#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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327
Scripts/Engines/Craft/Core/Enhance.cs
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327
Scripts/Engines/Craft/Core/Enhance.cs
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using System;
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using Server;
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using Server.Targeting;
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using Server.Items;
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namespace Server.Engines.Craft
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{
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public enum EnhanceResult
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{
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None,
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NotInBackpack,
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BadItem,
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BadResource,
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AlreadyEnhanced,
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Success,
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Failure,
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Broken,
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NoResources,
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NoSkill
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}
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public class Enhance
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{
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public static EnhanceResult Invoke( Mobile from, CraftSystem craftSystem, BaseTool tool, Item item, CraftResource resource, Type resType, ref object resMessage )
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{
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if ( item == null )
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return EnhanceResult.BadItem;
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if ( !item.IsChildOf( from.Backpack ) )
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return EnhanceResult.NotInBackpack;
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if ( !(item is BaseArmor) && !(item is BaseWeapon) )
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return EnhanceResult.BadItem;
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if ( item is IArcaneEquip )
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{
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IArcaneEquip eq = (IArcaneEquip)item;
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if ( eq.IsArcane )
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return EnhanceResult.BadItem;
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}
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if ( CraftResources.IsStandard( resource ) )
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return EnhanceResult.BadResource;
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int num = craftSystem.CanCraft( from, tool, item.GetType() );
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if ( num > 0 )
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{
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resMessage = num;
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return EnhanceResult.None;
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}
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CraftItem craftItem = craftSystem.CraftItems.SearchFor( item.GetType() );
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if ( craftItem == null || craftItem.Resources.Count == 0 )
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return EnhanceResult.BadItem;
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bool allRequiredSkills = false;
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if( craftItem.GetSuccessChance( from, resType, craftSystem, false, ref allRequiredSkills ) <= 0.0 )
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return EnhanceResult.NoSkill;
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CraftResourceInfo info = CraftResources.GetInfo( resource );
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if ( info == null || info.ResourceTypes.Length == 0 )
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return EnhanceResult.BadResource;
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CraftAttributeInfo attributes = info.AttributeInfo;
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if ( attributes == null )
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return EnhanceResult.BadResource;
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int resHue = 0, maxAmount = 0;
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if ( !craftItem.ConsumeRes( from, resType, craftSystem, ref resHue, ref maxAmount, ConsumeType.None, ref resMessage ) )
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return EnhanceResult.NoResources;
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if ( craftSystem is DefBlacksmithy )
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{
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AncientSmithyHammer hammer = from.FindItemOnLayer( Layer.OneHanded ) as AncientSmithyHammer;
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if ( hammer != null )
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{
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hammer.UsesRemaining--;
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if ( hammer.UsesRemaining < 1 )
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hammer.Delete();
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}
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}
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int phys = 0, fire = 0, cold = 0, pois = 0, nrgy = 0;
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int dura = 0, luck = 0, lreq = 0, dinc = 0;
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int baseChance = 0;
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bool physBonus = false;
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bool fireBonus = false;
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bool coldBonus = false;
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bool nrgyBonus = false;
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bool poisBonus = false;
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bool duraBonus = false;
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bool luckBonus = false;
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bool lreqBonus = false;
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bool dincBonus = false;
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if ( item is BaseWeapon )
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{
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BaseWeapon weapon = (BaseWeapon)item;
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if ( !CraftResources.IsStandard( weapon.Resource ) )
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return EnhanceResult.AlreadyEnhanced;
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baseChance = 20;
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dura = weapon.MaxHitPoints;
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luck = weapon.Attributes.Luck;
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lreq = weapon.WeaponAttributes.LowerStatReq;
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dinc = weapon.Attributes.WeaponDamage;
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fireBonus = ( attributes.WeaponFireDamage > 0 );
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coldBonus = ( attributes.WeaponColdDamage > 0 );
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nrgyBonus = ( attributes.WeaponEnergyDamage > 0 );
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poisBonus = ( attributes.WeaponPoisonDamage > 0 );
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duraBonus = ( attributes.WeaponDurability > 0 );
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luckBonus = ( attributes.WeaponLuck > 0 );
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lreqBonus = ( attributes.WeaponLowerRequirements > 0 );
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dincBonus = ( dinc > 0 );
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}
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else
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{
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BaseArmor armor = (BaseArmor)item;
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if ( !CraftResources.IsStandard( armor.Resource ) )
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return EnhanceResult.AlreadyEnhanced;
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baseChance = 20;
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phys = armor.PhysicalResistance;
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fire = armor.FireResistance;
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cold = armor.ColdResistance;
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pois = armor.PoisonResistance;
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nrgy = armor.EnergyResistance;
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dura = armor.MaxHitPoints;
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luck = armor.Attributes.Luck;
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lreq = armor.ArmorAttributes.LowerStatReq;
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physBonus = ( attributes.ArmorPhysicalResist > 0 );
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fireBonus = ( attributes.ArmorFireResist > 0 );
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coldBonus = ( attributes.ArmorColdResist > 0 );
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nrgyBonus = ( attributes.ArmorEnergyResist > 0 );
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poisBonus = ( attributes.ArmorPoisonResist > 0 );
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duraBonus = ( attributes.ArmorDurability > 0 );
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luckBonus = ( attributes.ArmorLuck > 0 );
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lreqBonus = ( attributes.ArmorLowerRequirements > 0 );
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dincBonus = false;
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}
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int skill = from.Skills[craftSystem.MainSkill].Fixed / 10;
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if ( skill >= 100 )
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baseChance -= (skill - 90) / 10;
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EnhanceResult res = EnhanceResult.Success;
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if ( physBonus )
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CheckResult( ref res, baseChance + phys );
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if ( fireBonus )
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CheckResult( ref res, baseChance + fire );
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if ( coldBonus )
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CheckResult( ref res, baseChance + cold );
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if ( nrgyBonus )
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CheckResult( ref res, baseChance + nrgy );
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if ( poisBonus )
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CheckResult( ref res, baseChance + pois );
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if ( duraBonus )
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CheckResult( ref res, baseChance + (dura / 40) );
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if ( luckBonus )
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CheckResult( ref res, baseChance + 10 + (luck / 2) );
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if ( lreqBonus )
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CheckResult( ref res, baseChance + (lreq / 4) );
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if ( dincBonus )
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CheckResult( ref res, baseChance + (dinc / 4) );
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switch ( res )
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{
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case EnhanceResult.Broken:
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{
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if ( !craftItem.ConsumeRes( from, resType, craftSystem, ref resHue, ref maxAmount, ConsumeType.Half, ref resMessage ) )
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return EnhanceResult.NoResources;
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item.Delete();
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break;
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}
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case EnhanceResult.Success:
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{
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if ( !craftItem.ConsumeRes( from, resType, craftSystem, ref resHue, ref maxAmount, ConsumeType.All, ref resMessage ) )
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return EnhanceResult.NoResources;
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if( item is BaseWeapon )
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{
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BaseWeapon w = (BaseWeapon)item;
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w.Resource = resource;
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int hue = w.GetElementalDamageHue();
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if( hue > 0 )
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w.Hue = hue;
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}
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else if( item is BaseArmor ) //Sanity
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{
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((BaseArmor)item).Resource = resource;
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}
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break;
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}
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case EnhanceResult.Failure:
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{
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if ( !craftItem.ConsumeRes( from, resType, craftSystem, ref resHue, ref maxAmount, ConsumeType.Half, ref resMessage ) )
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return EnhanceResult.NoResources;
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break;
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}
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}
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return res;
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}
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public static void CheckResult( ref EnhanceResult res, int chance )
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{
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if ( res != EnhanceResult.Success )
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return; // we've already failed..
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int random = Utility.Random( 100 );
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if ( 10 > random )
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res = EnhanceResult.Failure;
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else if ( chance > random )
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res = EnhanceResult.Broken;
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}
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public static void BeginTarget( Mobile from, CraftSystem craftSystem, BaseTool tool )
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{
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CraftContext context = craftSystem.GetContext( from );
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if ( context == null )
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return;
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int lastRes = context.LastResourceIndex;
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CraftSubResCol subRes = craftSystem.CraftSubRes;
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if ( lastRes >= 0 && lastRes < subRes.Count )
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{
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CraftSubRes res = subRes.GetAt( lastRes );
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if ( from.Skills[craftSystem.MainSkill].Value < res.RequiredSkill )
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{
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from.SendGump( new CraftGump( from, craftSystem, tool, res.Message ) );
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}
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else
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{
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CraftResource resource = CraftResources.GetFromType( res.ItemType );
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if ( resource != CraftResource.None )
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{
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from.Target = new InternalTarget( craftSystem, tool, res.ItemType, resource );
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from.SendLocalizedMessage( 1061004 ); // Target an item to enhance with the properties of your selected material.
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}
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else
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{
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from.SendGump( new CraftGump( from, craftSystem, tool, 1061010 ) ); // You must select a special material in order to enhance an item with its properties.
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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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from.SendGump( new CraftGump( from, craftSystem, tool, 1061010 ) ); // You must select a special material in order to enhance an item with its properties.
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}
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}
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private class InternalTarget : Target
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{
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private CraftSystem m_CraftSystem;
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private BaseTool m_Tool;
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private Type m_ResourceType;
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private CraftResource m_Resource;
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public InternalTarget( CraftSystem craftSystem, BaseTool tool, Type resourceType, CraftResource resource ) : base ( 2, false, TargetFlags.None )
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{
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m_CraftSystem = craftSystem;
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m_Tool = tool;
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m_ResourceType = resourceType;
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m_Resource = resource;
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}
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protected override void OnTarget( Mobile from, object targeted )
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{
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if ( targeted is Item )
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{
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object message = null;
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EnhanceResult res = Enhance.Invoke( from, m_CraftSystem, m_Tool, (Item)targeted, m_Resource, m_ResourceType, ref message );
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switch ( res )
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{
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case EnhanceResult.NotInBackpack: message = 1061005; break; // The item must be in your backpack to enhance it.
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case EnhanceResult.AlreadyEnhanced: message = 1061012; break; // This item is already enhanced with the properties of a special material.
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case EnhanceResult.BadItem: message = 1061011; break; // You cannot enhance this type of item with the properties of the selected special material.
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case EnhanceResult.BadResource: message = 1061010; break; // You must select a special material in order to enhance an item with its properties.
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case EnhanceResult.Broken: message = 1061080; break; // You attempt to enhance the item, but fail catastrophically. The item is lost.
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case EnhanceResult.Failure: message = 1061082; break; // You attempt to enhance the item, but fail. Some material is lost in the process.
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case EnhanceResult.Success: message = 1061008; break; // You enhance the item with the properties of the special material.
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case EnhanceResult.NoSkill: message = 1044153; break; // You don't have the required skills to attempt this item.
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}
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from.SendGump( new CraftGump( from, m_CraftSystem, m_Tool, message ) );
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}
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}
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}
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}
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}
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