Upgrades code style - First batch (#22)
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8ee42c8ea2
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1834 changed files with 10245 additions and 10437 deletions
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@ -234,7 +234,7 @@ namespace Server.Items
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return base.CheckHold( m, item, false, checkItems, plusItems, plusWeight );
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}
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public override int DefaultMaxWeight{ get{ return 1600; } }
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public override int DefaultMaxWeight => 1600;
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public override bool CheckContentDisplay( Mobile from )
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{
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@ -957,7 +957,7 @@ namespace Server.Items
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if ( version == 0 && Weight == 15 )
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Weight = -1;
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if ( version < 2 )
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GumpID = 0x10B;
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}
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@ -993,4 +993,4 @@ namespace Server.Items
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Weight = -1;
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}
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}
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}
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}
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@ -7,13 +7,13 @@ namespace Server.Items
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{
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public abstract class FillableContainer : LockableContainer
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{
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public virtual int MinRespawnMinutes { get { return 60; } }
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public virtual int MaxRespawnMinutes { get { return 90; } }
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public virtual int MinRespawnMinutes => 60;
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public virtual int MaxRespawnMinutes => 90;
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public virtual bool IsLockable { get { return true; } }
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public virtual bool IsTrappable { get { return IsLockable; } }
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public virtual bool IsLockable => true;
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public virtual bool IsTrappable => IsLockable;
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public virtual int SpawnThreshold { get { return 2; } }
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public virtual int SpawnThreshold => 2;
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protected FillableContent m_Content;
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@ -21,7 +21,7 @@ namespace Server.Items
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protected Timer m_RespawnTimer;
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[CommandProperty( AccessLevel.GameMaster )]
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public DateTime NextRespawnTime { get { return m_NextRespawnTime; } }
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public DateTime NextRespawnTime => m_NextRespawnTime;
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[CommandProperty( AccessLevel.GameMaster )]
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public FillableContentType ContentType
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@ -275,7 +275,7 @@ namespace Server.Items
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public class LibraryBookcase : FillableContainer
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{
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public override bool IsLockable => false;
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public override int SpawnThreshold { get { return 5; } }
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public override int SpawnThreshold => 5;
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protected override int GetSpawnCount()
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{
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@ -579,8 +579,8 @@ namespace Server.Items
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protected Type[] m_Types;
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protected int m_Weight;
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public Type[] Types { get { return m_Types; } }
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public int Weight { get { return m_Weight; } }
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public Type[] Types => m_Types;
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public int Weight => m_Weight;
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public FillableEntry( Type type )
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: this( 1, new Type[] { type } )
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@ -631,7 +631,7 @@ namespace Server.Items
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{
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private BeverageType m_Content;
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public BeverageType Content { get { return m_Content; } }
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public BeverageType Content => m_Content;
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public FillableBvrge( Type type, BeverageType content )
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: this( 1, type, content )
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@ -700,8 +700,8 @@ namespace Server.Items
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private FillableEntry[] m_Entries;
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private int m_Weight;
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public int Level { get { return m_Level; } }
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public Type[] Vendors { get { return m_Vendors; } }
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public int Level => m_Level;
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public Type[] Vendors => m_Vendors;
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public FillableContentType TypeID { get { return Lookup( this ); } }
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@ -385,9 +385,7 @@ namespace Server.Items
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public static void Close( Container c )
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{
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Timer t = null;
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m_Table.TryGetValue( c, out t );
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m_Table.TryGetValue( c, out Timer t );
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if ( t != null )
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{
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@ -427,4 +425,4 @@ namespace Server.Items
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DynamicFurniture.Close( m_Container );
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}
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}
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}
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}
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@ -166,8 +166,8 @@ namespace Server.Items
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private MarkContainer m_Container;
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private DateTime m_RelockTime;
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public MarkContainer Container { get { return m_Container; } }
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public DateTime RelockTime { get { return m_RelockTime; } }
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public MarkContainer Container => m_Container;
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public DateTime RelockTime => m_RelockTime;
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public InternalTimer( MarkContainer container ) : this( container, TimeSpan.FromMinutes( 5.0 ) )
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{
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@ -11,8 +11,8 @@ namespace Server.Items
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public class SalvageBag : Bag
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{
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private bool m_Failure;
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public override int LabelNumber { get { return 1079931; } } // Salvage Bag
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public override int LabelNumber => 1079931; // Salvage Bag
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[Constructible]
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public SalvageBag()
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@ -39,7 +39,7 @@ namespace Server.Items
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list.Add( new SalvageAllEntry( this, IsChildOf( from.Backpack ) && Resmeltables() && Scissorables() ) );
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}
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}
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#region Checks
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private bool Resmeltables() //Where context menu checks for metal items and dragon barding deeds
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{
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@ -63,7 +63,7 @@ namespace Server.Items
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}
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return false;
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}
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private bool Scissorables() //Where context menu checks for Leather items and cloth items
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{
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foreach( Item i in Items )
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@ -86,7 +86,7 @@ namespace Server.Items
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}
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return false;
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}
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#endregion
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#endregion
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#region Resmelt.cs
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private bool Resmelt( Mobile from, Item item, CraftResource resource )
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@ -110,7 +110,7 @@ namespace Server.Items
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if( craftResource.Amount < 2 )
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return false; // Not enough metal to resmelt
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double difficulty = 0.0;
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switch ( resource )
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@ -123,7 +123,7 @@ namespace Server.Items
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case CraftResource.Agapite: difficulty = 90.0; break;
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case CraftResource.Verite: difficulty = 95.0; break;
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case CraftResource.Valorite: difficulty = 99.0; break;
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}
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}
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Type resourceType = info.ResourceTypes[ 0 ];
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Item ingot = (Item)Activator.CreateInstance( resourceType );
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@ -143,10 +143,10 @@ namespace Server.Items
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{
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ingot.Amount = 2;
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}
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if ( difficulty > from.Skills[ SkillName.Mining ].Value )
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{
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m_Failure = true;
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m_Failure = true;
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ingot.Delete();
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}
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else
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@ -167,7 +167,7 @@ namespace Server.Items
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return false;
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}
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#endregion
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#region Salvaging
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private void SalvageIngots( Mobile from )
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{
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@ -197,15 +197,15 @@ namespace Server.Items
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int salvaged = 0;
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int notSalvaged = 0;
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Container sBag = this;
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List<Item> Smeltables = sBag.FindItemsByType<Item>();
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for(int i = Smeltables.Count - 1; i >= 0; i--)
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{
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Item item = Smeltables[ i ];
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if( item is BaseArmor )
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{
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if( Resmelt( from, item, ( (BaseArmor)item ).Resource ) )
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@ -227,7 +227,7 @@ namespace Server.Items
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else
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notSalvaged++;
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}
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}
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}
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if( m_Failure )
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{
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@ -249,9 +249,9 @@ namespace Server.Items
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int salvaged = 0;
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int notSalvaged = 0;
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Container sBag = this;
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List<Item> scissorables = sBag.FindItemsByType<Item>();
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for ( int i = scissorables.Count - 1; i >= 0; --i )
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@ -268,18 +268,18 @@ namespace Server.Items
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++notSalvaged;
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}
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}
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from.SendLocalizedMessage( 1079974, String.Format( "{0}\t{1}", salvaged, salvaged + notSalvaged ) ); // Salvaged: ~1_COUNT~/~2_NUM~ tailored items
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Container pack = from.Backpack;
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foreach (Item i in ((Container)this).FindItemsByType(typeof(Item), true))
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{
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if( ( i is Leather ) || ( i is Cloth ) || ( i is SpinedLeather ) || ( i is HornedLeather ) || ( i is BarbedLeather ) || ( i is Bandage ) || ( i is Bone ) )
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{
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from.AddToBackpack( i );
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}
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}
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}
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}
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private void SalvageAll( Mobile from )
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@ -12,8 +12,8 @@ namespace Server.Items
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private Mobile m_Owner;
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private BaseHouse m_House;
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public override double DefaultWeight{ get{ return 100; } }
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public override int LabelNumber { get { return 1023712; } }
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public override double DefaultWeight => 100;
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public override int LabelNumber => 1023712;
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public StrongBox( Mobile owner, BaseHouse house ) : base( 0xE80 )
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{
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@ -37,7 +37,7 @@ namespace Server.Items
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}
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}
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public override int DefaultMaxWeight{ get{ return 0; } }
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public override int DefaultMaxWeight => 0;
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public StrongBox( Serial serial ) : base(serial)
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{
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@ -11,9 +11,9 @@ namespace Server.Items
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{
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public class TreasureMapChest : LockableContainer
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{
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public override int LabelNumber{ get{ return 3000541; } }
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public override int LabelNumber => 3000541;
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public static Type[] Artifacts { get { return m_Artifacts; } }
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public static Type[] Artifacts => m_Artifacts;
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private static Type[] m_Artifacts = new Type[]
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{
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@ -46,7 +46,7 @@ namespace Server.Items
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Temporary{ get{ return m_Temporary; } set{ m_Temporary = value; } }
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public List<Mobile> Guardians { get { return m_Guardians; } }
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public List<Mobile> Guardians => m_Guardians;
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[Constructible]
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public TreasureMapChest( int level ) : this( null, level, false )
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@ -71,7 +71,7 @@ namespace Server.Items
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private static void GetRandomAOSStats( out int attributeCount, out int min, out int max )
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{
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int rnd = Utility.Random( 15 );
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if ( Core.SE )
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{
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if ( rnd < 1 )
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@ -135,7 +135,7 @@ namespace Server.Items
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cont.Movable = false;
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cont.Locked = true;
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int numberItems;
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if ( level == 0 )
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{
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cont.LockLevel = 0; // Can't be unlocked
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@ -163,11 +163,11 @@ namespace Server.Items
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cont.LockLevel = cont.RequiredSkill - 10;
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cont.MaxLockLevel = cont.RequiredSkill + 40;
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//Publish 67 gold change
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//if ( Core.SA )
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// cont.DropItem( new Gold( level * 5000 ) );
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//else
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//else
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cont.DropItem( new Gold( level * 1000 ) );
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for ( int i = 0; i < level * 5; ++i )
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@ -188,7 +188,7 @@ namespace Server.Items
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}
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else
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numberItems = level * 6;
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for ( int i = 0; i < numberItems; ++i )
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{
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Item item;
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