#W# Change: Spinning wheels and looms process the entire stack.
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5 changed files with 80 additions and 27 deletions
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@ -65,26 +65,48 @@ public abstract partial class BaseClothMaterial : Item, IDyable
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{
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from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
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}
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else if (loom.Phase < 4)
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{
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m_Material.Consume();
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if (targeted is Item item)
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{
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item.SendLocalizedMessageTo(from, 1010001 + loom.Phase++);
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}
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}
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else
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{
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var create = new BoltOfCloth
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{
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Hue = m_Material.Hue
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};
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// 1. Capture stack values and current loom state before deletion
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int totalThreads = m_Material.Amount;
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int currentPhase = loom.Phase;
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int materialHue = m_Material.Hue;
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m_Material.Consume();
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loom.Phase = 0;
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from.SendLocalizedMessage(500368); // You create some cloth and put it in your backpack.
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from.AddToBackpack(create);
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// 2. Combine the loom's current contents with the incoming stack
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int totalEffectiveThreads = currentPhase + totalThreads;
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// 3. Calculate bolts earned (5 threads per bolt) and the leftover phase remainder
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int boltsToMake = totalEffectiveThreads / 5;
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int newPhase = totalEffectiveThreads % 5;
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// 4. Safely delete the resource stack up front to prevent any anti-duping movement exploits
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m_Material.Delete();
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// 5. Commit the new leftover phase back to the loom structure
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loom.Phase = newPhase;
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// 6. Award the bulk bolts of cloth if thresholds were met
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if (boltsToMake > 0)
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{
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var create = new BoltOfCloth
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{
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Hue = materialHue,
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Amount = boltsToMake
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};
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from.SendLocalizedMessage(500368); // You create some cloth and put it in your backpack.
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from.AddToBackpack(create);
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}
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// 7. If no bolts were finished but progress was added, send the proper progression message
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if (boltsToMake == 0 && newPhase > 0)
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{
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if (targeted is Item item)
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{
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// Matches the original localization offsets (Phase 1 = 1010001, Phase 4 = 1010004)
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item.SendLocalizedMessageTo(from, 1010000 + newPhase);
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}
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}
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}
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}
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else
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