Fixes code according to modern code style. Fixes a few expression bugs.
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89eea25e5f
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3324 changed files with 441118 additions and 433755 deletions
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@ -1,172 +1,174 @@
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using System;
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using Server.Mobiles;
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using Server.Gumps;
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using Server.Mobiles;
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namespace Server.Engines.MLQuests.Objectives
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{
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public enum GainSkillObjectiveFlags : byte
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{
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None = 0x00,
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UseReal = 0x01,
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Accelerate = 0x02
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}
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public enum GainSkillObjectiveFlags : byte
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{
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None = 0x00,
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UseReal = 0x01,
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Accelerate = 0x02
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}
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public class GainSkillObjective : BaseObjective
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{
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private GainSkillObjectiveFlags m_Flags;
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public class GainSkillObjective : BaseObjective
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{
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private GainSkillObjectiveFlags m_Flags;
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public SkillName Skill { get; set; }
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public GainSkillObjective()
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: this(SkillName.Alchemy, 0)
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{
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}
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public int ThresholdFixed { get; set; }
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public GainSkillObjective(SkillName skill, int thresholdFixed)
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: this(skill, thresholdFixed, false, false)
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{
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}
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public bool UseReal
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{
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get => GetFlag( GainSkillObjectiveFlags.UseReal );
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set => SetFlag( GainSkillObjectiveFlags.UseReal, value );
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}
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public GainSkillObjective(SkillName skill, int thresholdFixed, bool useReal, bool accelerate)
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{
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Skill = skill;
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ThresholdFixed = thresholdFixed;
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m_Flags = GainSkillObjectiveFlags.None;
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public bool Accelerate
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{
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get => GetFlag( GainSkillObjectiveFlags.Accelerate );
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set => SetFlag( GainSkillObjectiveFlags.Accelerate, value );
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}
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if (useReal)
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m_Flags |= GainSkillObjectiveFlags.UseReal;
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public GainSkillObjective()
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: this( SkillName.Alchemy, 0 )
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{
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}
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if (accelerate)
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m_Flags |= GainSkillObjectiveFlags.Accelerate;
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}
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public GainSkillObjective( SkillName skill, int thresholdFixed )
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: this( skill, thresholdFixed, false, false )
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{
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}
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public SkillName Skill{ get; set; }
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public GainSkillObjective( SkillName skill, int thresholdFixed, bool useReal, bool accelerate )
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{
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Skill = skill;
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ThresholdFixed = thresholdFixed;
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m_Flags = GainSkillObjectiveFlags.None;
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public int ThresholdFixed{ get; set; }
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if ( useReal )
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m_Flags |= GainSkillObjectiveFlags.UseReal;
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public bool UseReal
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{
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get => GetFlag(GainSkillObjectiveFlags.UseReal);
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set => SetFlag(GainSkillObjectiveFlags.UseReal, value);
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}
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if ( accelerate )
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m_Flags |= GainSkillObjectiveFlags.Accelerate;
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}
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public bool Accelerate
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{
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get => GetFlag(GainSkillObjectiveFlags.Accelerate);
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set => SetFlag(GainSkillObjectiveFlags.Accelerate, value);
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}
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public override bool CanOffer( IQuestGiver quester, PlayerMobile pm, bool message )
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{
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Skill skill = pm.Skills[Skill];
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public override bool CanOffer(IQuestGiver quester, PlayerMobile pm, bool message)
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{
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Skill skill = pm.Skills[Skill];
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if ( ( UseReal ? skill.Fixed : skill.BaseFixedPoint ) >= ThresholdFixed )
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{
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if ( message )
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MLQuestSystem.Tell( quester, pm, 1077772 ); // I cannot teach you, for you know all I can teach!
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if ((UseReal ? skill.Fixed : skill.BaseFixedPoint) >= ThresholdFixed)
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{
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if (message)
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MLQuestSystem.Tell(quester, pm, 1077772); // I cannot teach you, for you know all I can teach!
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return false;
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}
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return false;
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}
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return true;
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}
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return true;
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}
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public override void WriteToGump( Gump g, ref int y )
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{
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int skillLabel = AosSkillBonuses.GetLabel( Skill );
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string args;
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public override void WriteToGump(Gump g, ref int y)
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{
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int skillLabel = AosSkillBonuses.GetLabel(Skill);
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string args;
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if ( ThresholdFixed % 10 == 0 )
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args = $"#{skillLabel}\t{ThresholdFixed / 10}"; // as seen on OSI
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else
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args = $"#{skillLabel}\t{(double) ThresholdFixed / 10:0.0}"; // for non-integer skill levels
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if (ThresholdFixed % 10 == 0)
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args = $"#{skillLabel}\t{ThresholdFixed / 10}"; // as seen on OSI
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else
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args = $"#{skillLabel}\t{(double)ThresholdFixed / 10:0.0}"; // for non-integer skill levels
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g.AddHtmlLocalized( 98, y, 312, 16, 1077485, args, 0x15F90, false, false ); // Increase ~1_SKILL~ to ~2_VALUE~
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y += 16;
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}
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g.AddHtmlLocalized(98, y, 312, 16, 1077485, args, 0x15F90, false, false); // Increase ~1_SKILL~ to ~2_VALUE~
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y += 16;
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}
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public override BaseObjectiveInstance CreateInstance( MLQuestInstance instance )
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{
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return new GainSkillObjectiveInstance( this, instance );
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}
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public override BaseObjectiveInstance CreateInstance(MLQuestInstance instance)
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{
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return new GainSkillObjectiveInstance(this, instance);
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}
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private bool GetFlag( GainSkillObjectiveFlags flag )
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{
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return ( ( m_Flags & flag ) != 0 );
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}
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private bool GetFlag(GainSkillObjectiveFlags flag)
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{
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return (m_Flags & flag) != 0;
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}
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private void SetFlag( GainSkillObjectiveFlags flag, bool value )
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{
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if ( value )
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m_Flags |= flag;
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else
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m_Flags &= ~flag;
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}
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}
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private void SetFlag(GainSkillObjectiveFlags flag, bool value)
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{
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if (value)
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m_Flags |= flag;
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else
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m_Flags &= ~flag;
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}
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}
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// On OSI, once this is complete, it will *stay* complete, even if you lower your skill again
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public class GainSkillObjectiveInstance : BaseObjectiveInstance
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{
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public GainSkillObjective Objective { get; set; }
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// On OSI, once this is complete, it will *stay* complete, even if you lower your skill again
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public class GainSkillObjectiveInstance : BaseObjectiveInstance
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{
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public GainSkillObjectiveInstance(GainSkillObjective objective, MLQuestInstance instance)
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: base(instance, objective)
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{
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Objective = objective;
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}
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public GainSkillObjectiveInstance( GainSkillObjective objective, MLQuestInstance instance )
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: base( instance, objective )
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{
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Objective = objective;
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}
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public GainSkillObjective Objective{ get; set; }
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public bool Handles( SkillName skill )
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{
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return ( Objective.Skill == skill );
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}
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public bool Handles(SkillName skill)
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{
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return Objective.Skill == skill;
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}
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public override bool IsCompleted()
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{
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PlayerMobile pm = Instance.Player;
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public override bool IsCompleted()
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{
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PlayerMobile pm = Instance.Player;
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int valueFixed = Objective.UseReal ? pm.Skills[Objective.Skill].Fixed : pm.Skills[Objective.Skill].BaseFixedPoint;
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int valueFixed = Objective.UseReal
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? pm.Skills[Objective.Skill].Fixed
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: pm.Skills[Objective.Skill].BaseFixedPoint;
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return ( valueFixed >= Objective.ThresholdFixed );
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}
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return valueFixed >= Objective.ThresholdFixed;
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}
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// TODO: This may interfere with scrolls, or even quests among each other
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// How does OSI deal with this?
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public override void OnQuestAccepted()
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{
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if ( !Objective.Accelerate )
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return;
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// TODO: This may interfere with scrolls, or even quests among each other
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// How does OSI deal with this?
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public override void OnQuestAccepted()
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{
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if (!Objective.Accelerate)
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return;
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PlayerMobile pm = Instance.Player;
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PlayerMobile pm = Instance.Player;
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pm.AcceleratedSkill = Objective.Skill;
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pm.AcceleratedStart = DateTime.UtcNow + TimeSpan.FromMinutes( 15 ); // TODO: Is there a max duration?
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}
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pm.AcceleratedSkill = Objective.Skill;
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pm.AcceleratedStart = DateTime.UtcNow + TimeSpan.FromMinutes(15); // TODO: Is there a max duration?
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}
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public override void OnQuestCancelled()
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{
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if ( !Objective.Accelerate )
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return;
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public override void OnQuestCancelled()
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{
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if (!Objective.Accelerate)
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return;
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PlayerMobile pm = Instance.Player;
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PlayerMobile pm = Instance.Player;
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pm.AcceleratedStart = DateTime.UtcNow;
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pm.PlaySound( 0x100 );
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}
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pm.AcceleratedStart = DateTime.UtcNow;
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pm.PlaySound(0x100);
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}
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public override void OnQuestCompleted()
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{
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OnQuestCancelled();
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}
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public override void OnQuestCompleted()
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{
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OnQuestCancelled();
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}
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public override void WriteToGump( Gump g, ref int y )
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{
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Objective.WriteToGump( g, ref y );
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public override void WriteToGump(Gump g, ref int y)
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{
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Objective.WriteToGump(g, ref y);
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base.WriteToGump( g, ref y );
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base.WriteToGump(g, ref y);
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if ( IsCompleted() )
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{
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g.AddHtmlLocalized( 113, y, 312, 20, 1055121, 0xFFFFFF, false, false ); // Complete
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y += 16;
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}
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}
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}
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}
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if (IsCompleted())
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{
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g.AddHtmlLocalized(113, y, 312, 20, 1055121, 0xFFFFFF, false, false); // Complete
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y += 16;
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}
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}
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}
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}
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