#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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324
Scripts/Items/Skill Items/Carpenter Items/Board.cs
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324
Scripts/Items/Skill Items/Carpenter Items/Board.cs
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using System;
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namespace Server.Items
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{
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[FlipableAttribute( 0x1BD7, 0x1BDA )]
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public class Board : Item, ICommodity
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{
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private CraftResource m_Resource;
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[CommandProperty( AccessLevel.GameMaster )]
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public CraftResource Resource
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{
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get { return m_Resource; }
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set { m_Resource = value; InvalidateProperties(); }
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}
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int ICommodity.DescriptionNumber
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{
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get
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{
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if ( m_Resource >= CraftResource.OakWood && m_Resource <= CraftResource.YewWood )
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return 1075052 + ( (int)m_Resource - (int)CraftResource.OakWood );
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switch ( m_Resource )
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{
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case CraftResource.Bloodwood: return 1075055;
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case CraftResource.Frostwood: return 1075056;
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case CraftResource.Heartwood: return 1075062; //WHY Osi. Why?
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}
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return LabelNumber;
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}
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}
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bool ICommodity.IsDeedable { get { return true; } }
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[Constructable]
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public Board()
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: this( 1 )
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{
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}
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[Constructable]
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public Board( int amount )
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: this( CraftResource.RegularWood, amount )
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{
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}
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public Board( Serial serial )
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: base( serial )
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{
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}
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[Constructable]
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public Board( CraftResource resource ) : this( resource, 1 )
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{
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}
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[Constructable]
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public Board( CraftResource resource, int amount )
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: base( 0x1BD7 )
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{
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Stackable = true;
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Amount = amount;
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m_Resource = resource;
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Hue = CraftResources.GetHue( resource );
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}
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public override void GetProperties( ObjectPropertyList list )
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{
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base.GetProperties( list );
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if ( !CraftResources.IsStandard( m_Resource ) )
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{
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int num = CraftResources.GetLocalizationNumber( m_Resource );
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if ( num > 0 )
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list.Add( num );
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else
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list.Add( CraftResources.GetName( m_Resource ) );
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}
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 3 );
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writer.Write( (int)m_Resource );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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switch ( version )
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{
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case 3:
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case 2:
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{
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m_Resource = (CraftResource)reader.ReadInt();
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break;
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}
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}
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if ( (version == 0 && Weight == 0.1) || ( version <= 2 && Weight == 2 ) )
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Weight = -1;
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if ( version <= 1 )
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m_Resource = CraftResource.RegularWood;
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}
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}
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public class HeartwoodBoard : Board
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{
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[Constructable]
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public HeartwoodBoard()
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: this( 1 )
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{
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}
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[Constructable]
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public HeartwoodBoard( int amount )
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: base( CraftResource.Heartwood, amount )
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{
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}
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public HeartwoodBoard( Serial serial )
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: base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int)0 ); // version
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}
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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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public class BloodwoodBoard : Board
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{
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[Constructable]
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public BloodwoodBoard()
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: this( 1 )
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{
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}
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[Constructable]
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public BloodwoodBoard( int amount )
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: base( CraftResource.Bloodwood, amount )
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{
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}
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public BloodwoodBoard( Serial serial )
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: base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int)0 ); // version
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}
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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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public class FrostwoodBoard : Board
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{
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[Constructable]
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public FrostwoodBoard()
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: this( 1 )
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{
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}
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[Constructable]
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public FrostwoodBoard( int amount )
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: base( CraftResource.Frostwood, amount )
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{
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}
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public FrostwoodBoard( Serial serial )
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: base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int)0 ); // version
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}
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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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public class OakBoard : Board
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{
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[Constructable]
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public OakBoard()
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: this( 1 )
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{
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}
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[Constructable]
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public OakBoard( int amount )
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: base( CraftResource.OakWood, amount )
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{
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}
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public OakBoard( Serial serial )
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: base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int)0 ); // version
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}
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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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public class AshBoard : Board
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{
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[Constructable]
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public AshBoard()
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: this( 1 )
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{
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}
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[Constructable]
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public AshBoard( int amount )
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: base( CraftResource.AshWood, amount )
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{
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}
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public AshBoard( Serial serial )
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: base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int)0 ); // version
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}
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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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public class YewBoard : Board
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{
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[Constructable]
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public YewBoard()
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: this( 1 )
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{
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}
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[Constructable]
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public YewBoard( int amount )
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: base( CraftResource.YewWood, amount )
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{
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}
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public YewBoard( Serial serial )
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: base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int)0 ); // version
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}
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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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}
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