Fixes body expression style.
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3f0a72a62f
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33f5e77a24
957 changed files with 7424 additions and 15973 deletions
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@ -74,31 +74,77 @@ namespace Server.Items
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private int m_RunicMinIntensity;
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private int m_RunicMaxIntensity;
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public int WeaponFireDamage{ get{ return m_WeaponFireDamage; } set{ m_WeaponFireDamage = value; } }
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public int WeaponColdDamage{ get{ return m_WeaponColdDamage; } set{ m_WeaponColdDamage = value; } }
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public int WeaponPoisonDamage{ get{ return m_WeaponPoisonDamage; } set{ m_WeaponPoisonDamage = value; } }
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public int WeaponEnergyDamage{ get{ return m_WeaponEnergyDamage; } set{ m_WeaponEnergyDamage = value; } }
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public int WeaponChaosDamage{ get{ return m_WeaponChaosDamage; } set{ m_WeaponChaosDamage = value; } }
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public int WeaponDirectDamage{ get{ return m_WeaponDirectDamage; } set{ m_WeaponDirectDamage = value; } }
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public int WeaponDurability{ get{ return m_WeaponDurability; } set{ m_WeaponDurability = value; } }
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public int WeaponLuck{ get{ return m_WeaponLuck; } set{ m_WeaponLuck = value; } }
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public int WeaponGoldIncrease{ get{ return m_WeaponGoldIncrease; } set{ m_WeaponGoldIncrease = value; } }
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public int WeaponLowerRequirements{ get{ return m_WeaponLowerRequirements; } set{ m_WeaponLowerRequirements = value; } }
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public int WeaponFireDamage{ get => m_WeaponFireDamage;
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set => m_WeaponFireDamage = value;
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}
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public int WeaponColdDamage{ get => m_WeaponColdDamage;
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set => m_WeaponColdDamage = value;
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}
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public int WeaponPoisonDamage{ get => m_WeaponPoisonDamage;
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set => m_WeaponPoisonDamage = value;
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}
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public int WeaponEnergyDamage{ get => m_WeaponEnergyDamage;
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set => m_WeaponEnergyDamage = value;
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}
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public int WeaponChaosDamage{ get => m_WeaponChaosDamage;
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set => m_WeaponChaosDamage = value;
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}
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public int WeaponDirectDamage{ get => m_WeaponDirectDamage;
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set => m_WeaponDirectDamage = value;
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}
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public int WeaponDurability{ get => m_WeaponDurability;
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set => m_WeaponDurability = value;
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}
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public int WeaponLuck{ get => m_WeaponLuck;
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set => m_WeaponLuck = value;
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}
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public int WeaponGoldIncrease{ get => m_WeaponGoldIncrease;
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set => m_WeaponGoldIncrease = value;
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}
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public int WeaponLowerRequirements{ get => m_WeaponLowerRequirements;
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set => m_WeaponLowerRequirements = value;
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}
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public int ArmorPhysicalResist{ get{ return m_ArmorPhysicalResist; } set{ m_ArmorPhysicalResist = value; } }
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public int ArmorFireResist{ get{ return m_ArmorFireResist; } set{ m_ArmorFireResist = value; } }
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public int ArmorColdResist{ get{ return m_ArmorColdResist; } set{ m_ArmorColdResist = value; } }
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public int ArmorPoisonResist{ get{ return m_ArmorPoisonResist; } set{ m_ArmorPoisonResist = value; } }
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public int ArmorEnergyResist{ get{ return m_ArmorEnergyResist; } set{ m_ArmorEnergyResist = value; } }
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public int ArmorDurability{ get{ return m_ArmorDurability; } set{ m_ArmorDurability = value; } }
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public int ArmorLuck{ get{ return m_ArmorLuck; } set{ m_ArmorLuck = value; } }
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public int ArmorGoldIncrease{ get{ return m_ArmorGoldIncrease; } set{ m_ArmorGoldIncrease = value; } }
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public int ArmorLowerRequirements{ get{ return m_ArmorLowerRequirements; } set{ m_ArmorLowerRequirements = value; } }
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public int ArmorPhysicalResist{ get => m_ArmorPhysicalResist;
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set => m_ArmorPhysicalResist = value;
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}
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public int ArmorFireResist{ get => m_ArmorFireResist;
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set => m_ArmorFireResist = value;
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}
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public int ArmorColdResist{ get => m_ArmorColdResist;
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set => m_ArmorColdResist = value;
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}
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public int ArmorPoisonResist{ get => m_ArmorPoisonResist;
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set => m_ArmorPoisonResist = value;
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}
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public int ArmorEnergyResist{ get => m_ArmorEnergyResist;
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set => m_ArmorEnergyResist = value;
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}
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public int ArmorDurability{ get => m_ArmorDurability;
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set => m_ArmorDurability = value;
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}
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public int ArmorLuck{ get => m_ArmorLuck;
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set => m_ArmorLuck = value;
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}
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public int ArmorGoldIncrease{ get => m_ArmorGoldIncrease;
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set => m_ArmorGoldIncrease = value;
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}
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public int ArmorLowerRequirements{ get => m_ArmorLowerRequirements;
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set => m_ArmorLowerRequirements = value;
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}
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public int RunicMinAttributes{ get{ return m_RunicMinAttributes; } set{ m_RunicMinAttributes = value; } }
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public int RunicMaxAttributes{ get{ return m_RunicMaxAttributes; } set{ m_RunicMaxAttributes = value; } }
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public int RunicMinIntensity{ get{ return m_RunicMinIntensity; } set{ m_RunicMinIntensity = value; } }
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public int RunicMaxIntensity{ get{ return m_RunicMaxIntensity; } set{ m_RunicMaxIntensity = value; } }
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public int RunicMinAttributes{ get => m_RunicMinAttributes;
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set => m_RunicMinAttributes = value;
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}
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public int RunicMaxAttributes{ get => m_RunicMaxAttributes;
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set => m_RunicMaxAttributes = value;
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}
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public int RunicMinIntensity{ get => m_RunicMinIntensity;
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set => m_RunicMinIntensity = value;
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}
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public int RunicMaxIntensity{ get => m_RunicMaxIntensity;
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set => m_RunicMaxIntensity = value;
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}
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public CraftAttributeInfo()
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{
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@ -399,12 +445,12 @@ namespace Server.Items
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private CraftResource m_Resource;
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private Type[] m_ResourceTypes;
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public int Hue{ get{ return m_Hue; } }
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public int Number{ get{ return m_Number; } }
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public string Name{ get{ return m_Name; } }
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public CraftAttributeInfo AttributeInfo{ get{ return m_AttributeInfo; } }
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public CraftResource Resource{ get{ return m_Resource; } }
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public Type[] ResourceTypes{ get{ return m_ResourceTypes; } }
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public int Hue => m_Hue;
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public int Number => m_Number;
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public string Name => m_Name;
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public CraftAttributeInfo AttributeInfo => m_AttributeInfo;
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public CraftResource Resource => m_Resource;
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public Type[] ResourceTypes => m_ResourceTypes;
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public CraftResourceInfo( int hue, int number, string name, CraftAttributeInfo attributeInfo, CraftResource resource, params Type[] resourceTypes )
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{
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@ -697,28 +743,10 @@ namespace Server.Items
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m_Name = name;
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}
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public int Level
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{
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get
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{
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return m_Level;
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}
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}
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public int Level => m_Level;
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public int Hue
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{
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get
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{
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return m_Hue;
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}
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}
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public int Hue => m_Hue;
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public string Name
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{
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get
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{
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return m_Name;
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}
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}
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public string Name => m_Name;
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}
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}
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