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Settings.cs
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99 lines (93 loc) · 4.83 KB
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using System.Collections.Generic;
using System.Windows.Forms;
using ExileCore.Shared.Interfaces;
using ExileCore.Shared.Attributes;
using ExileCore.Shared.Nodes;
namespace FullRareSetManager
{
public class FullRareSetManagerSettings : ISettings
{
public List<int> AllowedStashTabs = new List<int>();
public FullRareSetManagerSettings()
{
Enable = new ToggleNode(false);
AllowIdentified = new ToggleNode(false);
ShowOnlyWithInventory = new ToggleNode(false);
HideWhenLeftPanelOpened = new ToggleNode(false);
ShowRegalSets = new ToggleNode(false);
PositionX = new RangeNode<float>(0.0f, 0.0f, 2000.0f);
PositionY = new RangeNode<float>(365.0f, 0.0f, 2000.0f);
WeaponTypePriority = new ListNode {Value = "Two handed"};
DropToInventoryKey = Keys.F5;
ExtraDelay = new RangeNode<int>(50, 0, 2000);
EnableBorders = new ToggleNode(false);
InventBorders = new ToggleNode(false);
BorderWidth = new RangeNode<int>(5, 1, 15);
BorderAutoResize = new ToggleNode(false);
BorderOversize = new RangeNode<int>(5, 0, 15);
TextSize = new RangeNode<int>(20, 0, 30);
TextOffsetX = new RangeNode<float>(0, -50, 12);
TextOffsetY = new RangeNode<float>(-20, -50, 12);
IgnoreOneHanded = new ToggleNode(false);
MaxSets = new RangeNode<int>(0, 0, 30);
CalcByFreeSpace = new ToggleNode(false);
AutoSell = new ToggleNode(true);
}
[Menu("", "Registering after using DropToInventoryKey to NPC trade inventory")]
public TextNode SetsAmountStatisticsText { get; set; } = "Total sets sold to vendor: N/A";
public int SetsAmountStatistics { get; set; }
[Menu("Position X")]
public RangeNode<float> PositionX { get; set; }
[Menu("Position Y")]
public RangeNode<float> PositionY { get; set; }
[Menu("Allow Identified Items")]
public ToggleNode AllowIdentified { get; set; }
[Menu("Show only with inventory")]
public ToggleNode ShowOnlyWithInventory { get; set; }
[Menu("Hide when left panel opened")]
public ToggleNode HideWhenLeftPanelOpened { get; set; }
[Menu("Show Regal sets")]
public ToggleNode ShowRegalSets { get; set; }
[Menu("Priority",
"Weapon prepare priority in list of set items. If you have 1-handed and 2-handed weapons- it will consider this option.")]
public ListNode WeaponTypePriority { get; set; }
[Menu("Max Collecting Sets (0 disable)",
"Amount of sets you going to collect. It will display lower pick priority if amount of item are more than this value.")]
public RangeNode<int> MaxSets { get; set; }
[Menu("Drop To Invent Key", "It will also drop items to NPC trade window inventory")]
public HotkeyNode DropToInventoryKey { get; set; }
[Menu("Extra Click Delay")]
public RangeNode<int> ExtraDelay { get; set; }
[Menu("Items Lables Borders", 0)]
public ToggleNode EnableBorders { get; set; }
[Menu("Inventory Borders")]
public ToggleNode InventBorders { get; set; }
[Menu("Borders Width", 1, 0)]
public RangeNode<int> BorderWidth { get; set; }
[Menu("Borders Oversize", 2, 0)]
public RangeNode<int> BorderOversize { get; set; }
[Menu("Resize Borders accord. to Pick Priority",
"That will change borders width, oversize depending on pick priority.", 3, 0)]
public ToggleNode BorderAutoResize { get; set; }
[Menu("Text Size", 4, 0)]
public RangeNode<int> TextSize { get; set; }
[Menu("Text Offset X", 5, 0)]
public RangeNode<float> TextOffsetX { get; set; }
[Menu("Text Offset Y", 6, 0)]
public RangeNode<float> TextOffsetY { get; set; }
[Menu("Don't Higlight One Handed", 7, 0)]
public ToggleNode IgnoreOneHanded { get; set; }
[Menu("Separate stash tabs for each item type",
"Pick priority will be calculated by free space in stash tab. Free space will be calculated for each item stash tab.")]
public ToggleNode CalcByFreeSpace { get; set; }
[Menu("Ignore Elder/Shaper items")]
public ToggleNode IgnoreElderShaper { get; set; } = new ToggleNode(true);
[Menu("Show Red Rectangle Around Ignored Items")]
public ToggleNode ShowRedRectangleAroundIgnoredItems { get; set; } = new ToggleNode(true);
[Menu("Auto sell on keypress at vendor?")]
public ToggleNode AutoSell { get; set; }
public ToggleNode Enable { get; set; }
[Menu("Only Allowed Stash Tabs", "Define stash tabs manually to ignore other tabs")]
public ToggleNode OnlyAllowedStashTabs { get; set; } = new ToggleNode(false);
}
}