftResource.Valorite:
oreType = 1053101;
break; // valorite
case CraftResource.SpinedLeather:
oreType = 1061118;
break; // spined
case CraftResource.HornedLeather:
oreType = 1061117;
break; // horned
case CraftResource.BarbedLeather:
oreType = 1061116;
break; // barbed
case CraftResource.RedScales:
oreType = 1060814;
break; // red
case CraftResource.YellowScales:
oreType = 1060818;
break; // yellow
case CraftResource.BlackScales:
oreType = 1060820;
break; // black
case CraftResource.GreenScales:
oreType = 1060819;
break; // green
case CraftResource.WhiteScales:
oreType = 1060821;
break; // white
case CraftResource.BlueScales:
oreType = 1060815;
break; // blue
#region Mondain's Legacy
case CraftResource.OakWood:
oreType = 1072533;
break; // oak
case CraftResource.AshWood:
oreType = 1072534;
break; // ash
case CraftResource.YewWood:
oreType = 1072535;
break; // yew
case CraftResource.Heartwood:
oreType = 1072536;
break; // heartwood
case CraftResource.Bloodwood:
oreType = 1072538;
break; // bloodwood
case CraftResource.Frostwood:
oreType = 1072539;
break; // frostwood
#endregion
default:
oreType = 0;
break;
}
/* if (m_ReforgedPrefix != ReforgedPrefix.None || m_ReforgedSuffix != ReforgedSuffix.None)
{
if (m_ReforgedPrefix != ReforgedPrefix.None)
{
int prefix = RunicReforging.GetPrefixName(m_ReforgedPrefix);
if (m_ReforgedSuffix == ReforgedSuffix.None)
list.Add(1151757, String.Format("#{0}\t{1}", prefix, GetNameString())); // ~1_PREFIX~ ~2_ITEM~
else
list.Add(1151756, String.Format("#{0}\t{1}\t#{2}", prefix, GetNameString(), RunicReforging.GetSuffixName(m_ReforgedSuffix))); // ~1_PREFIX~ ~2_ITEM~ of ~3_SUFFIX~
}
else if (m_ReforgedSuffix != ReforgedSuffix.None)
list.Add(1151758, String.Format("{0}\t#{1}", GetNameString(), RunicReforging.GetSuffixName(m_ReforgedSuffix))); // ~1_ITEM~ of ~2_SUFFIX~
}
if (oreType != 0)
{
list.Add(1053099, "#{0}\t{1}", oreType, GetNameString()); // ~1_oretype~ ~2_armortype~
} */
/*#region High Seas
if (m_SearingWeapon)
{
list.Add(1151318, String.Format("#{0}", LabelNumber));
}
#endregion*/
list.Add(GetNameString());
if (Name == null)
{
list.Add(LabelNumber);
}
else
{
//list.Add(1053099, "{0}", this.GetNameString());
list.Add(GetNameString());
//list.Add(1053099, "#{0}\t{1}", oreType, GetNameString()); // ~1_oretype~ ~2_armortype~
}
/*
* Want to move this to the engraving tool, let the non-harmful
* formatting show, and remove CLILOCs embedded: more like OSI
* did with the books that had markup, etc.
*
* This will have a negative effect on a few event things imgame
* as is.
*
* If we cant find a more OSI-ish way to clean it up, we can
* easily put this back, and use it in the deserialize
* method and engraving tool, to make it perm cleaned up.
if (!String.IsNullOrEmpty(m_EngravedText))
{
list.Add(1062613, m_EngravedText);
}
list.Add( 1062613, Utility.FixHtml( m_EngravedText ) ); */
}