Adds style cop (#109)
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parent
3e715bcb60
commit
556a17aba8
1725 changed files with 33831 additions and 38046 deletions
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@ -11,7 +11,7 @@ namespace Server.Items
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private static bool m_IsRunicTool;
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private static int m_LuckChance;
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private static SkillName[] m_PossibleBonusSkills =
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private static readonly SkillName[] m_PossibleBonusSkills =
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{
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SkillName.Swords,
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SkillName.Fencing,
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@ -43,7 +43,7 @@ namespace Server.Items
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SkillName.Ninjitsu
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};
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private static SkillName[] m_PossibleSpellbookSkills =
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private static readonly SkillName[] m_PossibleSpellbookSkills =
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{
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SkillName.Magery,
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SkillName.Meditation,
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@ -51,8 +51,8 @@ namespace Server.Items
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SkillName.MagicResist
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};
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private static BitArray m_Props = new BitArray(MaxProperties);
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private static int[] m_Possible = new int[MaxProperties];
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private static readonly BitArray m_Props = new BitArray(MaxProperties);
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private static readonly int[] m_Possible = new int[MaxProperties];
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private CraftResource m_Resource;
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public BaseRunicTool(CraftResource resource, int itemID) : base(itemID) => m_Resource = resource;
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@ -92,10 +92,10 @@ namespace Server.Items
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switch (version)
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{
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case 0:
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{
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m_Resource = (CraftResource)reader.ReadInt();
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break;
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}
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{
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m_Resource = (CraftResource)reader.ReadInt();
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break;
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}
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}
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}
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@ -291,62 +291,62 @@ namespace Server.Items
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switch (random)
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{
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case 0:
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{
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switch (Utility.Random(5))
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{
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case 0:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPhysicalArea, 2, 50, 2);
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break;
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case 1:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireArea, 2, 50, 2);
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break;
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case 2:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitColdArea, 2, 50, 2);
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break;
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case 3:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPoisonArea, 2, 50, 2);
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break;
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case 4:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitEnergyArea, 2, 50, 2);
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break;
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}
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switch (Utility.Random(5))
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{
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case 0:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPhysicalArea, 2, 50, 2);
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break;
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case 1:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireArea, 2, 50, 2);
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break;
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case 2:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitColdArea, 2, 50, 2);
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break;
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case 3:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPoisonArea, 2, 50, 2);
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break;
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case 4:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitEnergyArea, 2, 50, 2);
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break;
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}
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break;
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}
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break;
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}
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case 1:
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{
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switch (Utility.Random(4))
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{
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case 0:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitMagicArrow, 2, 50, 2);
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break;
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case 1:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitHarm, 2, 50, 2);
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break;
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case 2:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireball, 2, 50, 2);
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break;
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case 3:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLightning, 2, 50, 2);
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break;
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}
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switch (Utility.Random(4))
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{
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case 0:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitMagicArrow, 2, 50, 2);
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break;
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case 1:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitHarm, 2, 50, 2);
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break;
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case 2:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireball, 2, 50, 2);
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break;
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case 3:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLightning, 2, 50, 2);
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break;
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}
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break;
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}
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break;
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}
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case 2:
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{
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switch (Utility.Random(2))
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{
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case 0:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.UseBestSkill, 1, 1);
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break;
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case 1:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.MageWeapon, 1, 10);
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break;
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}
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switch (Utility.Random(2))
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{
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case 0:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.UseBestSkill, 1, 1);
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break;
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case 1:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.MageWeapon, 1, 10);
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break;
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}
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break;
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}
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break;
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}
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case 3:
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ApplyAttribute(primary, min, max, AosAttribute.WeaponDamage, 1, 50);
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break;
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@ -446,22 +446,20 @@ namespace Server.Items
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attrs[rand] = temp;
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}
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/*
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Cold, totalDamage );
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Energy, totalDamage );
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Fire, totalDamage );
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Poison, totalDamage );
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Cold, totalDamage );
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Energy, totalDamage );
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Fire, totalDamage );
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Poison, totalDamage );
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weapon.AosElementDamages[AosElementAttribute.Physical] = 100 - totalDamage;
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weapon.AosElementDamages[AosElementAttribute.Physical] = 100 - totalDamage;
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* */
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for (int i = 0; i < attrs.Length; i++)
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totalDamage = AssignElementalDamage(weapon, attrs[i], totalDamage);
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//Order is Cold, Energy, Fire, Poison -> Physical left
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//Cannot be looped, AoselementAttribute is 'out of order'
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// Order is Cold, Energy, Fire, Poison -> Physical left
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// Cannot be looped, AoselementAttribute is 'out of order'
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weapon.Hue = weapon.GetElementalDamageHue();
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}
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@ -489,10 +487,10 @@ namespace Server.Items
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SlayerGroup
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group = groups[
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Utility.Random(groups.Length -
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1)]; //-1 To Exclude the Fey Slayer which appears ONLY on a certain artifact.
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1)]; // -1 To Exclude the Fey Slayer which appears ONLY on a certain artifact.
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SlayerEntry entry;
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if (10 > Utility.Random(100)) // 10% chance to do super slayer
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if (Utility.Random(100) < 10) // 10% chance to do super slayer
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{
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entry = group.Super;
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}
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@ -646,7 +644,7 @@ namespace Server.Items
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case 23:
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ApplyResistance(armor, min, max, ResistanceType.Energy, 1, 15);
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break;
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/* End Armor */
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/* End Armor */
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}
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}
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}
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@ -869,14 +867,14 @@ namespace Server.Items
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case 1:
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case 2:
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case 3:
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{
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ApplyAttribute(primary, min, max, AosAttribute.BonusInt, 1, 8);
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{
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ApplyAttribute(primary, min, max, AosAttribute.BonusInt, 1, 8);
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for (int j = 0; j < 4; ++j)
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m_Props.Set(j, true);
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for (int j = 0; j < 4; ++j)
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m_Props.Set(j, true);
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break;
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}
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break;
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}
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case 4:
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ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8);
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break;
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@ -917,4 +915,4 @@ namespace Server.Items
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}
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}
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}
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}
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}
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@ -57,9 +57,7 @@ namespace Server.Items
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public virtual bool BreakOnDepletion => true;
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public abstract CraftSystem CraftSystem{ get; }
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#region ICraftable Members
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public abstract CraftSystem CraftSystem { get; }
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public int OnCraft(int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool,
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CraftItem craftItem, int resHue)
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@ -72,8 +70,6 @@ namespace Server.Items
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return quality;
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}
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#endregion
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[CommandProperty(AccessLevel.GameMaster)]
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public int UsesRemaining
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{
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@ -85,7 +81,7 @@ namespace Server.Items
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}
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}
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private bool ShowUsesRemaining{ get; set; } = true;
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private bool ShowUsesRemaining { get; set; } = true;
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bool IUsesRemaining.ShowUsesRemaining
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{
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@ -117,8 +113,8 @@ namespace Server.Items
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base.GetProperties(list);
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// Makers mark not displayed on OSI
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//if ( m_Crafter != null )
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// list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~
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// if (m_Crafter != null)
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// list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~
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if (m_Quality == ToolQuality.Exceptional)
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list.Add(1060636); // exceptional
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@ -163,8 +159,7 @@ namespace Server.Items
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int num = system.CanCraft(from, this, null);
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if (num > 0 && (num != 1044267 || !Core.SE)
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) // Blacksmithing shows the gump regardless of proximity of an anvil and forge after SE
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if (num > 0 && (num != 1044267 || !Core.SE)) // Blacksmithing shows the gump regardless of proximity of an anvil and forge after SE
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{
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from.SendLocalizedMessage(num);
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}
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@ -202,17 +197,17 @@ namespace Server.Items
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switch (version)
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{
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case 1:
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{
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m_Crafter = reader.ReadMobile();
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m_Quality = (ToolQuality)reader.ReadInt();
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goto case 0;
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}
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{
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m_Crafter = reader.ReadMobile();
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m_Quality = (ToolQuality)reader.ReadInt();
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goto case 0;
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}
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case 0:
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{
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m_UsesRemaining = reader.ReadInt();
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break;
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}
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{
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m_UsesRemaining = reader.ReadInt();
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break;
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}
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}
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}
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}
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}
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}
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