244 lines
6.4 KiB
C#
244 lines
6.4 KiB
C#
using System;
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using Server.Engines.Craft;
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using Server.Mobiles;
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using Server.Regions;
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namespace Server.Items
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{
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public class RepairDeed : Item
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{
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private class RepairSkillInfo
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{
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private CraftSystem m_System;
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private Type[] m_NearbyTypes;
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private TextDefinition m_NotNearbyMessage, m_Name;
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public TextDefinition NotNearbyMessage => m_NotNearbyMessage;
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public TextDefinition Name => m_Name;
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public CraftSystem System => m_System;
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public Type[] NearbyTypes => m_NearbyTypes;
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public RepairSkillInfo( CraftSystem system, Type[] nearbyTypes, TextDefinition notNearbyMessage, TextDefinition name )
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{
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m_System = system;
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m_NearbyTypes = nearbyTypes;
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m_NotNearbyMessage = notNearbyMessage;
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m_Name = name;
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}
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public RepairSkillInfo( CraftSystem system, Type nearbyType, TextDefinition notNearbyMessage, TextDefinition name )
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: this( system, new[] { nearbyType }, notNearbyMessage, name )
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{
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}
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public static RepairSkillInfo[] Table => m_Table;
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private static RepairSkillInfo[] m_Table = {
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new RepairSkillInfo( DefBlacksmithy.CraftSystem, typeof( Blacksmith ), 1047013, 1023015 ),
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new RepairSkillInfo( DefTailoring.CraftSystem, typeof( Tailor ), 1061132, 1022981 ),
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new RepairSkillInfo( DefTinkering.CraftSystem, typeof( Tinker ), 1061166, 1022983 ),
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new RepairSkillInfo( DefCarpentry.CraftSystem, typeof( Carpenter ), 1061135, 1060774 ),
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new RepairSkillInfo( DefBowFletching.CraftSystem, typeof( Bowyer ), 1061134, 1023005 )
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};
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public static RepairSkillInfo GetInfo( RepairSkillType type )
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{
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int v = (int)type;
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if ( v < 0 || v >= m_Table.Length )
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v = 0;
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return m_Table[v];
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}
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}
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public enum RepairSkillType
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{
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Smithing,
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Tailoring,
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Tinkering,
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Carpentry,
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Fletching
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}
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public override bool DisplayLootType => false;
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private RepairSkillType m_Skill;
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private double m_SkillLevel;
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private Mobile m_Crafter;
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[CommandProperty( AccessLevel.GameMaster )]
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public RepairSkillType RepairSkill
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{
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get => m_Skill;
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set { m_Skill = value; InvalidateProperties(); }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public double SkillLevel
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{
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get => m_SkillLevel;
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set { m_SkillLevel = Math.Max( Math.Min( value, 120.0 ), 0 ) ; InvalidateProperties(); }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public Mobile Crafter
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{
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get => m_Crafter;
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set { m_Crafter = value; InvalidateProperties(); }
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}
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public override void AddNameProperty( ObjectPropertyList list )
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{
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list.Add( 1061133, $"{GetSkillTitle(m_SkillLevel).ToString()}\t{RepairSkillInfo.GetInfo(m_Skill).Name}"); // A repair service contract from ~1_SKILL_TITLE~ ~2_SKILL_NAME~.
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}
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public override void GetProperties( ObjectPropertyList list )
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{
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base.GetProperties( list );
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if ( m_Crafter != null )
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list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~
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//On OSI it says it's exceptional. Intentional difference.
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}
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public override void OnSingleClick( Mobile from )
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{
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if ( Deleted || !from.CanSee( this ) )
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return;
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LabelTo( from, 1061133,
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$"{GetSkillTitle(m_SkillLevel).ToString()}\t{RepairSkillInfo.GetInfo(m_Skill).Name}"); // A repair service contract from ~1_SKILL_TITLE~ ~2_SKILL_NAME~.
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if ( m_Crafter != null )
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LabelTo( from, 1050043, m_Crafter.Name ); // crafted by ~1_NAME~
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}
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[Constructible]
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public RepairDeed() : this( RepairSkillType.Smithing, 100.0, null, true )
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{
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}
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[Constructible]
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public RepairDeed( RepairSkillType skill, double level ) : this( skill, level, null, true )
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{
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}
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[Constructible]
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public RepairDeed( RepairSkillType skill, double level, bool normalizeLevel ) : this( skill, level, null, normalizeLevel )
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{
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}
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public RepairDeed( RepairSkillType skill, double level, Mobile crafter ) : this( skill, level, crafter, true )
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{
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}
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public RepairDeed( RepairSkillType skill, double level, Mobile crafter, bool normalizeLevel ) : base( 0x14F0 )
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{
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if ( normalizeLevel )
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SkillLevel = (int)(level/10)*10;
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else
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SkillLevel = level;
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m_Skill = skill;
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m_Crafter = crafter;
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Hue = 0x1BC;
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LootType = LootType.Blessed;
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}
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public RepairDeed( Serial serial ) : base( serial )
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{
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}
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private static TextDefinition GetSkillTitle( double skillLevel )
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{
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int skill = (int)(skillLevel/10);
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if ( skill >= 11 )
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return (1062008 + skill-11);
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else if ( skill >=5 )
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return (1061123 + skill-5);
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switch( skill )
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{
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case 4:
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return "a Novice";
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case 3:
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return "a Neophyte";
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default:
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return "a Newbie"; //On OSI, it shouldn't go below 50, but, this is for 'custom' support.
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}
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}
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public static RepairSkillType GetTypeFor( CraftSystem s )
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{
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for( int i = 0; i < RepairSkillInfo.Table.Length; i++ )
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{
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if ( RepairSkillInfo.Table[i].System == s )
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return (RepairSkillType)i;
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}
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return RepairSkillType.Smithing;
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}
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public override void OnDoubleClick( Mobile from )
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{
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if ( Check( from ) )
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Repair.Do( from, RepairSkillInfo.GetInfo( m_Skill ).System, this );
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}
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public bool Check( Mobile from )
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{
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if ( !IsChildOf( from.Backpack ) )
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from.SendLocalizedMessage( 1047012 ); // The contract must be in your backpack to use it.
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else if ( !VerifyRegion( from ) )
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TextDefinition.SendMessageTo( from, RepairSkillInfo.GetInfo( m_Skill ).NotNearbyMessage );
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else
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return true;
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return false;
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}
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public bool VerifyRegion( Mobile m )
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{
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//TODO: When the entire region system data is in, convert to that instead of a proximity thing.
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if ( !m.Region.IsPartOf( typeof( TownRegion ) ) )
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return false;
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return Factions.Faction.IsNearType( m, RepairSkillInfo.GetInfo( m_Skill ).NearbyTypes, 6 );
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int)0 ); // version
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writer.Write( (int)m_Skill );
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writer.Write( m_SkillLevel );
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writer.Write( m_Crafter );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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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_Skill = (RepairSkillType)reader.ReadInt();
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m_SkillLevel = reader.ReadDouble();
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m_Crafter = reader.ReadMobile();
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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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