#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Items/Skill Items/Tools/RunicSewingKit.cs
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80
Scripts/Items/Skill Items/Tools/RunicSewingKit.cs
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using System;
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using Server;
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using Server.Engines.Craft;
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namespace Server.Items
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{
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public class RunicSewingKit : BaseRunicTool
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{
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public override CraftSystem CraftSystem{ get{ return DefTailoring.CraftSystem; } }
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public override void AddNameProperty( ObjectPropertyList list )
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{
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string v = " ";
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if ( !CraftResources.IsStandard( Resource ) )
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{
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int num = CraftResources.GetLocalizationNumber( Resource );
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if ( num > 0 )
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v = String.Format( "#{0}", num );
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else
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v = CraftResources.GetName( Resource );
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}
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list.Add( 1061119, v ); // ~1_LEATHER_TYPE~ runic sewing kit
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}
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public override void OnSingleClick( Mobile from )
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{
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string v = " ";
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if ( !CraftResources.IsStandard( Resource ) )
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{
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int num = CraftResources.GetLocalizationNumber( Resource );
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if ( num > 0 )
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v = String.Format( "#{0}", num );
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else
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v = CraftResources.GetName( Resource );
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}
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LabelTo( from, 1061119, v ); // ~1_LEATHER_TYPE~ runic sewing kit
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}
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[Constructable]
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public RunicSewingKit( CraftResource resource ) : base( resource, 0xF9D )
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{
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Weight = 2.0;
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Hue = CraftResources.GetHue( resource );
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}
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[Constructable]
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public RunicSewingKit( CraftResource resource, int uses ) : base( resource, uses, 0xF9D )
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{
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Weight = 2.0;
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Hue = CraftResources.GetHue( resource );
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}
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public RunicSewingKit( Serial serial ) : 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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if ( ItemID == 0x13E4 || ItemID == 0x13E3 )
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ItemID = 0xF9D;
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}
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}
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}
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