## Summary Streamlines the SE-era archery ammo auto-recovery (recovering spent arrows/bolts after a miss). The mechanic was previously spread across four unrelated trigger points and a weapon-scoped timer that was divorced from the recovery state living on `PlayerMobile`. It also contained dead code. ### Problems fixed - **Dead `!Warmode` gate** — `OnMiss` only runs from `OnSwing`, which requires warmode to fire, so the `if (!pm.Warmode)` branch that started the recovery timer could never trigger. - **Scattered, divorced state** — banked ammo lived on `PlayerMobile.RecoverableAmmo` while the timer lived on the weapon (`_recoveryTimerToken`), and recovery was kicked off from four different places (`OnWarmodeChanged`, `PlayerMobile.OnDamage` kill, `BaseCreature.OnDamage` kill, `OnBeforeDeath`). - **Per-player footprint** — every `PlayerMobile` carried a `RecoverableAmmo` field even though ~99% never miss with a bow (and most are offline). ### New design — `AmmoRecovery` side table - All state (banked ammo + one repeating timer) is keyed by player in a static dictionary, so only players who actually miss carry any state. Transient by design — this was never serialized. - **One feed point:** `OnMiss` banks the spent ammo type and starts the player's timer. - **One drain point:** the timer self-gates and gathers ammo into the backpack only once the archer has disengaged — **alive, out of warmode, and not running** — otherwise it retries next tick, so banked ammo is never lost while online. - **"Not running" allows standing still _or_ walking.** The `Direction.Running` bit is stale after a player stops, so it's paired with movement recency (`LastMoveTime`); only an *actively* running archer is blocked. - Removed the redundant scattered triggers, the dead `!Warmode` branch, `RecoverableAmmo`, `RecoverAmmo()`, and the now-empty `OnWarmodeChanged` override. `PlayerMobile.OnDelete` calls `AmmoRecovery.Forget`. ### Behavior notes - On death, banked ammo is **no longer flushed to the corpse** — it stays banked and is recovered after resurrection once the archer settles (player keeps it rather than dropping it to looters). - `OnHit` immediate recovery (the ~40% arrow-to-defender behavior) is **unchanged**. ## Test plan - [x] `dotnet build Projects/UOContent/UOContent.csproj -c Release` — succeeds, 0 warnings, 0 errors. - [ ] In-game (SE era): miss bow shots, then disengage (drop warmode + stop) and confirm the "You recover N arrows/bolts" message and backpack contents; confirm recovery does **not** fire while running and **does** while walking/standing.
297 lines
10 KiB
C#
297 lines
10 KiB
C#
using System;
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using ModernUO.Serialization;
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using Server.Mobiles;
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using Server.Network;
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using Server.Spells;
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using Server.Engines.Craft;
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namespace Server.Items
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{
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[SerializationGenerator(0, false)]
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public abstract partial class BaseRanged : BaseMeleeWeapon
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{
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[SerializableField(0)]
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[InvalidateProperties]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private bool _balanced;
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[SerializableField(1)]
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[InvalidateProperties]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _velocity;
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public BaseRanged(int itemID) : base(itemID)
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{
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}
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public abstract int EffectID { get; }
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public abstract Type AmmoType { get; }
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public abstract Item Ammo { get; }
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public override int DefHitSound => 0x234;
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public override int DefMissSound => 0x238;
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public override SkillName DefSkill => SkillName.Archery;
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public override WeaponType DefType => WeaponType.Ranged;
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public override WeaponAnimation DefAnimation => WeaponAnimation.ShootXBow;
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public override SkillName AccuracySkill => SkillName.Archery;
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public override TimeSpan OnSwing(Mobile attacker, Mobile defender, double damageBonus = 1.0)
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{
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// WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );
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// Make sure we've been standing still for .25/.5/1 second depending on Era
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if (Core.TickCount - attacker.LastMoveTime >= (Core.SE ? 250 : Core.AOS ? 500 : 1000) ||
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Core.AOS && WeaponAbility.GetCurrentAbility(attacker) is MovingShot)
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{
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var canSwing = true;
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if (Core.AOS)
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{
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canSwing = !attacker.Paralyzed && !attacker.Frozen;
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if (canSwing)
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{
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// On OSI you can swing + hold a cast at the same time
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canSwing = attacker.Spell is not Spell { IsCasting: true, BlocksMovement: true };
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}
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}
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if ((attacker as PlayerMobile)?.DuelContext?.CheckItemEquip(attacker, this) == false)
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{
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canSwing = false;
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}
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if (canSwing && attacker.HarmfulCheck(defender))
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{
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attacker.DisruptiveAction();
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attacker.NetState.SendSwing(attacker.Serial, defender.Serial);
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if (attacker is BaseCreature bc && bc.TriggerAbility(MonsterAbilityTrigger.CombatAction, defender))
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{
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return GetDelay(attacker);
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}
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if (OnFired(attacker, defender))
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{
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if (CheckHit(attacker, defender))
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{
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OnHit(attacker, defender);
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}
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else
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{
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OnMiss(attacker, defender);
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}
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}
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else if (WeaponAbility.GetCurrentAbility(attacker) is LightningArrow lightningArrow)
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{
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// Lightning Arrow doesn't require ammunition
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attacker.MovingParticles(defender, EffectID, 18, 1, false, false, 0, 0, 0, 0, 0, EffectLayer.RightHand, 0);
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lightningArrow.OnHit(attacker, defender, 0, new WorldLocation(defender));
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}
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}
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attacker.RevealingAction();
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return GetDelay(attacker);
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}
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attacker.RevealingAction();
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return TimeSpan.FromSeconds(0.25);
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}
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public override void OnHit(Mobile attacker, Mobile defender, double damageBonus = 1)
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{
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if (attacker.Player && !defender.Player && (defender.Body.IsAnimal || defender.Body.IsMonster) &&
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Utility.RandomDouble() < 0.4 && Ammo is { } ammo && !defender.AddToBackpack(ammo))
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{
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ammo.Delete();
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}
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if (Core.ML && _velocity > 0)
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{
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var bonus = (int)attacker.GetDistanceToSqrt(defender);
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if (bonus > 0 && _velocity > Utility.Random(100))
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{
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AOS.Damage(defender, attacker, bonus * 3, 100, 0, 0, 0, 0);
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if (attacker.Player)
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{
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attacker.SendLocalizedMessage(1072794); // Your arrow hits its mark with velocity!
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}
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if (defender.Player)
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{
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defender.SendLocalizedMessage(1072795); // You have been hit by an arrow with velocity!
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}
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}
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}
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base.OnHit(attacker, defender, damageBonus);
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}
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public override void OnMiss(Mobile attacker, Mobile defender)
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{
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if (attacker.Player && Utility.RandomDouble() < 0.4)
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{
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if (Core.SE)
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{
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if (attacker is PlayerMobile pm)
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{
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// Bank the spent ammo; it is gathered back up once the archer disengages.
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AmmoRecovery.Bank(pm, AmmoType);
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}
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}
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else
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{
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Ammo?.MoveToWorld(
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new Point3D(
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defender.X + Utility.RandomMinMax(-1, 1),
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defender.Y + Utility.RandomMinMax(-1, 1),
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defender.Z
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),
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defender.Map
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);
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}
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}
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base.OnMiss(attacker, defender);
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}
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public virtual bool OnFired(Mobile attacker, Mobile defender)
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{
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if (attacker.Player)
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{
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var quiver = attacker.FindItemOnLayer<BaseQuiver>(Layer.Cloak);
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var pack = attacker.Backpack;
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if (quiver == null || Utility.Random(100) >= quiver.LowerAmmoCost)
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{
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// consume ammo
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if (quiver?.ConsumeTotal(AmmoType) == true)
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{
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quiver.InvalidateWeight();
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}
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else if (pack?.ConsumeTotal(AmmoType) != true)
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{
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return false;
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}
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}
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else if (quiver.FindItemByType(AmmoType) == null && pack?.FindItemByType(AmmoType) == null)
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{
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// lower ammo cost should not work when we have no ammo at all
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return false;
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}
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}
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attacker.MovingParticles(defender, EffectID, 18, 1, false, false, 0, 0, 0, 0, 0, EffectLayer.RightHand, 0);
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return true;
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}
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public override int OnCraft(
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int quality,
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bool makersMark,
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Mobile from,
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CraftSystem craftSystem,
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Type typeRes,
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BaseTool tool,
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CraftItem craftItem,
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int resHue
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)
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{
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var result = base.OnCraft(quality, makersMark, from, craftSystem, typeRes, tool, craftItem, resHue);
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if (Core.ML)
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{
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ApplyWoodBonuses(typeRes);
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}
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return result;
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}
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private void ApplyWoodBonuses(Type resource)
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{
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var craftResource = CraftResources.GetFromType(resource);
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switch (craftResource)
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{
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case CraftResource.OakWood:
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{
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Attributes.Luck += 40;
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Attributes.WeaponDamage += 5;
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break;
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}
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case CraftResource.AshWood:
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{
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Attributes.WeaponSpeed += 10;
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WeaponAttributes.LowerStatReq += 20;
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break;
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}
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case CraftResource.YewWood:
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{
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Attributes.AttackChance += 5;
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Attributes.WeaponDamage += 10;
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break;
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}
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case CraftResource.Bloodwood:
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{
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Attributes.RegenHits += 2;
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WeaponAttributes.HitLeechHits += 16;
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break;
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}
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case CraftResource.Heartwood:
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{
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ApplyHeartwoodBonus();
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break;
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}
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case CraftResource.Frostwood:
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{
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AosElementDamages.Physical = 60;
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AosElementDamages.Cold = 40;
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Attributes.WeaponDamage += 12;
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break;
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}
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}
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}
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private void ApplyHeartwoodBonus()
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{
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switch (Utility.Random(6))
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{
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case 0:
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{
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Attributes.Luck += 40;
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break;
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}
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case 1:
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{
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WeaponAttributes.DurabilityBonus += 50;
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break;
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}
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case 2:
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{
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WeaponAttributes.LowerStatReq += 20;
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break;
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}
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case 3:
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{
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Attributes.WeaponSpeed += 10;
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break;
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}
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case 4:
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{
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Attributes.AttackChance += 5;
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break;
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}
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case 5:
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{
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WeaponAttributes.HitLeechHits += 10;
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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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