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

GetSecondaryStatStrings() public method

public GetSecondaryStatStrings ( ) : List
return List
        public List<string> GetSecondaryStatStrings()
        {
            List<string> retList = new List<string>();
            if (MaxDiscipline > 0) retList.Add(String.Format("+{0} Maximum Discipline", MaxDiscipline));
            if (MaxMana > 0) retList.Add(String.Format("+{0} Maximum Mana", MaxMana));
            if (MaxArcanePower > 0) retList.Add(String.Format("+{0} Maximum Arcane Power", MaxArcanePower));
            if (MaxFury > 0) retList.Add(String.Format("+{0} Maximum Fury", MaxFury));
            if (MaxSpirit > 0) retList.Add(String.Format("+{0} Maximum Spirit", MaxSpirit));

            if (ResistArcane > 0) retList.Add(String.Format("+{0} Arcane Resistance", ResistArcane));
            if (ResistCold > 0) retList.Add(String.Format("+{0} Cold Resistance", ResistCold));
            if (ResistFire > 0) retList.Add(String.Format("+{0} Fire Resistance", ResistFire));
            if (ResistHoly > 0) retList.Add(String.Format("+{0} Holy Resistance", ResistHoly));
            if (ResistLightning > 0) retList.Add(String.Format("+{0} Lightning Resistance", ResistLightning));
            if (ResistPhysical > 0) retList.Add(String.Format("+{0} Physical Resistance", ResistPhysical));
            if (ResistPoison > 0) retList.Add(String.Format("+{0} Poison Resistance", ResistPoison));

            if (ExperienceBonus > 0) retList.Add(String.Format("Monster kills grant +{0} Experience", ExperienceBonus));
            if (GlobeBonus > 0) retList.Add(String.Format("Health Globes and Potions Grant +{0} Life", GlobeBonus));
            if (ItemLevelRequirementReduction > 0) retList.Add(String.Format("Level Requirment Reduced by {0}", ItemLevelRequirementReduction));
            if (MagicFind > 0) retList.Add(String.Format("MagicFind {0}", MagicFind));
            if (GoldFind > 0) retList.Add(String.Format("+{0}% Extra Gold from Monsters", GoldFind));
            if (Thorns > 0) retList.Add(String.Format("Ranged and Melee Attackers take {0} damage per hit.", Thorns));
            if (PickUpRadius > 0) retList.Add(String.Format("Increases Gold and Health Pickup by {0} Yards", PickUpRadius));
            if (LifeOnKill > 0) retList.Add(String.Format("+{0} Life after Each Kill", LifeOnKill));

            if (WeaponOnHitFearProcChance > 0) retList.Add(String.Format("{0}% Chance to Fear on Hit", WeaponOnHitFearProcChance));
            if (WeaponOnHitBlindProcChance > 0) retList.Add(String.Format("{0}% Chance to Blind on Hit", WeaponOnHitBlindProcChance));
            if (WeaponOnHitFreezeProcChance > 0) retList.Add(String.Format("{0}% Chance to Freeze on Hit", WeaponOnHitFreezeProcChance));
            if (WeaponOnHitChillProcChance > 0) retList.Add(String.Format("{0}% Chance to Chill on Hit", WeaponOnHitChillProcChance));
            if (WeaponOnHitImmobilizeProcChance > 0) retList.Add(String.Format("{0}% Chance to Immobilize on Hit", WeaponOnHitImmobilizeProcChance));
            if (WeaponOnHitKnockbackProcChance > 0) retList.Add(String.Format("{0}% Chance to Knockback on Hit", WeaponOnHitKnockbackProcChance));
            if (WeaponOnHitSlowProcChance > 0) retList.Add(String.Format("{0}% Chance to Slow on Hit", WeaponOnHitSlowProcChance));
            if (WeaponOnHitBleedProcChance > 0) retList.Add(String.Format("WeaponOnHitBleedProcChance", WeaponOnHitBleedProcChance));

            return retList;
        }