## Summary - Creates `PropsLayoutExtensions.cs` with reusable extension methods for both legacy `Gump` and `DynamicGumpBuilder` that encapsulate the repeating PropsConfig-style layout patterns (frame, header navigation, entry rows) - Converts all 12 standardized staff gumps to use the new extensions, reducing ~570 lines of duplicated layout code - Adds Type and Serial display to PropsGump and SkillsGump headers (e.g. `PlayerMobile (0x1)`) ### Extension methods provided | Method | Pattern | |--------|---------| | `AddPropsFrame` | Background + offset region + origin coordinates | | `AddPropsHeader` | 3-column: [Prev] [Title] [Next] | | `AddPropsHeaderWithBack` | 4-column: [Back] [Title] [Prev] [Next] | | `AddPropsEntryButton` | Label + action button | | `AddPropsEntryNameValue` | Name + Value + action button | | `AddPropsEntryTextInput` | Text input + action button | | `AddPropsEntryLabel` | Label only (no button) | | `AddPropsEntryType` | Full-width type label | | `AddPropsEntryBlank` | Separator row | ### Gumps converted PropsGump, GoGump, WhoGump, SkillsGump (frame+header), EditSkillGump, SetGump, SetObjectGump, SetPoint2DGump, SetPoint3DGump, SetTimeSpanGump (frame), SetListOptionGump (frame+header), CategorizedAddGump (frame+header) ## Test plan - [x] Verify `[props` gump displays correctly with type + serial in header - [x] Verify `[skills` gump displays correctly with type + serial in header - [x] Verify `[go` navigation gump works (prev/next/back) - [x] Verify property editing gumps (Set, SetObject, SetPoint2D, SetPoint3D, SetTimeSpan, SetListOption) - [x] Verify `[categorizedadd` gump works - [x] Verify `[who` gump works with pagination
478 lines
16 KiB
C#
478 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Commands;
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using Server.Network;
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using static Server.Gumps.PropsConfig;
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namespace Server.Gumps
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{
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public class EditSkillGump : Gump
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{
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private const int EntryWidth = 160;
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private const int TotalWidth = OffsetSize + EntryWidth + OffsetSize + SetWidth + OffsetSize;
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private readonly Mobile m_From;
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private readonly SkillsGumpGroup m_Selected;
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private readonly Skill m_Skill;
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private readonly Mobile m_Target;
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public EditSkillGump(Mobile from, Mobile target, Skill skill, SkillsGumpGroup selected) : base(
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GumpOffsetX,
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GumpOffsetY
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)
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{
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m_From = from;
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m_Target = target;
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m_Skill = skill;
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m_Selected = selected;
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var initialText = m_Skill.Base.ToString("F1");
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AddPage(0);
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this.AddPropsFrame(TotalWidth, 2, out var x, out var y);
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this.AddPropsEntryLabel(ref x, ref y, EntryWidth, skill.Name);
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PropsLayout.NextRow(ref x, ref y);
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this.AddPropsEntryTextInput(ref x, ref y, EntryWidth, 0, initialText, true, 1);
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}
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public override void OnResponse(NetState sender, in RelayInfo info)
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{
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if (info.ButtonID == 1)
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{
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try
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{
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if (m_From.AccessLevel >= AccessLevel.GameMaster)
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{
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var text = info.GetTextEntry(0)?.Trim();
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if (text?.Length > 0)
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{
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m_Skill.Base = Convert.ToDouble(text);
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CommandLogging.LogChangeProperty(m_From, m_Target, $"{m_Skill}.Base", m_Skill.Base.ToString());
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}
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}
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else
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{
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m_From.SendMessage("You may not change that.");
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}
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m_From.SendGump(new SkillsGump(m_From, m_Target, m_Selected));
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}
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catch
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{
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m_From.SendMessage("Bad format. ###.# expected.");
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m_From.SendGump(new EditSkillGump(m_From, m_Target, m_Skill, m_Selected));
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}
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}
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else
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{
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m_From.SendGump(new SkillsGump(m_From, m_Target, m_Selected));
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}
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}
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}
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public class SkillsGump : Gump
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{
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private const int NameWidth = 107;
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private const int ValueWidth = 128;
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private const int TotalWidth = OffsetSize + NameWidth + OffsetSize + ValueWidth + OffsetSize + SetWidth + OffsetSize;
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private static readonly int IndentWidth = 12;
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private readonly Mobile m_From;
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private readonly SkillsGumpGroup[] m_Groups;
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private readonly SkillsGumpGroup m_Selected;
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private readonly Mobile m_Target;
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public SkillsGump(Mobile from, Mobile target, SkillsGumpGroup selected = null) : base(GumpOffsetX, GumpOffsetY)
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{
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m_From = from;
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m_Target = target;
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m_Groups = SkillsGumpGroup.Groups;
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m_Selected = selected;
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var count = m_Groups.Length;
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if (selected != null)
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{
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count += selected.Skills.Length;
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}
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AddPage(0);
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this.AddPropsFrame(TotalWidth, count + 1, out var x, out var y);
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this.AddPropsHeader(
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TotalWidth, ref x, ref y,
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$"{target.GetType().Name} ({target.Serial})".Center(0xFAFAFA),
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false, 0, false, 0
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);
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const int emptyWidth = TotalWidth - PrevWidth - NextWidth - OffsetSize * 4;
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for (var i = 0; i < m_Groups.Length; ++i)
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{
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x = BorderSize + OffsetSize;
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y += EntryHeight + OffsetSize;
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var group = m_Groups[i];
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AddImageTiled(x, y, PrevWidth, EntryHeight, HeaderGumpID);
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if (group == selected)
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{
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AddButton(x + PrevOffsetX, y + PrevOffsetY, 0x15E2, 0x15E6, GetButtonID(0, i));
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}
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else
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{
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AddButton(x + PrevOffsetX, y + PrevOffsetY, 0x15E1, 0x15E5, GetButtonID(0, i));
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}
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x += PrevWidth + OffsetSize;
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AddImageTiled(x, y, emptyWidth, EntryHeight, EntryGumpID);
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AddLabel(x + TextOffsetX, y, TextHue, group?.Name ?? "");
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x += emptyWidth;
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x += OffsetSize;
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if (SetGumpID != 0)
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{
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AddImageTiled(x, y, SetWidth, EntryHeight, SetGumpID);
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}
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if (group != selected)
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{
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continue;
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}
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var indentMaskY = y + EntryHeight + OffsetSize;
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for (var j = 0; j < group!.Skills.Length; ++j)
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{
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var sk = target.Skills[group.Skills[j]];
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x = BorderSize + OffsetSize;
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y += EntryHeight + OffsetSize;
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x += OffsetSize;
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x += IndentWidth;
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AddImageTiled(x, y, PrevWidth, EntryHeight, HeaderGumpID);
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AddButton(x + PrevOffsetX, y + PrevOffsetY, 0x15E1, 0x15E5, GetButtonID(1, j));
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x += PrevWidth + OffsetSize;
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AddImageTiled(x, y, emptyWidth - OffsetSize - IndentWidth, EntryHeight, EntryGumpID);
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AddLabel(x + TextOffsetX, y, TextHue, sk == null ? "(null)" : sk.Name);
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x += emptyWidth - OffsetSize - IndentWidth;
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x += OffsetSize;
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if (SetGumpID != 0)
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{
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AddImageTiled(x, y, SetWidth, EntryHeight, SetGumpID);
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}
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if (sk != null)
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{
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int buttonID1, buttonID2;
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int xOffset, yOffset;
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switch (sk.Lock)
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{
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default:
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{
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buttonID1 = 0x983;
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buttonID2 = 0x983;
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xOffset = 6;
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yOffset = 4;
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break;
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}
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case SkillLock.Down:
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{
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buttonID1 = 0x985;
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buttonID2 = 0x985;
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xOffset = 6;
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yOffset = 4;
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break;
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}
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case SkillLock.Locked:
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{
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buttonID1 = 0x82C;
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buttonID2 = 0x82C;
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xOffset = 5;
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yOffset = 2;
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break;
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}
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}
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AddButton(x + xOffset, y + yOffset, buttonID1, buttonID2, GetButtonID(2, j));
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y += 1;
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x -= OffsetSize;
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x -= 1;
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x -= 50;
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AddImageTiled(x, y, 50, EntryHeight - 2, OffsetGumpID);
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x += 1;
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y += 1;
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AddImageTiled(x, y, 48, EntryHeight - 4, EntryGumpID);
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AddLabelCropped(
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x + TextOffsetX,
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y - 1,
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48 - TextOffsetX,
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EntryHeight - 3,
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TextHue,
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sk.Base.ToString("F1")
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);
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y -= 2;
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}
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}
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AddImageTiled(
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BorderSize,
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indentMaskY,
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IndentWidth + OffsetSize,
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group.Skills.Length * (EntryHeight + OffsetSize) - (i < m_Groups.Length - 1 ? OffsetSize : 0),
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BackGumpID + 4
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);
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}
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}
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public override void OnResponse(NetState sender, in RelayInfo info)
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{
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var buttonID = info.ButtonID - 1;
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var index = buttonID / 3;
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var type = buttonID % 3;
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switch (type)
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{
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case 0:
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{
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if (index >= 0 && index < m_Groups.Length)
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{
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var newSelection = m_Groups[index];
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if (m_Selected != newSelection)
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{
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m_From.SendGump(new SkillsGump(m_From, m_Target, newSelection));
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}
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else
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{
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m_From.SendGump(new SkillsGump(m_From, m_Target));
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}
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}
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break;
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}
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case 1:
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{
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if (m_Selected != null && index >= 0 && index < m_Selected.Skills.Length)
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{
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var sk = m_Target.Skills[m_Selected.Skills[index]];
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if (sk != null)
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{
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if (m_From.AccessLevel >= AccessLevel.GameMaster)
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{
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m_From.SendGump(new EditSkillGump(m_From, m_Target, sk, m_Selected));
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}
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else
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{
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m_From.SendMessage("You may not change that.");
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m_From.SendGump(new SkillsGump(m_From, m_Target, m_Selected));
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}
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}
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else
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{
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m_From.SendGump(new SkillsGump(m_From, m_Target, m_Selected));
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}
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}
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break;
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}
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case 2:
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{
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if (m_Selected != null && index >= 0 && index < m_Selected.Skills.Length)
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{
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var sk = m_Target.Skills[m_Selected.Skills[index]];
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if (sk != null)
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{
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if (m_From.AccessLevel >= AccessLevel.GameMaster)
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{
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switch (sk.Lock)
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{
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case SkillLock.Up:
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{
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sk.SetLockNoRelay(SkillLock.Down);
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sk.Update();
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break;
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}
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case SkillLock.Down:
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{
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sk.SetLockNoRelay(SkillLock.Locked);
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sk.Update();
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break;
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}
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case SkillLock.Locked:
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{
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sk.SetLockNoRelay(SkillLock.Up);
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sk.Update();
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break;
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}
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}
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}
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else
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{
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m_From.SendMessage("You may not change that.");
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}
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m_From.SendGump(new SkillsGump(m_From, m_Target, m_Selected));
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}
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}
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break;
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}
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}
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}
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public int GetButtonID(int type, int index) => 1 + index * 3 + type;
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}
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public class SkillsGumpGroup
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{
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public SkillsGumpGroup(string name, SkillName[] skills)
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{
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Name = name;
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Skills = skills;
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Array.Sort(Skills, new SkillNameComparer());
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}
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public string Name { get; }
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public SkillName[] Skills { get; }
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public static SkillsGumpGroup[] Groups { get; } =
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[
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new(
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"Crafting",
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[
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SkillName.Alchemy,
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SkillName.Blacksmith,
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SkillName.Cartography,
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SkillName.Carpentry,
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SkillName.Cooking,
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SkillName.Fletching,
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SkillName.Inscribe,
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SkillName.Tailoring,
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SkillName.Tinkering,
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SkillName.Imbuing
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]
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),
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new(
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"Bardic",
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[
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SkillName.Discordance,
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SkillName.Musicianship,
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SkillName.Peacemaking,
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SkillName.Provocation
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]
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),
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new(
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"Magical",
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[
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SkillName.Chivalry,
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SkillName.EvalInt,
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SkillName.Magery,
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SkillName.MagicResist,
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SkillName.Meditation,
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SkillName.Necromancy,
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SkillName.SpiritSpeak,
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SkillName.Ninjitsu,
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SkillName.Bushido,
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SkillName.Spellweaving,
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SkillName.Mysticism
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]
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),
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new(
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"Miscellaneous",
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[
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SkillName.Camping,
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SkillName.Fishing,
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SkillName.Focus,
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SkillName.Healing,
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SkillName.Herding,
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SkillName.Lockpicking,
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SkillName.Lumberjacking,
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SkillName.Mining,
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SkillName.Snooping,
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SkillName.Veterinary
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]
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),
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new(
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"Combat Ratings",
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[
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SkillName.Archery,
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SkillName.Fencing,
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SkillName.Macing,
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SkillName.Parry,
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SkillName.Swords,
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SkillName.Tactics,
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SkillName.Wrestling,
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SkillName.Throwing
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]
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),
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new(
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"Actions",
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[
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SkillName.AnimalTaming,
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SkillName.Begging,
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SkillName.DetectHidden,
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SkillName.Hiding,
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SkillName.RemoveTrap,
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SkillName.Poisoning,
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SkillName.Stealing,
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SkillName.Stealth,
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SkillName.Tracking
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]
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),
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new(
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"Lore & Knowledge",
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[
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SkillName.Anatomy,
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SkillName.AnimalLore,
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SkillName.ArmsLore,
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SkillName.Forensics,
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SkillName.ItemID,
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SkillName.TasteID
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]
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)
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];
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private class SkillNameComparer : IComparer<SkillName>
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{
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public int Compare(SkillName a, SkillName b)
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{
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var aName = SkillInfo.Table[(int)a].Name;
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var bName = SkillInfo.Table[(int)b].Name;
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return string.CompareOrdinal(aName, bName);
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}
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}
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}
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}
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