public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
/*
if (OwnerName != null)
{
list.Add(1153213, OwnerName);
}
#region Stygian Abyss
if (IsImbued == true)
list.Add(1080418); // (Imbued)
if (m_GorgonLenseCharges > 0)
list.Add(1112590, m_GorgonLenseCharges.ToString()); //Gorgon Lens Charges: ~1_val~
#endregion
if (this.m_Crafter != null)
list.Add(1050043, m_Crafter.TitleName); // crafted by ~1_NAME~
if (m_Altered)
list.Add(1111880); // Altered
#region Factions
if (this.m_FactionState != null)
list.Add(1041350); // faction item
#endregion
#region Mondain's Legacy Sets
if (this.IsSetItem)
{
if (this.MixedSet)
list.Add(1073491, this.Pieces.ToString()); // Part of a Weapon/Armor Set (~1_val~ pieces)
else
list.Add(1072376, this.Pieces.ToString()); // Part of an Armor Set (~1_val~ pieces)
if (SetID == SetItem.Bestial)
list.Add(1151541, BestialSetHelper.GetTotalBerserk(this).ToString()); // Berserk ~1_VAL~
if (this.BardMasteryBonus)
list.Add(1151553); // Activate: Bard Mastery Bonus x2<br>(Effect: 1 min. Cooldown: 30 min.)
if (this.m_SetEquipped)
{
if (this.MixedSet)
list.Add(1073492); // Full Weapon/Armor Set Present
else
list.Add(1072377); // Full Armor Set Present
this.GetSetProperties(list);
}
}
#endregion
if (this.m_Quality == ClothingQuality.Exceptional)
list.Add(1060636); // exceptional
if (this.RequiredRace == Race.Elf)
list.Add(1075086); // Elves Only
#region Stygian Abyss
else if (this.RequiredRace == Race.Gargoyle)
list.Add(1111709); // Gargoyles Only
#endregion
if (m_NegativeAttributes != null)
m_NegativeAttributes.GetProperties(list, this);
if (this.m_AosSkillBonuses != null)
this.m_AosSkillBonuses.GetProperties(list);
int prop;
if ((prop = this.ArtifactRarity) > 0)
list.Add(1061078, prop.ToString()); // artifact rarity ~1_val~
if ((prop = this.m_AosAttributes.WeaponDamage) != 0)
list.Add(1060401, prop.ToString()); // damage increase ~1_val~%
if ((prop = this.m_AosAttributes.DefendChance) != 0)
list.Add(1060408, prop.ToString()); // defense chance increase ~1_val~%
if ((prop = this.m_AosAttributes.BonusDex) != 0)
list.Add(1060409, prop.ToString()); // dexterity bonus ~1_val~
if ((prop = this.m_AosAttributes.EnhancePotions) != 0)
list.Add(1060411, prop.ToString()); // enhance potions ~1_val~%
if ((prop = this.m_AosAttributes.CastRecovery) != 0)
list.Add(1060412, prop.ToString()); // faster cast recovery ~1_val~
if ((prop = this.m_AosAttributes.CastSpeed) != 0)
list.Add(1060413, prop.ToString()); // faster casting ~1_val~
if ((prop = this.m_AosAttributes.AttackChance) != 0)
list.Add(1060415, prop.ToString()); // hit chance increase ~1_val~%
if ((prop = this.m_AosAttributes.BonusHits) != 0)
list.Add(1060431, prop.ToString()); // hit point increase ~1_val~
if ((prop = this.m_AosAttributes.BonusInt) != 0)
list.Add(1060432, prop.ToString()); // intelligence bonus ~1_val~
if ((prop = this.m_AosAttributes.LowerManaCost) != 0)
list.Add(1060433, prop.ToString()); // lower mana cost ~1_val~%
if ((prop = this.m_AosAttributes.LowerRegCost) != 0)
list.Add(1060434, prop.ToString()); // lower reagent cost ~1_val~%
if ((prop = this.m_AosClothingAttributes.LowerStatReq) != 0)
list.Add(1060435, prop.ToString()); // lower requirements ~1_val~%
if ((prop = this.m_AosAttributes.Luck) != 0)
list.Add(1060436, prop.ToString()); // luck ~1_val~
if ((prop = this.m_AosClothingAttributes.MageArmor) != 0)
list.Add(1060437); // mage armor
if ((prop = this.m_AosAttributes.BonusMana) != 0)
list.Add(1060439, prop.ToString()); // mana increase ~1_val~
if ((prop = this.m_AosAttributes.RegenMana) != 0)
list.Add(1060440, prop.ToString()); // mana regeneration ~1_val~
if ((prop = this.m_AosAttributes.NightSight) != 0)
list.Add(1060441); // night sight
if ((prop = this.m_AosAttributes.ReflectPhysical) != 0)
list.Add(1060442, prop.ToString()); // reflect physical damage ~1_val~%
if ((prop = this.m_AosAttributes.RegenStam) != 0)
list.Add(1060443, prop.ToString()); // stamina regeneration ~1_val~
if ((prop = this.m_AosAttributes.RegenHits) != 0)
list.Add(1060444, prop.ToString()); // hit point regeneration ~1_val~
if ((prop = this.m_AosClothingAttributes.SelfRepair) != 0)
list.Add(1060450, prop.ToString()); // self repair ~1_val~
if ((prop = this.m_AosAttributes.SpellChanneling) != 0)
list.Add(1060482); // spell channeling
if ((prop = this.m_AosAttributes.SpellDamage) != 0)
list.Add(1060483, prop.ToString()); // spell damage increase ~1_val~%
if ((prop = this.m_AosAttributes.BonusStam) != 0)
list.Add(1060484, prop.ToString()); // stamina increase ~1_val~
if ((prop = this.m_AosAttributes.BonusStr) != 0)
list.Add(1060485, prop.ToString()); // strength bonus ~1_val~
if ((prop = this.m_AosAttributes.WeaponSpeed) != 0)
list.Add(1060486, prop.ToString()); // swing speed increase ~1_val~%
if (Core.ML && (prop = this.m_AosAttributes.IncreasedKarmaLoss) != 0)
list.Add(1075210, prop.ToString()); // Increased Karma Loss ~1val~%
#region SA
if ((prop = this.m_SAAbsorptionAttributes.CastingFocus) != 0)
list.Add(1113696, prop.ToString()); // Casting Focus ~1_val~%
if ((prop = this.m_SAAbsorptionAttributes.EaterFire) != 0)
list.Add(1113593, prop.ToString()); // Fire Eater ~1_Val~%
if ((prop = this.m_SAAbsorptionAttributes.EaterCold) != 0)
list.Add(1113594, prop.ToString()); // Cold Eater ~1_Val~%
if ((prop = this.m_SAAbsorptionAttributes.EaterPoison) != 0)
list.Add(1113595, prop.ToString()); // Poison Eater ~1_Val~%
if ((prop = this.m_SAAbsorptionAttributes.EaterEnergy) != 0)
list.Add(1113596, prop.ToString()); // Energy Eater ~1_Val~%
if ((prop = this.m_SAAbsorptionAttributes.EaterKinetic) != 0)
list.Add(1113597, prop.ToString()); // Kinetic Eater ~1_Val~%
if ((prop = this.m_SAAbsorptionAttributes.EaterDamage) != 0)
list.Add(1113598, prop.ToString()); // Damage Eater ~1_Val~%
if ((prop = this.m_SAAbsorptionAttributes.ResonanceFire) != 0)
list.Add(1113691, prop.ToString()); // Fire Resonance ~1_val~%
if ((prop = this.m_SAAbsorptionAttributes.ResonanceCold) != 0)
list.Add(1113692, prop.ToString()); // Cold Resonance ~1_val~%
if ((prop = this.m_SAAbsorptionAttributes.ResonancePoison) != 0)
list.Add(1113693, prop.ToString()); // Poison Resonance ~1_val~%
if ((prop = this.m_SAAbsorptionAttributes.ResonanceEnergy) != 0)
list.Add(1113694, prop.ToString()); // Energy Resonance ~1_val~%
if ((prop = this.m_SAAbsorptionAttributes.ResonanceKinetic) != 0)
list.Add(1113695, prop.ToString()); // Kinetic Resonance ~1_val~%
#endregion
base.AddResistanceProperties(list);
if ((prop = this.m_AosClothingAttributes.DurabilityBonus) > 0)
list.Add(1060410, prop.ToString()); // durability ~1_val~%
if ((prop = this.ComputeStatReq(StatType.Str)) > 0)
list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
if (this.m_HitPoints >= 0 && this.m_MaxHitPoints > 0)
list.Add(1060639, "{0}\t{1}", this.m_HitPoints, this.m_MaxHitPoints); // durability ~1_val~ / ~2_val~
#region Mondain's Legacy Sets
if (this.IsSetItem && !this.m_SetEquipped)
{
list.Add(1072378); // <br>Only when full set is present:
this.GetSetProperties(list);
}
#endregion
if (m_ItemPower != ItemPower.None)
{
if (m_ItemPower <= ItemPower.LegendaryArtifact)
list.Add(1151488 + ((int)m_ItemPower - 1));
else
list.Add(1152281 + ((int)m_ItemPower - 9));
}
*/
}