mirror of
https://github.com/runuo/runuo
synced 2026-08-11 22:26:04 -04:00
515 lines
No EOL
15 KiB
C#
515 lines
No EOL
15 KiB
C#
using System;
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using Server;
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using Server.Mobiles;
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using Server.Targeting;
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using Server.Items;
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namespace Server.Engines.Craft
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{
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public class Repair
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{
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public Repair()
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{
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}
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public static void Do( Mobile from, CraftSystem craftSystem, BaseTool tool )
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{
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from.Target = new InternalTarget( craftSystem, tool );
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from.SendLocalizedMessage( 1044276 ); // Target an item to repair.
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}
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public static void Do( Mobile from, CraftSystem craftSystem, RepairDeed deed )
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{
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from.Target = new InternalTarget( craftSystem, deed );
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from.SendLocalizedMessage( 1044276 ); // Target an item to repair.
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}
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private class InternalTarget : Target
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{
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private CraftSystem m_CraftSystem;
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private BaseTool m_Tool;
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private RepairDeed m_Deed;
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public InternalTarget( CraftSystem craftSystem, BaseTool tool ) : base ( 2, false, TargetFlags.None )
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{
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m_CraftSystem = craftSystem;
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m_Tool = tool;
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}
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public InternalTarget( CraftSystem craftSystem, RepairDeed deed ) : base( 2, false, TargetFlags.None )
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{
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m_CraftSystem = craftSystem;
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m_Deed = deed;
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}
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private static void EndGolemRepair( object state )
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{
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((Mobile)state).EndAction( typeof( Golem ) );
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}
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private int GetWeakenChance( Mobile mob, SkillName skill, int curHits, int maxHits )
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{
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// 40% - (1% per hp lost) - (1% per 10 craft skill)
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return (40 + (maxHits - curHits)) - (int)(((m_Deed != null)? m_Deed.SkillLevel : mob.Skills[skill].Value) / 10);
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}
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private bool CheckWeaken( Mobile mob, SkillName skill, int curHits, int maxHits )
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{
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return ( GetWeakenChance( mob, skill, curHits, maxHits ) > Utility.Random( 100 ) );
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}
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private int GetRepairDifficulty( int curHits, int maxHits )
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{
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return (((maxHits - curHits) * 1250) / Math.Max( maxHits, 1 )) - 250;
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}
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private bool CheckRepairDifficulty( Mobile mob, SkillName skill, int curHits, int maxHits )
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{
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double difficulty = GetRepairDifficulty( curHits, maxHits ) * 0.1;
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if( m_Deed != null )
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{
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double value = m_Deed.SkillLevel;
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double minSkill = difficulty - 25.0;
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double maxSkill = difficulty + 25;
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if( value < minSkill )
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return false; // Too difficult
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else if( value >= maxSkill )
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return true; // No challenge
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double chance = (value - minSkill) / (maxSkill - minSkill);
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return (chance >= Utility.RandomDouble());
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}
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else
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{
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return mob.CheckSkill( skill, difficulty - 25.0, difficulty + 25.0 );
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}
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}
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private bool CheckDeed( Mobile from )
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{
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if( m_Deed != null )
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{
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return m_Deed.Check( from );
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}
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return true;
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}
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private bool IsSpecialClothing( BaseClothing clothing )
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{
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// Clothing repairable but not craftable
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if ( m_CraftSystem is DefTailoring )
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{
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return ( clothing is BearMask )
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|| ( clothing is DeerMask )
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|| ( clothing is TheMostKnowledgePerson )
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|| ( clothing is TheRobeOfBritanniaAri )
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|| ( clothing is EmbroideredOakLeafCloak );
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}
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return false;
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}
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private bool IsSpecialWeapon( BaseWeapon weapon )
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{
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// Weapons repairable but not craftable
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if ( m_CraftSystem is DefTinkering )
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{
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return ( weapon is Cleaver )
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|| ( weapon is Hatchet )
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|| ( weapon is Pickaxe )
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|| ( weapon is ButcherKnife )
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|| ( weapon is SkinningKnife );
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}
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else if ( m_CraftSystem is DefCarpentry )
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{
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return ( weapon is Club )
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|| ( weapon is BlackStaff )
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|| ( weapon is MagicWand )
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#region Temporary
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// TODO: Make these items craftable
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|| ( weapon is WildStaff );
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#endregion
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}
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else if ( m_CraftSystem is DefBlacksmithy )
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{
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return ( weapon is Pitchfork )
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#region Temporary
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// TODO: Make these items craftable
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|| ( weapon is RadiantScimitar )
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|| ( weapon is WarCleaver )
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|| ( weapon is ElvenSpellblade )
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|| ( weapon is AssassinSpike )
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|| ( weapon is Leafblade )
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|| ( weapon is RuneBlade )
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|| ( weapon is ElvenMachete )
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|| ( weapon is OrnateAxe )
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|| ( weapon is DiamondMace );
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#endregion
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}
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#region Temporary
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// TODO: Make these items craftable
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else if ( m_CraftSystem is DefBowFletching )
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{
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return ( weapon is ElvenCompositeLongbow )
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|| ( weapon is MagicalShortbow );
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}
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#endregion
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return false;
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}
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private bool IsSpecialArmor( BaseArmor armor )
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{
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// Armor repairable but not craftable
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#region Temporary
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// TODO: Make these items craftable
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if ( m_CraftSystem is DefTailoring )
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{
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return ( armor is LeafTonlet )
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|| ( armor is LeafArms )
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|| ( armor is LeafChest )
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|| ( armor is LeafGloves )
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|| ( armor is LeafGorget )
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|| ( armor is LeafLegs )
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|| ( armor is HideChest )
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|| ( armor is HideGloves )
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|| ( armor is HideGorget )
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|| ( armor is HidePants )
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|| ( armor is HidePauldrons );
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}
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else if ( m_CraftSystem is DefCarpentry )
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{
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return ( armor is WingedHelm )
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|| ( armor is RavenHelm )
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|| ( armor is VultureHelm )
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|| ( armor is WoodlandArms )
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|| ( armor is WoodlandChest )
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|| ( armor is WoodlandGloves )
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|| ( armor is WoodlandGorget )
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|| ( armor is WoodlandLegs );
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}
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else if ( m_CraftSystem is DefBlacksmithy )
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{
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return ( armor is Circlet )
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|| ( armor is RoyalCirclet )
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|| ( armor is GemmedCirclet );
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}
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#endregion
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return false;
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}
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protected override void OnTarget( Mobile from, object targeted )
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{
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int number;
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if( !CheckDeed( from ) )
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return;
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bool usingDeed = (m_Deed != null);
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bool toDelete = false;
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// TODO: Make an IRepairable
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if ( m_CraftSystem.CanCraft( from, m_Tool, targeted.GetType() ) == 1044267 )
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{
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number = 1044282; // You must be near a forge and and anvil to repair items. * Yes, there are two and's *
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}
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else if ( m_CraftSystem is DefTinkering && targeted is Golem )
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{
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Golem g = (Golem)targeted;
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int damage = g.HitsMax - g.Hits;
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if ( g.IsDeadBondedPet )
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{
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number = 500426; // You can't repair that.
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}
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else if ( damage <= 0 )
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{
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number = 500423; // That is already in full repair.
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}
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else
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{
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double skillValue = (usingDeed)? m_Deed.SkillLevel : from.Skills[SkillName.Tinkering].Value;
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if ( skillValue < 60.0 )
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{
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number = 1044153; // You don't have the required skills to attempt this item. //TODO: How does OSI handle this with deeds with golems?
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}
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else if ( !from.CanBeginAction( typeof( Golem ) ) )
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{
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number = 501789; // You must wait before trying again.
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}
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else
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{
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if ( damage > (int)(skillValue * 0.3) )
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damage = (int)(skillValue * 0.3);
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damage += 30;
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if ( !from.CheckSkill( SkillName.Tinkering, 0.0, 100.0 ) )
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damage /= 2;
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Container pack = from.Backpack;
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if ( pack != null )
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{
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int v = pack.ConsumeUpTo( typeof( IronIngot ), (damage+4)/5 );
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if ( v > 0 )
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{
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g.Hits += v*5;
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number = 1044279; // You repair the item.
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toDelete = true;
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from.BeginAction( typeof( Golem ) );
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Timer.DelayCall( TimeSpan.FromSeconds( 12.0 ), new TimerStateCallback( EndGolemRepair ), from );
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}
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else
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{
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number = 1044037; // You do not have sufficient metal to make that.
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}
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}
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else
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{
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number = 1044037; // You do not have sufficient metal to make that.
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}
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}
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}
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}
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else if ( targeted is BaseWeapon )
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{
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BaseWeapon weapon = (BaseWeapon)targeted;
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SkillName skill = m_CraftSystem.MainSkill;
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int toWeaken = 0;
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if ( Core.AOS )
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{
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toWeaken = 1;
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}
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else if ( skill != SkillName.Tailoring )
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{
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double skillLevel = (usingDeed)? m_Deed.SkillLevel : from.Skills[skill].Base;
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if ( skillLevel >= 90.0 )
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toWeaken = 1;
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else if ( skillLevel >= 70.0 )
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toWeaken = 2;
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else
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toWeaken = 3;
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}
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if ( m_CraftSystem.CraftItems.SearchForSubclass( weapon.GetType() ) == null && !IsSpecialWeapon( weapon ) )
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{
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number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
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}
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else if ( !weapon.IsChildOf( from.Backpack ) && ( !Core.ML || weapon.Parent != from ) )
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{
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number = 1044275; // The item must be in your backpack to repair it.
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}
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else if ( !Core.AOS && weapon.PoisonCharges != 0 )
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{
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number = 1005012; // You cannot repair an item while a caustic substance is on it.
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}
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else if ( weapon.MaxHitPoints <= 0 || weapon.HitPoints == weapon.MaxHitPoints )
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{
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number = 1044281; // That item is in full repair
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}
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else if ( weapon.MaxHitPoints <= toWeaken )
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{
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number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
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}
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else
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{
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if ( CheckWeaken( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) )
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{
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weapon.MaxHitPoints -= toWeaken;
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weapon.HitPoints = Math.Max( 0, weapon.HitPoints - toWeaken );
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}
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if ( CheckRepairDifficulty( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) )
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{
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number = 1044279; // You repair the item.
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m_CraftSystem.PlayCraftEffect( from );
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weapon.HitPoints = weapon.MaxHitPoints;
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}
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else
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{
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number = (usingDeed)? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed]
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m_CraftSystem.PlayCraftEffect( from );
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}
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toDelete = true;
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}
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}
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else if ( targeted is BaseArmor )
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{
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BaseArmor armor = (BaseArmor)targeted;
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SkillName skill = m_CraftSystem.MainSkill;
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int toWeaken = 0;
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if ( Core.AOS )
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{
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toWeaken = 1;
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}
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else if ( skill != SkillName.Tailoring )
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{
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double skillLevel = (usingDeed)? m_Deed.SkillLevel : from.Skills[skill].Base;
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if ( skillLevel >= 90.0 )
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toWeaken = 1;
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else if ( skillLevel >= 70.0 )
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toWeaken = 2;
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else
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toWeaken = 3;
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}
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if ( m_CraftSystem.CraftItems.SearchForSubclass( armor.GetType() ) == null && !IsSpecialArmor( armor ) )
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{
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number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
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}
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else if ( !armor.IsChildOf( from.Backpack ) && ( !Core.ML || armor.Parent != from ) )
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{
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number = 1044275; // The item must be in your backpack to repair it.
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}
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else if ( armor.MaxHitPoints <= 0 || armor.HitPoints == armor.MaxHitPoints )
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{
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number = 1044281; // That item is in full repair
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}
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else if ( armor.MaxHitPoints <= toWeaken )
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{
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number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
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}
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else
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{
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if ( CheckWeaken( from, skill, armor.HitPoints, armor.MaxHitPoints ) )
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{
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armor.MaxHitPoints -= toWeaken;
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armor.HitPoints = Math.Max( 0, armor.HitPoints - toWeaken );
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}
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if ( CheckRepairDifficulty( from, skill, armor.HitPoints, armor.MaxHitPoints ) )
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{
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number = 1044279; // You repair the item.
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m_CraftSystem.PlayCraftEffect( from );
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armor.HitPoints = armor.MaxHitPoints;
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}
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else
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{
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number = (usingDeed)? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed]
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m_CraftSystem.PlayCraftEffect( from );
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}
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toDelete = true;
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}
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}
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else if ( targeted is BaseClothing )
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{
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BaseClothing clothing = (BaseClothing)targeted;
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SkillName skill = m_CraftSystem.MainSkill;
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int toWeaken = 0;
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if ( Core.AOS )
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{
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toWeaken = 1;
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}
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else if ( skill != SkillName.Tailoring )
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{
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double skillLevel = (usingDeed) ? m_Deed.SkillLevel : from.Skills[skill].Base;
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if ( skillLevel >= 90.0 )
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toWeaken = 1;
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else if ( skillLevel >= 70.0 )
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toWeaken = 2;
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else
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toWeaken = 3;
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}
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if (m_CraftSystem.CraftItems.SearchForSubclass(clothing.GetType()) == null && !IsSpecialClothing(clothing) && !((targeted is TribalMask) || (targeted is HornedTribalMask)) )
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{
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number = (usingDeed) ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
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}
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else if ( !clothing.IsChildOf( from.Backpack ) && ( !Core.ML || clothing.Parent != from ) )
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{
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number = 1044275; // The item must be in your backpack to repair it.
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}
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else if ( clothing.MaxHitPoints <= 0 || clothing.HitPoints == clothing.MaxHitPoints )
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{
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number = 1044281; // That item is in full repair
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}
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else if ( clothing.MaxHitPoints <= toWeaken )
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{
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number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
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}
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else
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{
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if ( CheckWeaken( from, skill, clothing.HitPoints, clothing.MaxHitPoints ) )
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{
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clothing.MaxHitPoints -= toWeaken;
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clothing.HitPoints = Math.Max( 0, clothing.HitPoints - toWeaken );
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}
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if ( CheckRepairDifficulty( from, skill, clothing.HitPoints, clothing.MaxHitPoints ) )
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{
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number = 1044279; // You repair the item.
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m_CraftSystem.PlayCraftEffect( from );
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clothing.HitPoints = clothing.MaxHitPoints;
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}
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else
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{
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number = (usingDeed) ? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed]
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m_CraftSystem.PlayCraftEffect( from );
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}
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toDelete = true;
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}
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}
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else if( !usingDeed && targeted is BlankScroll )
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{
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SkillName skill = m_CraftSystem.MainSkill;
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if( from.Skills[skill].Value >= 50.0 )
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{
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((BlankScroll)targeted).Consume( 1 );
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RepairDeed deed = new RepairDeed( RepairDeed.GetTypeFor( m_CraftSystem ), from.Skills[skill].Value, from );
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from.AddToBackpack( deed );
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number = 500442; // You create the item and put it in your backpack.
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}
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else
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number = 1047005; // You must be at least apprentice level to create a repair service contract.
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}
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else if ( targeted is Item )
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{
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number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
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}
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else
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{
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number = 500426; // You can't repair that.
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}
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if( !usingDeed )
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{
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CraftContext context = m_CraftSystem.GetContext( from );
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from.SendGump( new CraftGump( from, m_CraftSystem, m_Tool, number ) );
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}
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else
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{
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from.SendLocalizedMessage( number );
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if( toDelete )
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m_Deed.Delete();
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}
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}
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}
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}
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} |