📄 usableitem.cs
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using System;
namespace CO_Full_Server
{
/// <summary>
/// Summary description for UsableItem.
/// </summary>
public class UsableItem : ItemBase
{
private ItemQuality m_Quality;
private int m_Composition;
/// <summary>
/// Hitpoints given by + neck items
/// </summary>
private int m_HitPoints;
private int m_Level;
private int m_MaxDurability;
private int m_Durability;
private int m_Frequency;
private int m_Attack;
private int m_Accuracy;
private int m_MAttack;
private int m_Defense;
private int m_MDefense;
private int m_MDefensePct;
private int m_Dodge;
private Gem m_Socket1 = null;
private Gem m_Socket2 = null;
public UsableItem(int UID, int Type) : base(UID, Type)
{
}
public override string ToString()
{
string Builder = "";
if(m_Composition > 0)
{
Builder = "+" + m_Composition.ToString() + " ";
}
if(m_Quality == ItemQuality.Normal)
{
Builder = Builder + "Normal";
}
else if(m_Quality == ItemQuality.Refined)
{
Builder = Builder + "Refined";
}
else if(m_Quality == ItemQuality.Unique)
{
Builder = Builder + "Unique";
}
else if(m_Quality == ItemQuality.Elite)
{
Builder = Builder + "Elite";
}
else if(m_Quality == ItemQuality.Super)
{
Builder = Builder + "Super";
}
Builder = Builder + " " + m_Level.ToString() + " ";
//TODO: Add Item Name lookup!! ty PLX
return base.ToString ();
}
public int Accuracy()
{
return m_Accuracy;
}
}
}
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