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public override void AddNameProperties( ObjectPropertyList list ) { // put your custom name list stuff here } |
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private string m_Title1; [CommandProperty( AccessLevel.GameMaster )] public string Title1 { get{ return m_Title1; } set{ m_Title1= value; } } |
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public override void GetProperties( ObjectPropertyList list ) { base.GetProperties( list ); if (AccessLevel == AccessLevel.Player) { list.Add(1060660, "m_Title1"); } if ( Map == Faction.Facet ) { PlayerState pl = PlayerState.Find( this ); if ( pl != null ) { Faction faction = pl.Faction; if ( faction.Commander == this ) list.Add( 1042733, faction.Definition.PropName ); // Commanding Lord of the ~1_FACTION_NAME~ else if ( pl.Sheriff != null ) list.Add( 1042734, "{0}\t{1}", pl.Sheriff.Definition.FriendlyName, faction.Definition.PropName ); // The Sheriff of ~1_CITY~, ~2_FACTION_NAME~ else if ( pl.Finance != null ) list.Add( 1042735, "{0}\t{1}", pl.Finance.Definition.FriendlyName, faction.Definition.PropName ); // The Finance Minister of ~1_CITY~, ~2_FACTION_NAME~ else if ( pl.MerchantTitle != MerchantTitle.None ) list.Add( 1060776, "{0}\t{1}", MerchantTitles.GetInfo( pl.MerchantTitle ).Title, faction.Definition.PropName ); // ~1_val~, ~2_val~ else list.Add( 1060776, "{0}\t{1}", pl.Rank.Title, faction.Definition.PropName ); // ~1_val~, ~2_val~ } } } |
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if (AccessLevel == AccessLevel.Player) { list.Add(1060660, "Title\t{0}",m_Title1); // ~1_val~:~2_val~ } |
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if (AccessLevel == AccessLevel.Player && m_Title1 != null) { list.Add(1060660, "Title\t{0}",m_Title1); // ~1_val~:~2_val~ } |
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private string m_Title1; [CommandProperty( AccessLevel.GameMaster )] public string Title1 { get{ return m_Title1; } set{ m_Title1= value; } } |
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if (AccessLevel == AccessLevel.Administrator && m_Title1 != null) { list.Add(1060660, "Title\t{0}",m_Title1); // ~1_val~:~2_val~ } |