Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -1,512 +1,523 @@
using System;
using Server.Items;
using Server.Mobiles;
using Server.Targeting;
using Server.Items;
namespace Server.Engines.Craft
{
public class Repair
{
public Repair()
{
}
public class Repair
{
public static void Do(Mobile from, CraftSystem craftSystem, BaseTool tool)
{
from.Target = new InternalTarget(craftSystem, tool);
from.SendLocalizedMessage(1044276); // Target an item to repair.
}
public static void Do( Mobile from, CraftSystem craftSystem, BaseTool tool )
{
from.Target = new InternalTarget( craftSystem, tool );
from.SendLocalizedMessage( 1044276 ); // Target an item to repair.
}
public static void Do(Mobile from, CraftSystem craftSystem, RepairDeed deed)
{
from.Target = new InternalTarget(craftSystem, deed);
from.SendLocalizedMessage(1044276); // Target an item to repair.
}
public static void Do( Mobile from, CraftSystem craftSystem, RepairDeed deed )
{
from.Target = new InternalTarget( craftSystem, deed );
from.SendLocalizedMessage( 1044276 ); // Target an item to repair.
}
private class InternalTarget : Target
{
private CraftSystem m_CraftSystem;
private RepairDeed m_Deed;
private BaseTool m_Tool;
private class InternalTarget : Target
{
private CraftSystem m_CraftSystem;
private BaseTool m_Tool;
private RepairDeed m_Deed;
public InternalTarget(CraftSystem craftSystem, BaseTool tool) : base(2, false, TargetFlags.None)
{
m_CraftSystem = craftSystem;
m_Tool = tool;
}
public InternalTarget( CraftSystem craftSystem, BaseTool tool ) : base ( 2, false, TargetFlags.None )
{
m_CraftSystem = craftSystem;
m_Tool = tool;
}
public InternalTarget(CraftSystem craftSystem, RepairDeed deed) : base(2, false, TargetFlags.None)
{
m_CraftSystem = craftSystem;
m_Deed = deed;
}
public InternalTarget( CraftSystem craftSystem, RepairDeed deed ) : base( 2, false, TargetFlags.None )
{
m_CraftSystem = craftSystem;
m_Deed = deed;
}
private static void EndGolemRepair(object state)
{
((Mobile)state).EndAction(typeof(Golem));
}
private static void EndGolemRepair( object state )
{
((Mobile)state).EndAction( typeof( Golem ) );
}
private int GetWeakenChance(Mobile mob, SkillName skill, int curHits, int maxHits)
{
// 40% - (1% per hp lost) - (1% per 10 craft skill)
return 40 + (maxHits - curHits) - (int)((m_Deed?.SkillLevel ?? mob.Skills[skill].Value) / 10);
}
private int GetWeakenChance( Mobile mob, SkillName skill, int curHits, int maxHits )
{
// 40% - (1% per hp lost) - (1% per 10 craft skill)
return (40 + (maxHits - curHits)) - (int)((m_Deed?.SkillLevel ?? mob.Skills[skill].Value) / 10);
}
private bool CheckWeaken(Mobile mob, SkillName skill, int curHits, int maxHits)
{
return GetWeakenChance(mob, skill, curHits, maxHits) > Utility.Random(100);
}
private bool CheckWeaken( Mobile mob, SkillName skill, int curHits, int maxHits )
{
return ( GetWeakenChance( mob, skill, curHits, maxHits ) > Utility.Random( 100 ) );
}
private int GetRepairDifficulty(int curHits, int maxHits)
{
return (maxHits - curHits) * 1250 / Math.Max(maxHits, 1) - 250;
}
private int GetRepairDifficulty( int curHits, int maxHits )
{
return (((maxHits - curHits) * 1250) / Math.Max( maxHits, 1 )) - 250;
}
private bool CheckRepairDifficulty( Mobile mob, SkillName skill, int curHits, int maxHits )
{
double difficulty = GetRepairDifficulty( curHits, maxHits ) * 0.1;
private bool CheckRepairDifficulty(Mobile mob, SkillName skill, int curHits, int maxHits)
{
double difficulty = GetRepairDifficulty(curHits, maxHits) * 0.1;
if ( m_Deed != null )
{
double value = m_Deed.SkillLevel;
double minSkill = difficulty - 25.0;
double maxSkill = difficulty + 25;
if (m_Deed != null)
{
double value = m_Deed.SkillLevel;
double minSkill = difficulty - 25.0;
double maxSkill = difficulty + 25;
if ( value < minSkill )
return false; // Too difficult
if ( value >= maxSkill )
return true; // No challenge
if (value < minSkill)
return false; // Too difficult
if (value >= maxSkill)
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
double chance = (value - minSkill) / (maxSkill - minSkill);
return (chance >= Utility.RandomDouble());
}
return chance >= Utility.RandomDouble();
}
return mob.CheckSkill( skill, difficulty - 25.0, difficulty + 25.0 );
}
return mob.CheckSkill(skill, difficulty - 25.0, difficulty + 25.0);
}
private bool CheckDeed( Mobile from )
{
if ( m_Deed != null )
{
return m_Deed.Check( from );
}
private bool CheckDeed(Mobile from)
{
if (m_Deed != null) return m_Deed.Check(from);
return true;
}
return true;
}
private bool IsSpecialClothing( BaseClothing clothing )
{
// Clothing repairable but not craftable
private bool IsSpecialClothing(BaseClothing clothing)
{
// Clothing repairable but not craftable
if ( m_CraftSystem is DefTailoring )
{
return ( clothing is BearMask )
|| ( clothing is DeerMask )
|| ( clothing is TheMostKnowledgePerson )
|| ( clothing is TheRobeOfBritanniaAri )
|| ( clothing is EmbroideredOakLeafCloak );
}
if (m_CraftSystem is DefTailoring)
return clothing is BearMask
|| clothing is DeerMask
|| clothing is TheMostKnowledgePerson
|| clothing is TheRobeOfBritanniaAri
|| clothing is EmbroideredOakLeafCloak;
return false;
}
return false;
}
private bool IsSpecialWeapon( BaseWeapon weapon )
{
// Weapons repairable but not craftable
private bool IsSpecialWeapon(BaseWeapon weapon)
{
// Weapons repairable but not craftable
if ( m_CraftSystem is DefTinkering )
{
return ( weapon is Cleaver )
|| ( weapon is Hatchet )
|| ( weapon is Pickaxe )
|| ( weapon is ButcherKnife )
|| ( weapon is SkinningKnife );
}
if (m_CraftSystem is DefTinkering)
return weapon is Cleaver
|| weapon is Hatchet
|| weapon is Pickaxe
|| weapon is ButcherKnife
|| weapon is SkinningKnife;
if ( m_CraftSystem is DefCarpentry )
{
return ( weapon is Club )
|| ( weapon is BlackStaff )
|| ( weapon is MagicWand )
#region Temporary
// TODO: Make these items craftable
|| ( weapon is WildStaff );
#endregion
}
if ( m_CraftSystem is DefBlacksmithy )
{
return ( weapon is Pitchfork )
#region Temporary
// TODO: Make these items craftable
|| ( weapon is RadiantScimitar )
|| ( weapon is WarCleaver )
|| ( weapon is ElvenSpellblade )
|| ( weapon is AssassinSpike )
|| ( weapon is Leafblade )
|| ( weapon is RuneBlade )
|| ( weapon is ElvenMachete )
|| ( weapon is OrnateAxe )
|| ( weapon is DiamondMace );
#endregion
}
#region Temporary
// TODO: Make these items craftable
if ( m_CraftSystem is DefBowFletching )
{
return ( weapon is ElvenCompositeLongbow )
|| ( weapon is MagicalShortbow );
}
if (m_CraftSystem is DefCarpentry)
{
return weapon is Club
|| weapon is BlackStaff
|| weapon is MagicWand
#endregion
#region Temporary
return false;
}
// TODO: Make these items craftable
|| weapon is WildStaff;
private bool IsSpecialArmor( BaseArmor armor )
{
// Armor repairable but not craftable
#endregion
}
#region Temporary
// TODO: Make these items craftable
if ( m_CraftSystem is DefTailoring )
{
return ( armor is LeafTonlet )
|| ( armor is LeafArms )
|| ( armor is LeafChest )
|| ( armor is LeafGloves )
|| ( armor is LeafGorget )
|| ( armor is LeafLegs )
|| ( armor is HideChest )
|| ( armor is HideGloves )
|| ( armor is HideGorget )
|| ( armor is HidePants )
|| ( armor is HidePauldrons );
}
if (m_CraftSystem is DefBlacksmithy)
{
return weapon is Pitchfork
if ( m_CraftSystem is DefCarpentry )
{
return ( armor is WingedHelm )
|| ( armor is RavenHelm )
|| ( armor is VultureHelm )
|| ( armor is WoodlandArms )
|| ( armor is WoodlandChest )
|| ( armor is WoodlandGloves )
|| ( armor is WoodlandGorget )
|| ( armor is WoodlandLegs );
}
if ( m_CraftSystem is DefBlacksmithy )
{
return ( armor is Circlet )
|| ( armor is RoyalCirclet )
|| ( armor is GemmedCirclet );
}
#region Temporary
#endregion
// TODO: Make these items craftable
|| weapon is RadiantScimitar
|| weapon is WarCleaver
|| weapon is ElvenSpellblade
|| weapon is AssassinSpike
|| weapon is Leafblade
|| weapon is RuneBlade
|| weapon is ElvenMachete
|| weapon is OrnateAxe
|| weapon is DiamondMace;
return false;
}
#endregion
}
protected override void OnTarget( Mobile from, object targeted )
{
int number;
#region Temporary
if ( !CheckDeed( from ) )
return;
// TODO: Make these items craftable
if (m_CraftSystem is DefBowFletching)
return weapon is ElvenCompositeLongbow
|| weapon is MagicalShortbow;
bool usingDeed = (m_Deed != null);
bool toDelete = false;
#endregion
// TODO: Make an IRepairable
return false;
}
if ( m_CraftSystem.CanCraft( from, m_Tool, targeted.GetType() ) == 1044267 )
{
number = 1044282; // You must be near a forge and and anvil to repair items. * Yes, there are two and's *
}
else if ( m_CraftSystem is DefTinkering && targeted is Golem g )
{
int damage = g.HitsMax - g.Hits;
private bool IsSpecialArmor(BaseArmor armor)
{
// Armor repairable but not craftable
if ( g.IsDeadBondedPet )
{
number = 500426; // You can't repair that.
}
else if ( damage <= 0 )
{
number = 500423; // That is already in full repair.
}
else
{
double skillValue = (usingDeed)? m_Deed.SkillLevel : from.Skills[SkillName.Tinkering].Value;
#region Temporary
if ( skillValue < 60.0 )
{
number = 1044153; // You don't have the required skills to attempt this item. //TODO: How does OSI handle this with deeds with golems?
}
else if ( !from.CanBeginAction( typeof( Golem ) ) )
{
number = 501789; // You must wait before trying again.
}
else
{
if ( damage > (int)(skillValue * 0.3) )
damage = (int)(skillValue * 0.3);
// TODO: Make these items craftable
if (m_CraftSystem is DefTailoring)
return armor is LeafTonlet
|| armor is LeafArms
|| armor is LeafChest
|| armor is LeafGloves
|| armor is LeafGorget
|| armor is LeafLegs
|| armor is HideChest
|| armor is HideGloves
|| armor is HideGorget
|| armor is HidePants
|| armor is HidePauldrons;
damage += 30;
if (m_CraftSystem is DefCarpentry)
return armor is WingedHelm
|| armor is RavenHelm
|| armor is VultureHelm
|| armor is WoodlandArms
|| armor is WoodlandChest
|| armor is WoodlandGloves
|| armor is WoodlandGorget
|| armor is WoodlandLegs;
if (m_CraftSystem is DefBlacksmithy)
return armor is Circlet
|| armor is RoyalCirclet
|| armor is GemmedCirclet;
if ( !from.CheckSkill( SkillName.Tinkering, 0.0, 100.0 ) )
damage /= 2;
#endregion
Container pack = from.Backpack;
return false;
}
if ( pack != null )
{
int v = pack.ConsumeUpTo( typeof( IronIngot ), (damage+4)/5 );
protected override void OnTarget(Mobile from, object targeted)
{
int number;
if ( v > 0 )
{
g.Hits += v*5;
if (!CheckDeed(from))
return;
number = 1044279; // You repair the item.
toDelete = true;
bool usingDeed = m_Deed != null;
bool toDelete = false;
from.BeginAction( typeof( Golem ) );
Timer.DelayCall( TimeSpan.FromSeconds( 12.0 ), new TimerStateCallback( EndGolemRepair ), from );
}
else
{
number = 1044037; // You do not have sufficient metal to make that.
}
}
else
{
number = 1044037; // You do not have sufficient metal to make that.
}
}
}
}
else if ( targeted is BaseWeapon weapon )
{
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
// TODO: Make an IRepairable
if ( Core.AOS )
{
toWeaken = 1;
}
else if ( skill != SkillName.Tailoring )
{
double skillLevel = (usingDeed)? m_Deed.SkillLevel : from.Skills[skill].Base;
if (m_CraftSystem.CanCraft(from, m_Tool, targeted.GetType()) == 1044267)
{
number = 1044282; // You must be near a forge and and anvil to repair items. * Yes, there are two and's *
}
else if (m_CraftSystem is DefTinkering && targeted is Golem g)
{
int damage = g.HitsMax - g.Hits;
if ( skillLevel >= 90.0 )
toWeaken = 1;
else if ( skillLevel >= 70.0 )
toWeaken = 2;
else
toWeaken = 3;
}
if (g.IsDeadBondedPet)
{
number = 500426; // You can't repair that.
}
else if (damage <= 0)
{
number = 500423; // That is already in full repair.
}
else
{
double skillValue = usingDeed ? m_Deed.SkillLevel : from.Skills[SkillName.Tinkering].Value;
if ( m_CraftSystem.CraftItems.SearchForSubclass( weapon.GetType() ) == null && !IsSpecialWeapon( weapon ) )
{
number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if ( !weapon.IsChildOf( from.Backpack ) && ( !Core.ML || weapon.Parent != from ) )
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if ( !Core.AOS && weapon.PoisonCharges != 0 )
{
number = 1005012; // You cannot repair an item while a caustic substance is on it.
}
else if ( weapon.MaxHitPoints <= 0 || weapon.HitPoints == weapon.MaxHitPoints )
{
number = 1044281; // That item is in full repair
}
else if ( weapon.MaxHitPoints <= toWeaken )
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if ( CheckWeaken( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) )
{
weapon.MaxHitPoints -= toWeaken;
weapon.HitPoints = Math.Max( 0, weapon.HitPoints - toWeaken );
}
if (skillValue < 60.0)
{
number =
1044153; // You don't have the required skills to attempt this item. //TODO: How does OSI handle this with deeds with golems?
}
else if (!from.CanBeginAction(typeof(Golem)))
{
number = 501789; // You must wait before trying again.
}
else
{
if (damage > (int)(skillValue * 0.3))
damage = (int)(skillValue * 0.3);
if ( CheckRepairDifficulty( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) )
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect( from );
weapon.HitPoints = weapon.MaxHitPoints;
}
else
{
number = (usingDeed)? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect( from );
}
damage += 30;
toDelete = true;
}
}
else if ( targeted is BaseArmor armor )
{
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
if (!from.CheckSkill(SkillName.Tinkering, 0.0, 100.0))
damage /= 2;
if ( Core.AOS )
{
toWeaken = 1;
}
else if ( skill != SkillName.Tailoring )
{
double skillLevel = (usingDeed)? m_Deed.SkillLevel : from.Skills[skill].Base;
Container pack = from.Backpack;
if ( skillLevel >= 90.0 )
toWeaken = 1;
else if ( skillLevel >= 70.0 )
toWeaken = 2;
else
toWeaken = 3;
}
if (pack != null)
{
int v = pack.ConsumeUpTo(typeof(IronIngot), (damage + 4) / 5);
if ( m_CraftSystem.CraftItems.SearchForSubclass( armor.GetType() ) == null && !IsSpecialArmor( armor ) )
{
number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if ( !armor.IsChildOf( from.Backpack ) && ( !Core.ML || armor.Parent != from ) )
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if ( armor.MaxHitPoints <= 0 || armor.HitPoints == armor.MaxHitPoints )
{
number = 1044281; // That item is in full repair
}
else if ( armor.MaxHitPoints <= toWeaken )
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if ( CheckWeaken( from, skill, armor.HitPoints, armor.MaxHitPoints ) )
{
armor.MaxHitPoints -= toWeaken;
armor.HitPoints = Math.Max( 0, armor.HitPoints - toWeaken );
}
if (v > 0)
{
g.Hits += v * 5;
if ( CheckRepairDifficulty( from, skill, armor.HitPoints, armor.MaxHitPoints ) )
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect( from );
armor.HitPoints = armor.MaxHitPoints;
}
else
{
number = (usingDeed)? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect( from );
}
number = 1044279; // You repair the item.
toDelete = true;
toDelete = true;
}
}
else if ( targeted is BaseClothing clothing )
{
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
from.BeginAction(typeof(Golem));
Timer.DelayCall(TimeSpan.FromSeconds(12.0), new TimerStateCallback(EndGolemRepair),
from);
}
else
{
number = 1044037; // You do not have sufficient metal to make that.
}
}
else
{
number = 1044037; // You do not have sufficient metal to make that.
}
}
}
}
else if (targeted is BaseWeapon weapon)
{
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
if ( Core.AOS )
{
toWeaken = 1;
}
else if ( skill != SkillName.Tailoring )
{
double skillLevel = (usingDeed) ? m_Deed.SkillLevel : from.Skills[skill].Base;
if (Core.AOS)
{
toWeaken = 1;
}
else if (skill != SkillName.Tailoring)
{
double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base;
if ( skillLevel >= 90.0 )
toWeaken = 1;
else if ( skillLevel >= 70.0 )
toWeaken = 2;
else
toWeaken = 3;
}
if (skillLevel >= 90.0)
toWeaken = 1;
else if (skillLevel >= 70.0)
toWeaken = 2;
else
toWeaken = 3;
}
if (m_CraftSystem.CraftItems.SearchForSubclass(clothing.GetType()) == null && !IsSpecialClothing(clothing) && !((clothing is TribalMask) || (clothing is HornedTribalMask)) )
{
number = (usingDeed) ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if ( !clothing.IsChildOf( from.Backpack ) && ( !Core.ML || clothing.Parent != from ) )
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if ( clothing.MaxHitPoints <= 0 || clothing.HitPoints == clothing.MaxHitPoints )
{
number = 1044281; // That item is in full repair
}
else if ( clothing.MaxHitPoints <= toWeaken )
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if ( CheckWeaken( from, skill, clothing.HitPoints, clothing.MaxHitPoints ) )
{
clothing.MaxHitPoints -= toWeaken;
clothing.HitPoints = Math.Max( 0, clothing.HitPoints - toWeaken );
}
if (m_CraftSystem.CraftItems.SearchForSubclass(weapon.GetType()) == null && !IsSpecialWeapon(weapon))
{
number = usingDeed
? 1061136
: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if (!weapon.IsChildOf(from.Backpack) && (!Core.ML || weapon.Parent != from))
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if (!Core.AOS && weapon.PoisonCharges != 0)
{
number = 1005012; // You cannot repair an item while a caustic substance is on it.
}
else if (weapon.MaxHitPoints <= 0 || weapon.HitPoints == weapon.MaxHitPoints)
{
number = 1044281; // That item is in full repair
}
else if (weapon.MaxHitPoints <= toWeaken)
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if (CheckWeaken(from, skill, weapon.HitPoints, weapon.MaxHitPoints))
{
weapon.MaxHitPoints -= toWeaken;
weapon.HitPoints = Math.Max(0, weapon.HitPoints - toWeaken);
}
if ( CheckRepairDifficulty( from, skill, clothing.HitPoints, clothing.MaxHitPoints ) )
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect( from );
clothing.HitPoints = clothing.MaxHitPoints;
}
else
{
number = (usingDeed) ? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect( from );
}
if (CheckRepairDifficulty(from, skill, weapon.HitPoints, weapon.MaxHitPoints))
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect(from);
weapon.HitPoints = weapon.MaxHitPoints;
}
else
{
number = usingDeed
? 1061137
: 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect(from);
}
toDelete = true;
}
}
else if ( !usingDeed && targeted is BlankScroll scroll )
{
SkillName skill = m_CraftSystem.MainSkill;
toDelete = true;
}
}
else if (targeted is BaseArmor armor)
{
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
if ( from.Skills[skill].Value >= 50.0 )
{
scroll.Consume( 1 );
RepairDeed deed = new RepairDeed( RepairDeed.GetTypeFor( m_CraftSystem ), from.Skills[skill].Value, from );
from.AddToBackpack( deed );
if (Core.AOS)
{
toWeaken = 1;
}
else if (skill != SkillName.Tailoring)
{
double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base;
number = 500442; // You create the item and put it in your backpack.
}
else
number = 1047005; // You must be at least apprentice level to create a repair service contract.
}
else if ( targeted is Item )
{
number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else
{
number = 500426; // You can't repair that.
}
if (skillLevel >= 90.0)
toWeaken = 1;
else if (skillLevel >= 70.0)
toWeaken = 2;
else
toWeaken = 3;
}
if ( !usingDeed )
{
CraftContext context = m_CraftSystem.GetContext( from );
from.SendGump( new CraftGump( from, m_CraftSystem, m_Tool, number ) );
}
else
{
from.SendLocalizedMessage( number );
if (m_CraftSystem.CraftItems.SearchForSubclass(armor.GetType()) == null && !IsSpecialArmor(armor))
{
number = usingDeed
? 1061136
: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if (!armor.IsChildOf(from.Backpack) && (!Core.ML || armor.Parent != from))
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if (armor.MaxHitPoints <= 0 || armor.HitPoints == armor.MaxHitPoints)
{
number = 1044281; // That item is in full repair
}
else if (armor.MaxHitPoints <= toWeaken)
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if (CheckWeaken(from, skill, armor.HitPoints, armor.MaxHitPoints))
{
armor.MaxHitPoints -= toWeaken;
armor.HitPoints = Math.Max(0, armor.HitPoints - toWeaken);
}
if ( toDelete )
m_Deed.Delete();
}
}
}
}
}
if (CheckRepairDifficulty(from, skill, armor.HitPoints, armor.MaxHitPoints))
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect(from);
armor.HitPoints = armor.MaxHitPoints;
}
else
{
number = usingDeed
? 1061137
: 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect(from);
}
toDelete = true;
}
}
else if (targeted is BaseClothing clothing)
{
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
if (Core.AOS)
{
toWeaken = 1;
}
else if (skill != SkillName.Tailoring)
{
double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base;
if (skillLevel >= 90.0)
toWeaken = 1;
else if (skillLevel >= 70.0)
toWeaken = 2;
else
toWeaken = 3;
}
if (m_CraftSystem.CraftItems.SearchForSubclass(clothing.GetType()) == null &&
!IsSpecialClothing(clothing) && !(clothing is TribalMask || clothing is HornedTribalMask))
{
number = usingDeed
? 1061136
: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if (!clothing.IsChildOf(from.Backpack) && (!Core.ML || clothing.Parent != from))
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if (clothing.MaxHitPoints <= 0 || clothing.HitPoints == clothing.MaxHitPoints)
{
number = 1044281; // That item is in full repair
}
else if (clothing.MaxHitPoints <= toWeaken)
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if (CheckWeaken(from, skill, clothing.HitPoints, clothing.MaxHitPoints))
{
clothing.MaxHitPoints -= toWeaken;
clothing.HitPoints = Math.Max(0, clothing.HitPoints - toWeaken);
}
if (CheckRepairDifficulty(from, skill, clothing.HitPoints, clothing.MaxHitPoints))
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect(from);
clothing.HitPoints = clothing.MaxHitPoints;
}
else
{
number = usingDeed
? 1061137
: 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect(from);
}
toDelete = true;
}
}
else if (!usingDeed && targeted is BlankScroll scroll)
{
SkillName skill = m_CraftSystem.MainSkill;
if (from.Skills[skill].Value >= 50.0)
{
scroll.Consume(1);
RepairDeed deed = new RepairDeed(RepairDeed.GetTypeFor(m_CraftSystem), from.Skills[skill].Value,
from);
from.AddToBackpack(deed);
number = 500442; // You create the item and put it in your backpack.
}
else
{
number = 1047005; // You must be at least apprentice level to create a repair service contract.
}
}
else if (targeted is Item)
{
number = usingDeed
? 1061136
: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else
{
number = 500426; // You can't repair that.
}
if (!usingDeed)
{
CraftContext context = m_CraftSystem.GetContext(from);
from.SendGump(new CraftGump(from, m_CraftSystem, m_Tool, number));
}
else
{
from.SendLocalizedMessage(number);
if (toDelete)
m_Deed.Delete();
}
}
}
}
}