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Settings.cs
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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 ButtonNode ResetData { get; set; } = new ButtonNode();
public List<int> AllowedStashTabs = new List<int>();
[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; } = new RangeNode<float>(0.0f, 0.0f, 2000.0f);
[Menu("Width Multiplier")]
public RangeNode<float> WidthMultiplier { get; set; } = new RangeNode<float>(1f, 0, 3);
[Menu("Position Y")]
public RangeNode<float> PositionY { get; set; } = new RangeNode<float>(365.0f, 0.0f, 2000.0f);
[Menu("Height Multiplier")]
public RangeNode<float> HeightMultiplier { get; set; } = new RangeNode<float>(1f, 0, 3);
[Menu("Allow Identified Items")]
public ToggleNode AllowIdentified { get; set; } = new ToggleNode(false);
[Menu("Show only with inventory")]
public ToggleNode ShowOnlyWithInventory { get; set; } = new ToggleNode(false);
[Menu("Hide when left panel opened")]
public ToggleNode HideWhenLeftPanelOpened { get; set; } = new ToggleNode(false);
[Menu("Show Regal sets")]
public ToggleNode ShowRegalSets { get; set; } = new ToggleNode(false);
[Menu("Optimize for Chaos sets", "will pickup at least 1 low level item and others will be high level")]
public ToggleNode OptimizeChaosSets { get; set; } = new ToggleNode(true);
[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; } = new ListNode { Value = "Two handed" };
[Menu("Only small weapons", "Small means 1x3 slots weapon.")]
public ToggleNode SmallWeaponOnly { get; set; } = new ToggleNode(false);
[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; } = new RangeNode<int>(0, 0, 30);
[Menu("Drop To Invent Key", "It will also drop items to NPC trade window inventory")]
public HotkeyNode DropToInventoryKey { get; set; } = Keys.F13;
[Menu("Extra Click Delay")]
public RangeNode<int> ExtraDelay { get; set; } = new RangeNode<int>(50, 0, 2000);
[Menu("Items Lables Borders", 0)]
public ToggleNode EnableBorders { get; set; } = new ToggleNode(false);
[Menu("Inventory Borders")]
public ToggleNode InventBorders { get; set; } = new ToggleNode(false);
[Menu("Borders Width", 1, 0)]
public RangeNode<int> BorderWidth { get; set; } = new RangeNode<int>(5, 1, 15);
[Menu("Borders Oversize", 2, 0)]
public RangeNode<int> BorderOversize { get; set; } = new RangeNode<int>(5, 0, 15);
[Menu("Resize Borders accord. to Pick Priority",
"That will change borders width, oversize depending on pick priority.", 3, 0)]
public ToggleNode BorderAutoResize { get; set; } = new ToggleNode(false);
[Menu("Text Size", 4, 0)]
public RangeNode<int> TextSize { get; set; } = new RangeNode<int>(20, 0, 30);
[Menu("Text Offset X", 5, 0)]
public RangeNode<float> TextOffsetX { get; set; } = new RangeNode<float>(0, -50, 12);
[Menu("Text Offset Y", 6, 0)]
public RangeNode<float> TextOffsetY { get; set; } = new RangeNode<float>(-20, -50, 12);
[Menu("Don't Higlight One Handed", 7, 0)]
public ToggleNode IgnoreOneHanded { get; set; } = new ToggleNode(false);
[Menu("Don't Higlight 100% except Amulets and Rings", "Amulets and Rings is always highlighted.", 7, 0)]
public ToggleNode Ignore1 { get; set; } = new ToggleNode(false);
[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; } = new ToggleNode(false);
[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; } = new ToggleNode(true);
[Menu("Draw labels in inventory while any item is hovered?")]
public ToggleNode LablesWhileHovered { get; set; } = new ToggleNode(true);
public ToggleNode Enable { get; set; } = new ToggleNode(false);
[Menu("Only Allowed Stash Tabs", "Define stash tabs manually to ignore other tabs")]
public ToggleNode OnlyAllowedStashTabs { get; set; } = new ToggleNode(false);
}
}