fBaseXtensions.Items.ItemProperties.GetPrimaryStatStrings C# (CSharp) Method

GetPrimaryStatStrings() public method

public GetPrimaryStatStrings ( ) : List
return List
        public List<string> GetPrimaryStatStrings()
        {
            List<string> retList = new List<string>();
            if (Dexterity > 0) retList.Add(String.Format("+{0} Dexterity", Dexterity));
            if (Intelligence > 0) retList.Add(String.Format("+{0} Intelligence", Intelligence));
            if (Strength > 0) retList.Add(String.Format("+{0} Strength", Strength));
            if (Vitality > 0) retList.Add(String.Format("+{0} Vitality", Vitality));
            if (ResistAll > 0) retList.Add(String.Format("+{0} Resistance to All Elements", ResistAll));
            if (LifePercent > 0) retList.Add(String.Format("+{0}% Life", LifePercent));
            if (LifeOnHit > 0) retList.Add(String.Format("+{0} Life per Hit", LifeOnHit));
            if (LifeSteal > 0) retList.Add(String.Format("Life Steal {0}%", LifeSteal));
            if (HealthPerSpiritSpent > 0) retList.Add(String.Format("Health Per Spirit Spent {0}", HealthPerSpiritSpent));
            if (HealthPerSecond > 0) retList.Add(String.Format("Regenerates {0} Life per Second", HealthPerSecond));
            if (MovementSpeed > 0) retList.Add(String.Format("+{0}% Movement Speed", MovementSpeed));
            if (Sockets > 0) retList.Add(String.Format("{0} Sockets", Sockets));
            if (CritPercent > 0) retList.Add(String.Format("Critical Hit Chance Increased by {0}%", CritPercent));
            if (CritDamagePercent > 0) retList.Add(String.Format("Critical Hit Damage Increased by {0}%", CritDamagePercent));

            if (MinDamage > 0)
            {
                //if (MaxDamage > 0) retList.Add(String.Format("MaxDamage {0}", MaxDamage));
                retList.Add(String.Format("+{0}-{1} Damage", MinDamage, MaxDamage));
            }
            else if (MinDamageFire > 0)
            {
                retList.Add(String.Format("+{0}-{1} Fire Damage", MinDamageFire, MaxDamageFire));
            }
            else if (MinDamageLightning > 0)
            {
                retList.Add(String.Format("+{0}-{1} Lightning Damage", MinDamageLightning, MaxDamageLightning));
            }
            else if (MinDamageCold > 0)
            {
                retList.Add(String.Format("+{0}-{1} Cold Damage", MinDamageCold, MaxDamageCold));
            }
            else if (MinDamagePoison > 0)
            {
                retList.Add(String.Format("+{0}-{1} Poison Damage", MinDamagePoison, MaxDamagePoison));
            }
            else if (MinDamageArcane > 0)
            {
                retList.Add(String.Format("+{0}-{1} Arcane Damage", MinDamageArcane, MaxDamageArcane));
            }
            else if (MinDamageHoly > 0)
            {
                retList.Add(String.Format("+{0}-{1} Holy Damage", MinDamageHoly, MaxDamageHoly));
            }

            if (AttackSpeedPercent > 0) retList.Add(String.Format("Attack Speed Increased by {0}%", AttackSpeedPercent));
            if (AttackSpeedPercentBonus > 0) retList.Add(String.Format("Increases Attack Speed by {0}%", AttackSpeedPercentBonus));
            if (BlockChanceBonus > 0) retList.Add(String.Format("+{0}% Chance to Block", BlockChanceBonus));
            if (OnHitAreaDamageProcChance > 0) retList.Add(String.Format("Chance to Deal {0}% Area Damage on Hit", OnHitAreaDamageProcChance));
            if (PowerCooldownReductionPercent > 0) retList.Add(String.Format("Reduces cooldown of all skills by {0}%", PowerCooldownReductionPercent));
            if (ResourceCostReductionPercent > 0) retList.Add(String.Format("ResourceCostReductionPercent {0}", ResourceCostReductionPercent));
            //

            if (ArcaneOnCrit > 0) retList.Add(String.Format("Critical hits grant {0} Arcane Power (Wizard Only)", ArcaneOnCrit));
            if (ManaRegen > 0) retList.Add(String.Format("Increases Mana Regeneration by {0} per Second", ManaRegen));
            if (SpiritRegen > 0) retList.Add(String.Format("Increases Spirit Regeneration by {0} per Second", SpiritRegen));
            if (HatredRegen > 0) retList.Add(String.Format("Increases Hatred Regeneration by {0} per second", HatredRegen));
            if (ArmorBonus > 0) retList.Add(String.Format("+{0} Armor", ArmorBonus));
            if (WeaponDamagePercent > 0) retList.Add(String.Format("WeaponDamagePercent {0}", WeaponDamagePercent));

            return retList;
        }