261 lines
No EOL
7.2 KiB
C#
261 lines
No EOL
7.2 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Engines.Craft;
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using Mat = Server.Engines.BulkOrders.BulkMaterialType;
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namespace Server.Engines.BulkOrders
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{
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[TypeAlias("Scripts.Engines.BulkOrders.SmallSmithBOD")]
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public class SmallSmithBOD : SmallBOD
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{
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public static double[] m_BlacksmithMaterialChances =
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{
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0.501953125, // None
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0.250000000, // Dull Copper
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0.125000000, // Shadow Iron
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0.062500000, // Copper
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0.031250000, // Bronze
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0.015625000, // Gold
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0.007812500, // Agapite
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0.003906250, // Verite
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0.001953125 // Valorite
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};
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private SmallSmithBOD(SmallBulkEntry entry, BulkMaterialType material, int amountMax, bool reqExceptional)
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{
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Hue = 0x44E;
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AmountMax = amountMax;
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Type = entry.Type;
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Number = entry.Number;
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Graphic = entry.Graphic;
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RequireExceptional = reqExceptional;
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Material = material;
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}
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[Constructible]
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public SmallSmithBOD()
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{
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SmallBulkEntry[] entries;
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bool useMaterials;
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if (useMaterials = Utility.RandomBool())
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entries = SmallBulkEntry.BlacksmithArmor;
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else
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entries = SmallBulkEntry.BlacksmithWeapons;
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if (entries.Length > 0)
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{
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int hue = 0x44E;
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int amountMax = Utility.RandomList(10, 15, 20);
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BulkMaterialType material;
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if (useMaterials)
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material = GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances);
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else
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material = BulkMaterialType.None;
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bool reqExceptional = Utility.RandomBool() || material == BulkMaterialType.None;
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SmallBulkEntry entry = entries[Utility.Random(entries.Length)];
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Hue = hue;
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AmountMax = amountMax;
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Type = entry.Type;
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Number = entry.Number;
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Graphic = entry.Graphic;
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RequireExceptional = reqExceptional;
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Material = material;
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}
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}
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public SmallSmithBOD(int amountCur, int amountMax, Type type, int number, int graphic, bool reqExceptional,
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BulkMaterialType mat)
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{
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Hue = 0x44E;
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AmountMax = amountMax;
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AmountCur = amountCur;
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Type = type;
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Number = number;
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Graphic = graphic;
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RequireExceptional = reqExceptional;
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Material = mat;
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}
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public SmallSmithBOD(Serial serial) : base(serial)
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{
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}
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public override int ComputeFame()
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{
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return SmithRewardCalculator.Instance.ComputeFame(this);
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}
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public override int ComputeGold()
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{
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return SmithRewardCalculator.Instance.ComputeGold(this);
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}
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public override List<Item> ComputeRewards(bool full)
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{
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List<Item> list = new List<Item>();
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RewardGroup rewardGroup =
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SmithRewardCalculator.Instance.LookupRewards(SmithRewardCalculator.Instance.ComputePoints(this));
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if (rewardGroup != null)
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{
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if (full)
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{
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for (int i = 0; i < rewardGroup.Items.Length; ++i)
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{
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Item item = rewardGroup.Items[i].Construct();
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if (item != null)
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list.Add(item);
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}
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}
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else
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{
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RewardItem rewardItem = rewardGroup.AcquireItem();
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Item item = rewardItem?.Construct();
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if (item != null)
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list.Add(item);
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}
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}
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return list;
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}
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public static SmallSmithBOD CreateRandomFor(Mobile m)
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{
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SmallBulkEntry[] entries;
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bool useMaterials;
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if (useMaterials = Utility.RandomBool())
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entries = SmallBulkEntry.BlacksmithArmor;
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else
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entries = SmallBulkEntry.BlacksmithWeapons;
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if (entries.Length > 0)
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{
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double theirSkill = m.Skills[SkillName.Blacksmith].Base;
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int amountMax;
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if (theirSkill >= 70.1)
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amountMax = Utility.RandomList(10, 15, 20, 20);
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else if (theirSkill >= 50.1)
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amountMax = Utility.RandomList(10, 15, 15, 20);
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else
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amountMax = Utility.RandomList(10, 10, 15, 20);
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BulkMaterialType material = BulkMaterialType.None;
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if (useMaterials && theirSkill >= 70.1)
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for (int i = 0; i < 20; ++i)
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{
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BulkMaterialType check = GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances);
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double skillReq = 0.0;
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switch (check)
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{
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case BulkMaterialType.DullCopper:
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skillReq = 65.0;
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break;
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case BulkMaterialType.ShadowIron:
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skillReq = 70.0;
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break;
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case BulkMaterialType.Copper:
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skillReq = 75.0;
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break;
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case BulkMaterialType.Bronze:
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skillReq = 80.0;
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break;
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case BulkMaterialType.Gold:
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skillReq = 85.0;
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break;
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case BulkMaterialType.Agapite:
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skillReq = 90.0;
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break;
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case BulkMaterialType.Verite:
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skillReq = 95.0;
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break;
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case BulkMaterialType.Valorite:
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skillReq = 100.0;
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break;
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case BulkMaterialType.Spined:
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skillReq = 65.0;
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break;
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case BulkMaterialType.Horned:
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skillReq = 80.0;
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break;
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case BulkMaterialType.Barbed:
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skillReq = 99.0;
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break;
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}
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if (theirSkill >= skillReq)
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{
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material = check;
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break;
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}
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}
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double excChance = 0.0;
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if (theirSkill >= 70.1)
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excChance = (theirSkill + 80.0) / 200.0;
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bool reqExceptional = excChance > Utility.RandomDouble();
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CraftSystem system = DefBlacksmithy.CraftSystem;
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List<SmallBulkEntry> validEntries = new List<SmallBulkEntry>();
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for (int i = 0; i < entries.Length; ++i)
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{
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CraftItem item = system.CraftItems.SearchFor(entries[i].Type);
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if (item != null)
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{
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bool allRequiredSkills = true;
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double chance = item.GetSuccessChance(m, null, system, false, ref allRequiredSkills);
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if (allRequiredSkills && chance >= 0.0)
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{
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if (reqExceptional)
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chance = item.GetExceptionalChance(system, chance, m);
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if (chance > 0.0)
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validEntries.Add(entries[i]);
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}
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}
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}
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if (validEntries.Count > 0)
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{
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SmallBulkEntry entry = validEntries[Utility.Random(validEntries.Count)];
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return new SmallSmithBOD(entry, material, amountMax, reqExceptional);
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}
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}
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return null;
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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(0); // version
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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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}
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}
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} |