Beispiel #1
0
		/// <summary>
		/// Check if the player is near the needed tools (forge, lathe, etc)
		/// </summary>
		/// <param name="player">the crafting player</param>
		/// <param name="recipe">the recipe being used</param>
		/// <param name="itemToCraft">the item to make</param>
		/// <param name="rawMaterials">a list of raw materials needed to create this item</param>
		/// <returns>true if required tools are found</returns>
		protected override bool CheckForTools(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList<DBCraftedXItem> rawMaterials)
		{
            bool needForge = false;

            foreach (DBCraftedXItem material in rawMaterials)
            {
				ItemTemplate template = GameServer.Database.FindObjectByKey<ItemTemplate>(material.IngredientId_nb);
                if (template != null && template.Model == 519) // metal bar
                {
                    needForge = true;
                    break;
                }
            }

            if (needForge)
            {
                foreach (GameStaticItem item in player.GetItemsInRadius(CRAFT_DISTANCE))
                {
                    if (item.Name == "forge" || item.Model == 478) // Forge
                        return true;
                }

                player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "Crafting.CheckTool.NotHaveTools", itemToCraft.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
                player.Out.SendMessage(LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Crafting.CheckTool.FindForge"), eChatType.CT_System, eChatLoc.CL_SystemWindow);

				if (player.Client.Account.PrivLevel > 1)
					return true;

				return false;
            }

            return true;
        }
		/// <summary>
		/// Calculate the minumum needed secondary crafting skill level to make the item
		/// </summary>
		public override int GetSecondaryCraftingSkillMinimumLevel(DBCraftedItem recipe, ItemTemplate itemToCraft)
		{
			switch (itemToCraft.Object_Type)
			{
				case (int)eObjectType.CrushingWeapon:
				case (int)eObjectType.SlashingWeapon:
				case (int)eObjectType.ThrustWeapon:
				case (int)eObjectType.TwoHandedWeapon:
				case (int)eObjectType.PolearmWeapon:
				case (int)eObjectType.Flexible:
				case (int)eObjectType.Sword:
				case (int)eObjectType.Hammer:
				case (int)eObjectType.Axe:
				case (int)eObjectType.Spear:
				case (int)eObjectType.HandToHand:
				case (int)eObjectType.Blades:
				case (int)eObjectType.Blunt:
				case (int)eObjectType.Piercing:
				case (int)eObjectType.LargeWeapons:
				case (int)eObjectType.CelticSpear:
				case (int)eObjectType.Scythe:
					return recipe.CraftingLevel - 60;
			}

			return base.GetSecondaryCraftingSkillMinimumLevel(recipe, itemToCraft);
		}
Beispiel #3
0
		/// <summary>
		/// Gain a point in the appropriate skills for a recipe and materials
		/// </summary>
		public override void GainCraftingSkillPoints(GamePlayer player, DBCraftedItem recipe, IList<DBCraftedXItem> rawMaterials)
		{
			if (Util.Chance(CalculateChanceToGainPoint(player, recipe)))
			{
				player.GainCraftingSkill(eCraftingSkill.SiegeCrafting, 1);
				player.Out.SendUpdateCraftingSkills();
			}
		}
Beispiel #4
0
 /// <summary>
 /// Gain a point in the appropriate skills for a recipe and materials
 /// </summary>
 public override void GainCraftingSkillPoints(GamePlayer player, DBCraftedItem recipe, IList <DBCraftedXItem> rawMaterials)
 {
     if (Util.Chance(CalculateChanceToGainPoint(player, recipe)))
     {
         player.GainCraftingSkill(eCraftingSkill.Fletching, 1);
         base.GainCraftingSkillPoints(player, recipe, rawMaterials);
         player.Out.SendUpdateCraftingSkills();
     }
 }
Beispiel #5
0
        /// <summary>
        /// Gain a point in the appropriate skills for a recipe and materials
        /// </summary>
        public virtual void GainCraftingSkillPoints(GamePlayer player, DBCraftedItem recipe, IList <DBCraftedXItem> rawMaterials)
        {
            foreach (DBCraftedXItem material in rawMaterials)
            {
                ItemTemplate template = GameServer.Database.FindObjectByKey <ItemTemplate>(material.IngredientId_nb);

                if (template != null)
                {
                    switch (template.Model)
                    {
                    case 522:     // "cloth square"
                    case 537:     // "heavy thread"
                    {
                        if (player.GetCraftingSkillValue(eCraftingSkill.ClothWorking) < subSkillCap)
                        {
                            player.GainCraftingSkill(eCraftingSkill.ClothWorking, 1);
                        }

                        break;
                    }

                    case 521:     // "leather square"
                    {
                        if (player.GetCraftingSkillValue(eCraftingSkill.LeatherCrafting) < subSkillCap)
                        {
                            player.GainCraftingSkill(eCraftingSkill.LeatherCrafting, 1);
                        }

                        break;
                    }

                    case 519:     // "metal bars"
                    {
                        if (player.GetCraftingSkillValue(eCraftingSkill.MetalWorking) < subSkillCap)
                        {
                            player.GainCraftingSkill(eCraftingSkill.MetalWorking, 1);
                        }

                        break;
                    }

                    case 520:     // "wooden boards"
                    {
                        if (player.GetCraftingSkillValue(eCraftingSkill.WoodWorking) < subSkillCap)
                        {
                            player.GainCraftingSkill(eCraftingSkill.WoodWorking, 1);
                        }

                        break;
                    }
                    }
                }
            }

            player.Out.SendUpdateCraftingSkills();
        }
Beispiel #6
0
		/// <summary>
		/// Gain a point in the appropriate skills for a recipe and materials
		/// </summary>
		public override void GainCraftingSkillPoints(GamePlayer player, DBCraftedItem recipe, IList<DBCraftedXItem> rawMaterials)
		{
			if (Util.Chance(CalculateChanceToGainPoint(player, recipe)))
			{
                if (player.GetCraftingSkillValue(eCraftingSkill.MetalWorking) < subSkillCap)
                    player.GainCraftingSkill(eCraftingSkill.MetalWorking, 1);

				player.Out.SendUpdateCraftingSkills();
			}
		}
Beispiel #7
0
        protected override void BuildCraftedItem(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft)
        {
            GameSiegeWeapon siegeweapon = null;

            switch ((eObjectType)itemToCraft.Object_Type)
            {
            case eObjectType.SiegeBalista:
            {
                siegeweapon = new GameSiegeBallista();
            }
            break;

            case eObjectType.SiegeCatapult:
            {
                siegeweapon = new GameSiegeCatapult();
            }
            break;

            case eObjectType.SiegeCauldron:
            {
                siegeweapon = new GameSiegeCauldron();
            }
            break;

            case eObjectType.SiegeRam:
            {
                siegeweapon = new GameSiegeRam();
            }
            break;

            case eObjectType.SiegeTrebuchet:
            {
                siegeweapon = new GameSiegeTrebuchet();
            }
            break;

            default:
            {
                base.BuildCraftedItem(player, recipe, itemToCraft);
                return;
            }
            }

            //actually stores the Id_nb of the siegeweapon
            siegeweapon.ItemId = itemToCraft.Id_nb;

            siegeweapon.LoadFromDatabase(itemToCraft);
            siegeweapon.CurrentRegion = player.CurrentRegion;
            siegeweapon.Heading       = player.Heading;
            siegeweapon.X             = player.X;
            siegeweapon.Y             = player.Y;
            siegeweapon.Z             = player.Z;
            siegeweapon.Realm         = player.Realm;
            siegeweapon.AddToWorld();
        }
Beispiel #8
0
 /// <summary>
 /// Gain a point in the appropriate skills for a recipe and materials
 /// </summary>
 public override void GainCraftingSkillPoints(GamePlayer player, DBCraftedItem recipe, IList <DBCraftedXItem> rawMaterials)
 {
     if (Util.Chance(CalculateChanceToGainPoint(player, recipe)))
     {
         if (player.GetCraftingSkillValue(eCraftingSkill.ClothWorking) < subSkillCap)
         {
             player.GainCraftingSkill(eCraftingSkill.ClothWorking, 1);
             player.Out.SendUpdateCraftingSkills();
         }
     }
 }
        /// <summary>
        /// Calculate the minumum needed secondary crafting skill level to make the item
        /// </summary>
        public override int GetSecondaryCraftingSkillMinimumLevel(DBCraftedItem recipe, ItemTemplate itemToCraft)
        {
            switch (itemToCraft.Object_Type)
            {
            case (int)eObjectType.Cloth:
            case (int)eObjectType.Leather:
            case (int)eObjectType.Studded:
                return(recipe.CraftingLevel - 30);
            }

            return(base.GetSecondaryCraftingSkillMinimumLevel(recipe, itemToCraft));
        }
Beispiel #10
0
        private static DBCraftedItem AddOneCompleteRecipeToDatabase()
        {
            var itemToCraft = new ItemTemplate();

            itemToCraft.Id_nb          = "item_to_craft";
            itemToCraft.Name           = "Item To Craft";
            itemToCraft.AllowedClasses = "";
            itemToCraft.CanUseEvery    = 0;
            AddDatabaseEntry(itemToCraft);

            var craftedItem = new DBCraftedItem();

            craftedItem.CraftedItemID     = itemToCraftID.ToString();
            craftedItem.Id_nb             = itemToCraft.Id_nb;
            craftedItem.CraftingLevel     = 1;
            craftedItem.CraftingSkillType = 1;
            AddDatabaseEntry(craftedItem);

            var ingredient1 = new DBCraftedXItem();

            ingredient1.Count            = 1;
            ingredient1.ObjectId         = "id1";
            ingredient1.CraftedItemId_nb = craftedItem.Id_nb;
            ingredient1.IngredientId_nb  = "item1_id";
            AddDatabaseEntry(ingredient1);
            var ingredient2 = new DBCraftedXItem();

            ingredient2.Count            = 2;
            ingredient2.ObjectId         = "id2";
            ingredient2.CraftedItemId_nb = craftedItem.Id_nb;
            ingredient2.IngredientId_nb  = "item2_id";
            AddDatabaseEntry(ingredient2);

            var ingredientItem1 = new ItemTemplate();

            ingredientItem1.Id_nb          = ingredient1.IngredientId_nb;
            ingredientItem1.Name           = "First Ingredient Name";
            ingredientItem1.AllowedClasses = "";
            ingredientItem1.Price          = 10000;
            ingredientItem1.CanUseEvery    = 0;
            AddDatabaseEntry(ingredientItem1);
            var ingredientItem2 = new ItemTemplate();

            ingredientItem2.Id_nb          = ingredient2.IngredientId_nb;
            ingredientItem2.Name           = "Second Ingredient Name";
            ingredientItem2.AllowedClasses = "";
            ingredientItem2.CanUseEvery    = 0;
            ingredientItem2.Price          = 20000;
            AddDatabaseEntry(ingredientItem2);

            return(craftedItem);
        }
Beispiel #11
0
        /// <summary>
        /// Make the item when craft time is finished
        /// </summary>
        protected virtual int MakeItem(RegionTimer timer)
        {
            GamePlayer             player       = timer.Properties.getProperty <GamePlayer>(PLAYER_CRAFTER, null);
            DBCraftedItem          recipe       = timer.Properties.getProperty <DBCraftedItem>(RECIPE_BEING_CRAFTED, null);
            IList <DBCraftedXItem> rawMaterials = timer.Properties.getProperty <IList <DBCraftedXItem> >(RECIPE_RAW_MATERIAL_LIST, null);

            if (player == null || recipe == null || rawMaterials == null)
            {
                if (player != null)
                {
                    player.Out.SendMessage("Could not find recipe or item to craft!", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                }

                log.Error("Crafting.MakeItem: Could not retrieve player, recipe, or raw materials to craft from CraftTimer.");
                return(0);
            }

            ItemTemplate itemToCraft = GameServer.Database.FindObjectByKey <ItemTemplate>(recipe.Id_nb);

            if (itemToCraft == null)
            {
                return(0);
            }

            player.CraftTimer.Stop();
            player.Out.SendCloseTimerWindow();

            if (Util.Chance(CalculateChanceToMakeItem(player, recipe)))
            {
                if (!RemoveUsedMaterials(player, recipe, rawMaterials))
                {
                    player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.MakeItem.NotAllMaterials"), eChatType.CT_System, eChatLoc.CL_SystemWindow);

                    if (player.Client.Account.PrivLevel == 1)
                    {
                        return(0);
                    }
                }

                BuildCraftedItem(player, recipe, itemToCraft);
                GainCraftingSkillPoints(player, recipe, rawMaterials);
            }
            else
            {
                player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.MakeItem.LoseNoMaterials", itemToCraft.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
                player.Out.SendPlaySound(eSoundType.Craft, 0x02);
            }

            return(0);
        }
Beispiel #12
0
		/// <summary>
		/// Calculate the minumum needed secondary crafting skill level to make the item
		/// </summary>
		public override int GetSecondaryCraftingSkillMinimumLevel(DBCraftedItem recipe, ItemTemplate itemToCraft)
		{
			switch(itemToCraft.Object_Type)
			{
				case (int)eObjectType.Studded:
				case (int)eObjectType.Chain:
				case (int)eObjectType.Plate:
				case (int)eObjectType.Reinforced:
				case (int)eObjectType.Scale:
					return recipe.CraftingLevel - 60;
			}

			return base.GetSecondaryCraftingSkillMinimumLevel(recipe, itemToCraft);
		}
Beispiel #13
0
        /// <summary>
        /// Calculate the minumum needed secondary crafting skill level to make the item
        /// </summary>
        public override int GetSecondaryCraftingSkillMinimumLevel(DBCraftedItem recipe, ItemTemplate itemToCraft)
        {
            switch (itemToCraft.Object_Type)
            {
            case (int)eObjectType.Studded:
            case (int)eObjectType.Chain:
            case (int)eObjectType.Plate:
            case (int)eObjectType.Reinforced:
            case (int)eObjectType.Scale:
                return(recipe.CraftingLevel - 60);
            }

            return(base.GetSecondaryCraftingSkillMinimumLevel(recipe, itemToCraft));
        }
Beispiel #14
0
		protected override void BuildCraftedItem(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft)
		{
			GameSiegeWeapon siegeweapon = null;
			switch ((eObjectType)itemToCraft.Object_Type)
			{
				case eObjectType.SiegeBalista:
					{
						siegeweapon = new GameSiegeBallista();
					}
					break;
				case eObjectType.SiegeCatapult:
					{
						siegeweapon = new GameSiegeCatapult();
					}
					break;
				case eObjectType.SiegeCauldron:
					{
						siegeweapon = new GameSiegeCauldron();
					}
					break;
				case eObjectType.SiegeRam:
					{
						siegeweapon = new GameSiegeRam();
					}
					break;
				case eObjectType.SiegeTrebuchet:
					{
						siegeweapon = new GameSiegeTrebuchet();
					}
					break;
				default:
					{
						base.BuildCraftedItem(player, recipe, itemToCraft);
						return;
					}
			}

			//actually stores the Id_nb of the siegeweapon
			siegeweapon.ItemId = itemToCraft.Id_nb;

			siegeweapon.LoadFromDatabase(itemToCraft);
			siegeweapon.CurrentRegion = player.CurrentRegion;
			siegeweapon.Heading = player.Heading;
			siegeweapon.X = player.X;
			siegeweapon.Y = player.Y;
			siegeweapon.Z = player.Z;
			siegeweapon.Realm = player.Realm;
			siegeweapon.AddToWorld();
		}
Beispiel #15
0
		/// <summary>
		/// Check if the player is near the needed tools (forge, lathe, etc)
		/// </summary>
		/// <param name="player">the crafting player</param>
		/// <param name="recipe">the recipe being used</param>
		/// <param name="itemToCraft">the item to make</param>
		/// <param name="rawMaterials">a list of raw materials needed to create this item</param>
		/// <returns>true if required tools are found</returns>
		protected override bool CheckForTools(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList<DBCraftedXItem> rawMaterials)
		{
			foreach (GameStaticItem item in player.GetItemsInRadius(CRAFT_DISTANCE))
			{
				if (item.Name.ToLower() == "forge" || item.Model == 478) // Forge
					return true;
			}

			player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Crafting.CheckTool.NotHaveTools", itemToCraft.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
			player.Out.SendMessage(LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Crafting.CheckTool.FindForge"), eChatType.CT_System, eChatLoc.CL_SystemWindow);

			if (player.Client.Account.PrivLevel > 1)
				return true;

			return false;
		}
Beispiel #16
0
        /// <summary>
        /// Calculate chance to succes
        /// </summary>
        public virtual int CalculateChanceToMakeItem(GamePlayer player, DBCraftedItem recipe)
        {
            int con = GetItemCon(player.GetCraftingSkillValue(m_eskill), recipe.CraftingLevel);

            if (con < -3)
            {
                con = -3;
            }

            if (con > 3)
            {
                con = 3;
            }

            switch (con)
            {
            // Chance to MAKE ! (100 - chance to fail)
            case -3:
                return(100);

            case -2:
                return(100);

            case -1:
                return(100);

            case 0:
                return(100 - 8);

            case 1:
                return(100 - 16);

            case 2:
                return(100 - 32);

            case 3:
                return(0);

            default:
                return(0);
            }
        }
        /// <summary>
        /// Check if the player is near the needed tools (forge, lathe, etc)
        /// </summary>
        /// <param name="player">the crafting player</param>
        /// <param name="recipe">the recipe being used</param>
        /// <param name="itemToCraft">the item to make</param>
        /// <param name="rawMaterials">a list of raw materials needed to create this item</param>
        /// <returns>true if required tools are found</returns>
        protected override bool CheckForTools(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList <DBCraftedXItem> rawMaterials)
        {
            foreach (GameStaticItem item in player.GetItemsInRadius(CRAFT_DISTANCE))
            {
                if (item.Name.ToLower() == "alchemy table" || item.Model == 820) // Alchemy Table
                {
                    return(true);
                }
            }

            player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Crafting.CheckTool.NotHaveTools", itemToCraft.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
            player.Out.SendMessage(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Crafting.CheckTool.FindAlchemyTable"), eChatType.CT_System, eChatLoc.CL_SystemWindow);

            if (player.Client.Account.PrivLevel > 1)
            {
                return(true);
            }

            return(false);
        }
Beispiel #18
0
        /// <summary>
        /// Called when player tries to begin crafting an item
        /// </summary>
        public virtual void CraftItem(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList <DBCraftedXItem> rawMaterials)
        {
            if (!CanPlayerStartToCraftItem(player, recipe, itemToCraft, rawMaterials))
            {
                return;
            }

            if (player.IsCrafting)
            {
                StopCraftingCurrentItem(player, itemToCraft);
                return;
            }

            int craftingTime = GetCraftingTime(player, recipe, rawMaterials);

            player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CraftItem.BeginWork", itemToCraft.Name, CalculateChanceToMakeItem(player, recipe).ToString()), eChatType.CT_Missed, eChatLoc.CL_SystemWindow);
            player.Out.SendTimerWindow(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CraftItem.CurrentlyMaking", itemToCraft.Name), craftingTime);

            player.Stealth(false);

            StartCraftingTimerAndSetCallBackMethod(player, recipe, rawMaterials, craftingTime);
        }
Beispiel #19
0
		public override int GetSecondaryCraftingSkillMinimumLevel(DBCraftedItem recipe, ItemTemplate itemToCraft)
		{
			switch (itemToCraft.Object_Type)
			{
				case (int)eObjectType.Fired:  //tested
				case (int)eObjectType.Longbow: //tested
				case (int)eObjectType.Crossbow: //tested
				case (int)eObjectType.Instrument: //tested
				case (int)eObjectType.RecurvedBow:
				case (int)eObjectType.CompositeBow:
					return recipe.CraftingLevel - 20;

				case (int)eObjectType.Arrow: //tested
				case (int)eObjectType.Bolt: //tested
				case (int)eObjectType.Thrown:
					return recipe.CraftingLevel - 15;

				case (int)eObjectType.Staff: //tested
					return recipe.CraftingLevel - 35;
			}

			return base.GetSecondaryCraftingSkillMinimumLevel(recipe, itemToCraft);
		}
Beispiel #20
0
        public override int GetSecondaryCraftingSkillMinimumLevel(DBCraftedItem recipe, ItemTemplate itemToCraft)
        {
            switch (itemToCraft.Object_Type)
            {
            case (int)eObjectType.Fired:                      //tested
            case (int)eObjectType.Longbow:                    //tested
            case (int)eObjectType.Crossbow:                   //tested
            case (int)eObjectType.Instrument:                 //tested
            case (int)eObjectType.RecurvedBow:
            case (int)eObjectType.CompositeBow:
                return(recipe.CraftingLevel - 20);

            case (int)eObjectType.Arrow:                    //tested
            case (int)eObjectType.Bolt:                     //tested
            case (int)eObjectType.Thrown:
                return(recipe.CraftingLevel - 15);

            case (int)eObjectType.Staff:                     //tested
                return(recipe.CraftingLevel - 35);
            }

            return(base.GetSecondaryCraftingSkillMinimumLevel(recipe, itemToCraft));
        }
        /// <summary>
        /// Check if the player is near the needed tools (forge, lathe, etc)
        /// </summary>
        /// <param name="player">the crafting player</param>
        /// <param name="recipe">the recipe being used</param>
        /// <param name="itemToCraft">the item to make</param>
        /// <param name="rawMaterials">a list of raw materials needed to create this item</param>
        /// <returns>true if required tools are found</returns>
        protected override bool CheckForTools(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList <DBCraftedXItem> rawMaterials)
        {
            bool needForge = false;

            foreach (DBCraftedXItem material in rawMaterials)
            {
                ItemTemplate template = GameServer.Database.FindObjectByKey <ItemTemplate>(material.IngredientId_nb);
                if (template != null && template.Model == 519) // metal bar
                {
                    needForge = true;
                    break;
                }
            }

            if (needForge)
            {
                foreach (GameStaticItem item in player.GetItemsInRadius(CRAFT_DISTANCE))
                {
                    if (item.Name == "forge" || item.Model == 478) // Forge
                    {
                        return(true);
                    }
                }

                player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Crafting.CheckTool.NotHaveTools", itemToCraft.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
                player.Out.SendMessage(LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Crafting.CheckTool.FindForge"), eChatType.CT_System, eChatLoc.CL_SystemWindow);

                if (player.Client.Account.PrivLevel > 1)
                {
                    return(true);
                }

                return(false);
            }

            return(true);
        }
Beispiel #22
0
        protected virtual bool CanPlayerStartToCraftItem(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList <DBCraftedXItem> rawMaterials)
        {
            if (!GameServer.ServerRules.IsAllowedToCraft(player, itemToCraft))
            {
                return(false);
            }

            if (!CheckForTools(player, recipe, itemToCraft, rawMaterials))
            {
                return(false);
            }

            if (!CheckSecondCraftingSkillRequirement(player, recipe, itemToCraft, rawMaterials))
            {
                return(false);
            }

            if (!CheckRawMaterials(player, recipe, itemToCraft, rawMaterials))
            {
                return(false);
            }

            if (player.IsMoving || player.IsStrafing)
            {
                player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CraftItem.MoveAndInterrupt"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
                return(false);
            }

            if (player.InCombat)
            {
                player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CraftItem.CantCraftInCombat"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
                return(false);
            }

            return(true);
        }
		/// <summary>
		/// Calculate chance to succes
		/// </summary>
		public virtual int CalculateChanceToMakeItem(GamePlayer player, DBCraftedItem recipe)
		{
			int con = GetItemCon(player.GetCraftingSkillValue(m_eskill), recipe.CraftingLevel);
			if (con < -3)
				con = -3;
			if (con > 3)
				con = 3;

			switch (con)
			{
					// Chance to MAKE ! (100 - chance to fail)
				case -3:
					return 100;
				case -2:
					return 100;
				case -1:
					return 100;
				case 0:
					return 100 - 8;
				case 1:
					return 100 - 16;
				case 2:
					return 100 - 32;
				case 3:
					return 0;
				default:
					return 0;
			}
		}
Beispiel #24
0
        /// <summary>
        /// Calculate crafting time
        /// </summary>
        public virtual int GetCraftingTime(GamePlayer player, DBCraftedItem recipe, IList <DBCraftedXItem> rawMaterials)
        {
            double baseMultiplier = (recipe.CraftingLevel / 100) + 1;

            ushort materialsCount = 0;

            foreach (DBCraftedXItem material in rawMaterials)
            {
                materialsCount += (ushort)material.Count;
            }

            int craftingTime = (int)(baseMultiplier * materialsCount / 4);

            // Player does check for capital city bonus as well
            craftingTime = (int)(craftingTime / player.CraftingSpeed);

            //keep bonuses reduction in crafting time
            if (Keeps.KeepBonusMgr.RealmHasBonus(DOL.GS.Keeps.eKeepBonusType.Craft_Timers_5, (eRealm)player.Realm))
            {
                craftingTime = (int)(craftingTime / 1.05);
            }
            else if (Keeps.KeepBonusMgr.RealmHasBonus(DOL.GS.Keeps.eKeepBonusType.Craft_Timers_3, (eRealm)player.Realm))
            {
                craftingTime = (int)(craftingTime / 1.03);
            }

            int    con = GetItemCon(player.GetCraftingSkillValue(m_eskill), recipe.CraftingLevel);
            double mod = 1.0;

            switch (con)
            {
            case -3:
                mod = 0.4;
                break;

            case -2:
                mod = 0.6;
                break;

            case -1:
                mod = 0.8;
                break;

            case 0:
                mod = 1.0;
                break;

            case 1:
                mod = 1.0;
                break;

            case 2:
                mod = 1.0;
                break;

            case 3:
                mod = 1.0;
                break;
            }

            craftingTime = (int)(craftingTime * mod);

            if (craftingTime < 1)
            {
                craftingTime = 1;
            }
            return(craftingTime);
        }
Beispiel #25
0
 /// <summary>
 /// Check if the player is near the needed tools (forge, lathe, etc)
 /// </summary>
 /// <param name="player">the crafting player</param>
 /// <param name="recipe">the recipe being used</param>
 /// <param name="itemToCraft">the item to make</param>
 /// <param name="rawMaterials">a list of raw materials needed to create this item</param>
 /// <returns>true if required tools are found</returns>
 protected virtual bool CheckForTools(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList <DBCraftedXItem> rawMaterials)
 {
     return(true);
 }
Beispiel #26
0
        /// <summary>
        /// Verify that player has the needed materials to craft an item
        /// </summary>
        public virtual bool CheckRawMaterials(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList <DBCraftedXItem> rawMaterials)
        {
            ArrayList missingMaterials = null;

            lock (player.Inventory)
            {
                foreach (DBCraftedXItem material in rawMaterials)
                {
                    ItemTemplate template = GameServer.Database.FindObjectByKey <ItemTemplate>(material.IngredientId_nb);

                    if (template == null)
                    {
                        player.Out.SendMessage("Can't find a material (" + material.IngredientId_nb + ") needed for this recipe.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                        log.Error("Cannot find raw material ItemTemplate: " + material.IngredientId_nb + ") needed for recipe: " + recipe.CraftedItemID);
                        return(false);
                    }

                    bool result = false;
                    int  count  = material.Count;

                    foreach (InventoryItem item in player.Inventory.GetItemRange(eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack))
                    {
                        if (item != null && item.Name == template.Name)
                        {
                            if (item.Count >= count)
                            {
                                result = true;
                                break;
                            }
                            else
                            {
                                count -= item.Count;
                            }
                        }
                    }

                    if (result == false)
                    {
                        if (missingMaterials == null)
                        {
                            missingMaterials = new ArrayList(5);
                        }

                        missingMaterials.Add("(" + count + ") " + template.Name);
                    }
                }

                if (missingMaterials != null)
                {
                    player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckRawMaterial.NoIngredients", itemToCraft.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
                    player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckRawMaterial.YouAreMissing", itemToCraft.Name), eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                    foreach (string materialName in missingMaterials)
                    {
                        player.Out.SendMessage(materialName, eChatType.CT_Important, eChatLoc.CL_ChatWindow);
                    }

                    if (player.Client.Account.PrivLevel == (uint)ePrivLevel.Player)
                    {
                        return(false);
                    }
                }

                return(true);
            }
        }
		/// <summary>
		/// Calculate the minumum needed secondary crafting skill level to make the item
		/// </summary>
		public virtual int GetSecondaryCraftingSkillMinimumLevel(DBCraftedItem recipe, ItemTemplate itemToCraft)
		{
			return 0;
		}
Beispiel #28
0
 /// <summary>
 /// Check if the player is near the needed tools (forge, lathe, etc)
 /// </summary>
 /// <param name="player">the crafting player</param>
 /// <param name="recipe">the recipe being used</param>
 /// <param name="itemToCraft">the item to make</param>
 /// <param name="rawMaterials">a list of raw materials needed to create this item</param>
 /// <returns>true if required tools are found</returns>
 protected override bool CheckForTools(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList <DBCraftedXItem> rawMaterials)
 {
     // TODO : implement tool checks based on recipes
     return(true);
 }
		protected virtual void StartCraftingTimerAndSetCallBackMethod(GamePlayer player, DBCraftedItem recipe, IList<DBCraftedXItem> rawMaterials, int craftingTime)
		{
			player.CraftTimer = new RegionTimer(player);
			player.CraftTimer.Callback = new RegionTimerCallback(MakeItem);
			player.CraftTimer.Properties.setProperty(PLAYER_CRAFTER, player);
			player.CraftTimer.Properties.setProperty(RECIPE_BEING_CRAFTED, recipe);
			player.CraftTimer.Properties.setProperty(RECIPE_RAW_MATERIAL_LIST, rawMaterials);
			player.CraftTimer.Start(craftingTime * 1000);
		}
		/// <summary>
		/// Called when player tries to begin crafting an item
		/// </summary>
		public virtual void CraftItem(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList<DBCraftedXItem> rawMaterials)
		{
			if (!CanPlayerStartToCraftItem(player, recipe, itemToCraft, rawMaterials))
			{
				return;
			}

			if (player.IsCrafting)
			{
				StopCraftingCurrentItem(player, itemToCraft);
				return;
			}

			int craftingTime = GetCraftingTime(player, recipe, rawMaterials);

			player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CraftItem.BeginWork", itemToCraft.Name, CalculateChanceToMakeItem(player, recipe).ToString()), eChatType.CT_Missed, eChatLoc.CL_SystemWindow);
			player.Out.SendTimerWindow(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CraftItem.CurrentlyMaking", itemToCraft.Name), craftingTime);

			player.Stealth(false);
			
			StartCraftingTimerAndSetCallBackMethod(player, recipe, rawMaterials, craftingTime);
		}
Beispiel #31
0
        /// <summary>
        /// Make the crafted item and add it to player's inventory
        /// </summary>
        /// <param name="player"></param>
        /// <param name="recipe"></param>
        /// <returns></returns>
        protected virtual void BuildCraftedItem(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft)
        {
            Dictionary <int, int> changedSlots = new Dictionary <int, int>(5);           // key : > 0 inventory ; < 0 ground || value: < 0 = new item count; > 0 = add to old

            lock (player.Inventory)
            {
                int count = itemToCraft.PackSize < 1 ? 1 : itemToCraft.PackSize;
                foreach (InventoryItem item in player.Inventory.GetItemRange(eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack))
                {
                    if (item == null)
                    {
                        continue;
                    }

                    if (item.Id_nb.Equals(itemToCraft.Id_nb) == false)
                    {
                        continue;
                    }

                    if (item.Count >= itemToCraft.MaxCount)
                    {
                        continue;
                    }

                    int countFree = item.MaxCount - item.Count;
                    if (count > countFree)
                    {
                        changedSlots.Add(item.SlotPosition, countFree);                         // existing item should be changed
                        count -= countFree;
                    }
                    else
                    {
                        changedSlots.Add(item.SlotPosition, count);                         // existing item should be changed
                        count = 0;
                        break;
                    }
                }

                if (count > 0)                 // Add new object
                {
                    eInventorySlot firstEmptySlot = player.Inventory.FindFirstEmptySlot(eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack);
                    if (firstEmptySlot == eInventorySlot.Invalid)
                    {
                        changedSlots.Add(-1, -count);                         // Create the item on the ground
                    }
                    else
                    {
                        changedSlots.Add((int)firstEmptySlot, -count);                         // Create the item in the free slot
                    }
                    count = 0;
                }

                InventoryItem newItem = null;

                player.Inventory.BeginChanges();

                Dictionary <int, int> .Enumerator enumerator = changedSlots.GetEnumerator();
                while (enumerator.MoveNext())
                {
                    KeyValuePair <int, int> slot = enumerator.Current;
                    int countToAdd = slot.Value;
                    if (countToAdd > 0)                         // Add to exiting item
                    {
                        newItem = player.Inventory.GetItem((eInventorySlot)slot.Key);
                        if (newItem != null && player.Inventory.AddCountToStack(newItem, countToAdd))
                        {
                            InventoryLogging.LogInventoryAction("(craft)", player, eInventoryActionType.Other, newItem.Template, countToAdd);
                            // count incremented, continue with next change
                            continue;
                        }
                    }

                    if (recipe.MakeTemplated)
                    {
                        string       adjItem        = itemToCraft.Id_nb + (GetQuality(player, recipe).ToString());
                        ItemTemplate adjItemToCraft = GameServer.Database.FindObjectByKey <ItemTemplate>(adjItem);
                        if (adjItemToCraft != null)
                        {
                            newItem = GameInventoryItem.Create <ItemTemplate>(adjItemToCraft);
                        }
                        else
                        {
                            newItem = GameInventoryItem.Create <ItemTemplate>(itemToCraft);
                        }
                    }
                    else
                    {
                        ItemUnique unique = new ItemUnique(itemToCraft);
                        GameServer.Database.AddObject(unique);
                        newItem         = GameInventoryItem.Create <ItemUnique>(unique);
                        newItem.Quality = GetQuality(player, recipe);
                    }

                    newItem.IsCrafted = true;
                    newItem.Creator   = player.Name;
                    newItem.Count     = -countToAdd;

                    if (slot.Key > 0)                           // Create new item in the backpack
                    {
                        player.Inventory.AddItem((eInventorySlot)slot.Key, newItem);
                        InventoryLogging.LogInventoryAction("(craft)", player, eInventoryActionType.Craft, newItem.Template, newItem.Count);
                    }
                    else                                                        // Create new item on the ground
                    {
                        player.CreateItemOnTheGround(newItem);
                        player.Out.SendDialogBox(eDialogCode.SimpleWarning, 0, 0, 0, 0, eDialogType.Ok, true, LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.BuildCraftedItem.BackpackFull", itemToCraft.Name));
                    }
                }

                player.Inventory.CommitChanges();

                player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.BuildCraftedItem.Successfully", itemToCraft.Name, newItem.Quality), eChatType.CT_Missed, eChatLoc.CL_SystemWindow);

                if (recipe.MakeTemplated == false && newItem.Quality == 100)
                {
                    player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.BuildCraftedItem.Masterpiece"), eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                    player.Out.SendPlaySound(eSoundType.Craft, 0x04);
                }
                else
                {
                    player.Out.SendPlaySound(eSoundType.Craft, 0x03);
                }
            }
        }
Beispiel #32
0
        /// <summary>
        /// Calculate crafted item quality
        /// </summary>
        private int GetQuality(GamePlayer player, DBCraftedItem item)
        {
            // 2% chance to get masterpiece, 1:6 chance to get 94-99%, if legendary or if grey con
            // otherwise moving the most load towards 94%, the higher the item con to the crafter skill
            //1.87 patch raises min quality to 96%

            // legendary
            if (player.GetCraftingSkillValue(m_eskill) >= 1000)
            {
                if (Util.Chance(2))
                {
                    return(100);                        // 2% chance for master piece
                }
                return(96 + Util.Random(3));
            }

            int delta = GetItemCon(player.GetCraftingSkillValue(m_eskill), item.CraftingLevel);

            if (delta < -2)
            {
                if (Util.Chance(2))
                {
                    return(100);                    // grey items get 2% chance to be master piece
                }
                return(96 + Util.Random(3));        // handle grey items like legendary
            }

            // this is a type of roulette selection, imagine a roulette wheel where all chances get different sized
            // fields where the ball can drop, the bigger the field, the bigger the chance
            // field size is modulated by item con and can be also 0

            // possible chance allocation scheme for yellow item
            // 99:
            // 98:
            // 97: o
            // 96: oo
            // where one 'o' marks 100 size, this example results in 10% chance for yellow items to be 97% quality

            delta = delta * 100;

            int[] chancePart = new int[4];             // index ranges from 96%(0) to 99%(5)
            int   sum        = 0;

            for (int i = 0; i < 4; i++)
            {
                chancePart[i] = Math.Max((4 - i) * 100 - delta, 0);                     // 0 minimum
                sum          += chancePart[i];
            }

            // selection
            int rand = Util.Random(sum);

            for (int i = 3; i >= 0; i--)
            {
                if (rand < chancePart[i])
                {
                    return(96 + i);
                }
                rand -= chancePart[i];
            }

            // if something still not clear contact Thrydon/Blue

            return(96);
        }
Beispiel #33
0
 /// <summary>
 /// Calculate the minumum needed secondary crafting skill level to make the item
 /// </summary>
 public virtual int GetSecondaryCraftingSkillMinimumLevel(DBCraftedItem recipe, ItemTemplate itemToCraft)
 {
     return(0);
 }
		/// <summary>
		/// Calculate chance to gain point
		/// </summary>
		public virtual int CalculateChanceToGainPoint(GamePlayer player, DBCraftedItem recipe)
		{
			int con = GetItemCon(player.GetCraftingSkillValue(m_eskill), recipe.CraftingLevel);
			if (con < -3)
				con = -3;
			if (con > 3)
				con = 3;
			int chance = 0;

			switch (con)
			{
				case -3:
					return 0;
				case -2:
					chance = 15;
					break;
				case -1:
					chance = 30;
					break;
				case 0:
					chance = 45;
					break;
				case 1:
					chance = 55;
					break;
				case 2:
					chance = 45;
					break;
				case 3:
					return 0;
				default:
					return 0;
			}

			// In capital cities bonuses to crafting apply (patch 1.86)
			if (player.CurrentRegion.IsCapitalCity)
			{
				chance += player.CraftingSkillBonus;

				if (chance < 0)
					chance = 0;
				if (chance > 100)
					chance = 100;
			}

			return chance;
		}
		/// <summary>
		/// Calculate crafting time
		/// </summary>
		public virtual int GetCraftingTime(GamePlayer player, DBCraftedItem recipe, IList<DBCraftedXItem> rawMaterials)
		{
			double baseMultiplier = (recipe.CraftingLevel / 100) + 1;

			ushort materialsCount = 0;
			foreach (DBCraftedXItem material in rawMaterials)
			{
				materialsCount += (ushort)material.Count;
			}

			int craftingTime = (int)(baseMultiplier * materialsCount / 4);

			// Player does check for capital city bonus as well
			craftingTime = (int)(craftingTime / player.CraftingSpeed);

			//keep bonuses reduction in crafting time
			if (Keeps.KeepBonusMgr.RealmHasBonus(DOL.GS.Keeps.eKeepBonusType.Craft_Timers_5, (eRealm)player.Realm))
				craftingTime = (int)(craftingTime / 1.05);
			else if (Keeps.KeepBonusMgr.RealmHasBonus(DOL.GS.Keeps.eKeepBonusType.Craft_Timers_3, (eRealm)player.Realm))
				craftingTime = (int)(craftingTime / 1.03);

			int con = GetItemCon(player.GetCraftingSkillValue(m_eskill), recipe.CraftingLevel);
			double mod = 1.0;
			switch (con)
			{
				case -3:
					mod = 0.4;
					break;
				case -2:
					mod = 0.6;
					break;
				case -1:
					mod = 0.8;
					break;
				case 0:
					mod = 1.0;
					break;
				case 1:
					mod = 1.0;
					break;
				case 2:
					mod = 1.0;
					break;
				case 3:
					mod = 1.0;
					break;
			}

			craftingTime = (int)(craftingTime * mod);

			if (craftingTime < 1)
				craftingTime = 1;
			return craftingTime;
		}
		/// <summary>
		/// Check if the player is near the needed tools (forge, lathe, etc)
		/// </summary>
		/// <param name="player">the crafting player</param>
		/// <param name="recipe">the recipe being used</param>
		/// <param name="itemToCraft">the item to make</param>
		/// <param name="rawMaterials">a list of raw materials needed to create this item</param>
		/// <returns>true if required tools are found</returns>
		protected virtual bool CheckForTools(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList<DBCraftedXItem> rawMaterials)
		{
			return true;
		}
		/// <summary>
		/// Calculate crafted item quality
		/// </summary>
		private int GetQuality(GamePlayer player, DBCraftedItem item)
		{
			// 2% chance to get masterpiece, 1:6 chance to get 94-99%, if legendary or if grey con
			// otherwise moving the most load towards 94%, the higher the item con to the crafter skill
			//1.87 patch raises min quality to 96%

			// legendary
			if (player.GetCraftingSkillValue(m_eskill) >= 1000)
			{
				if (Util.Chance(2))
				{
					return 100;	// 2% chance for master piece
				}
				return 96 + Util.Random(3);
			}

			int delta = GetItemCon(player.GetCraftingSkillValue(m_eskill), item.CraftingLevel);
			if (delta < -2)
			{
				if (Util.Chance(2))
					return 100; // grey items get 2% chance to be master piece
				return 96 + Util.Random(3); // handle grey items like legendary
			}

			// this is a type of roulette selection, imagine a roulette wheel where all chances get different sized
			// fields where the ball can drop, the bigger the field, the bigger the chance
			// field size is modulated by item con and can be also 0

			// possible chance allocation scheme for yellow item
			// 99:
			// 98:
			// 97: o
			// 96: oo
			// where one 'o' marks 100 size, this example results in 10% chance for yellow items to be 97% quality

			delta = delta * 100;

			int[] chancePart = new int[4]; // index ranges from 96%(0) to 99%(5)
			int sum = 0;
			for (int i = 0; i < 4; i++)
			{
				chancePart[i] = Math.Max((4 - i) * 100 - delta, 0);	// 0 minimum
				sum += chancePart[i];
			}

			// selection
			int rand = Util.Random(sum);
			for (int i = 3; i >= 0; i--)
			{
				if (rand < chancePart[i])
					return 96 + i;
				rand -= chancePart[i];
			}

			// if something still not clear contact Thrydon/Blue

			return 96;
		}
Beispiel #38
0
        /// <summary>
        /// Remove used raw material from player inventory
        /// </summary>
        /// <param name="player"></param>
        /// <param name="recipe"></param>
        /// <returns></returns>
        public virtual bool RemoveUsedMaterials(GamePlayer player, DBCraftedItem recipe, IList <DBCraftedXItem> rawMaterials)
        {
            Dictionary <int, int?> dataSlots = new Dictionary <int, int?>(10);

            lock (player.Inventory)
            {
                foreach (DBCraftedXItem material in rawMaterials)
                {
                    ItemTemplate template = GameServer.Database.FindObjectByKey <ItemTemplate>(material.IngredientId_nb);

                    if (template == null)
                    {
                        player.Out.SendMessage("Can't find a material (" + material.IngredientId_nb + ") needed for this recipe.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                        log.Error("RemoveUsedMaterials: Cannot find raw material ItemTemplate: " + material.IngredientId_nb + " needed for recipe: " + recipe.CraftedItemID);
                        return(false);
                    }

                    bool result = false;
                    int  count  = material.Count;

                    foreach (InventoryItem item in player.Inventory.GetItemRange(eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack))
                    {
                        if (item != null && item.Name == template.Name)
                        {
                            if (item.Count >= count)
                            {
                                if (item.Count == count)
                                {
                                    dataSlots.Add(item.SlotPosition, null);
                                }
                                else
                                {
                                    dataSlots.Add(item.SlotPosition, count);
                                }
                                result = true;
                                break;
                            }
                            else
                            {
                                dataSlots.Add(item.SlotPosition, null);
                                count -= item.Count;
                            }
                        }
                    }
                    if (result == false)
                    {
                        return(false);
                    }
                }
            }

            player.Inventory.BeginChanges();
            Dictionary <int, int?> .Enumerator enumerator = dataSlots.GetEnumerator();
            while (enumerator.MoveNext())
            {
                KeyValuePair <int, int?> de   = enumerator.Current;
                InventoryItem            item = player.Inventory.GetItem((eInventorySlot)de.Key);
                if (item != null)
                {
                    if (!de.Value.HasValue)
                    {
                        player.Inventory.RemoveItem(item);
                    }
                    else
                    {
                        player.Inventory.RemoveCountFromStack(item, de.Value.Value);
                    }
                    InventoryLogging.LogInventoryAction(player, "(craft)", eInventoryActionType.Craft, item.Template, de.Value.HasValue ? de.Value.Value : item.Count);
                }
            }
            player.Inventory.CommitChanges();

            return(true);           //all raw material removed and item created
        }
Beispiel #39
0
 /// <summary>
 /// Check if the player is near the needed tools (forge, lathe, etc)
 /// </summary>
 /// <param name="player">the crafting player</param>
 /// <param name="recipe">the recipe being used</param>
 /// <param name="itemToCraft">the item to make</param>
 /// <param name="rawMaterials">a list of raw materials needed to create this item</param>
 /// <returns>true if required tools are found</returns>
 protected override bool CheckForTools(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList <DBCraftedXItem> rawMaterials)
 {
     return(base.CheckForTools(player, recipe, itemToCraft, rawMaterials));
 }
		/// <summary>
		/// Check if the player is near the needed tools (forge, lathe, etc)
		/// </summary>
		/// <param name="player">the crafting player</param>
		/// <param name="recipe">the recipe being used</param>
		/// <param name="itemToCraft">the item to make</param>
		/// <param name="rawMaterials">a list of raw materials needed to create this item</param>
		/// <returns>true if required tools are found</returns>
		protected override bool CheckForTools(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList<DBCraftedXItem> rawMaterials)
		{
			// TODO : implement tool checks based on recipes
			return true;
		}
Beispiel #41
0
        /// <summary>
        /// Check if the player has enough secondary crafting skill to build the item
        /// </summary>
        /// <param name="player"></param>
        /// <param name="recipe"></param>
        /// <returns></returns>
        public virtual bool CheckSecondCraftingSkillRequirement(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList <DBCraftedXItem> rawMaterials)
        {
            int minimumLevel = GetSecondaryCraftingSkillMinimumLevel(recipe, itemToCraft);

            if (minimumLevel <= 0)
            {
                return(true);                // no requirement needed
            }
            foreach (DBCraftedXItem material in rawMaterials)
            {
                ItemTemplate template = GameServer.Database.FindObjectByKey <ItemTemplate>(material.IngredientId_nb);

                if (template == null)
                {
                    player.Out.SendMessage("Can't find a material (" + material.IngredientId_nb + ") needed for recipe.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                    log.Error("Cannot find raw material ItemTemplate: " + material.IngredientId_nb + ") needed for recipe: " + recipe.CraftedItemID);
                    return(false);
                }

                switch (template.Model)
                {
                case 522:                               //"cloth square"
                case 537:                               //"heavy thread"
                {
                    if (player.GetCraftingSkillValue(eCraftingSkill.ClothWorking) < minimumLevel)
                    {
                        player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckSecondCraftingSkillRequirement.NoClothworkingSkill", minimumLevel, template.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
                        return(false);
                    }
                    break;
                }

                case 521:                               //"leather square"
                {
                    if (player.GetCraftingSkillValue(eCraftingSkill.LeatherCrafting) < minimumLevel)
                    {
                        player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckSecondCraftingSkillRequirement.NoLeathercraftingSkill", minimumLevel, template.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
                        return(false);
                    }
                    break;
                }

                case 519:                               //"metal bars"
                {
                    if (player.GetCraftingSkillValue(eCraftingSkill.MetalWorking) < minimumLevel)
                    {
                        player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckSecondCraftingSkillRequirement.NoMetalworkingSkill", minimumLevel, template.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
                        return(false);
                    }
                    break;
                }

                case 520:                               //"wooden boards"
                {
                    if (player.GetCraftingSkillValue(eCraftingSkill.WoodWorking) < minimumLevel)
                    {
                        player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckSecondCraftingSkillRequirement.NoWoodworkingSkill", minimumLevel, template.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
                        return(false);
                    }
                    break;
                }
                }
            }
            return(true);
        }
		/// <summary>
		/// Remove used raw material from player inventory
		/// </summary>
		/// <param name="player"></param>
		/// <param name="recipe"></param>
		/// <returns></returns>
		public virtual bool RemoveUsedMaterials(GamePlayer player, DBCraftedItem recipe, IList<DBCraftedXItem> rawMaterials)
		{
			Dictionary<int, int?> dataSlots = new Dictionary<int, int?>(10);

			lock (player.Inventory)
			{
				foreach (DBCraftedXItem material in rawMaterials)
				{
					ItemTemplate template = GameServer.Database.FindObjectByKey<ItemTemplate>(material.IngredientId_nb);

					if (template == null)
					{
						player.Out.SendMessage("Can't find a material (" + material.IngredientId_nb + ") needed for this recipe.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
						log.Error("RemoveUsedMaterials: Cannot find raw material ItemTemplate: " + material.IngredientId_nb + " needed for recipe: " + recipe.CraftedItemID);
						return false;
					}

					bool result = false;
					int count = material.Count;

					foreach (InventoryItem item in player.Inventory.GetItemRange(eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack))
					{
						if (item != null && item.Name == template.Name)
						{
							if (item.Count >= count)
							{
								if (item.Count == count)
								{
									dataSlots.Add(item.SlotPosition, null);
								}
								else
								{
									dataSlots.Add(item.SlotPosition, count);
								}
								result = true;
								break;
							}
							else
							{
								dataSlots.Add(item.SlotPosition, null);
								count -= item.Count;
							}
						}
					}
					if (result == false)
					{
						return false;
					}
				}
			}

			player.Inventory.BeginChanges();
			Dictionary<int, int?>.Enumerator enumerator = dataSlots.GetEnumerator();
			while (enumerator.MoveNext())
			{
				KeyValuePair<int, int?> de = enumerator.Current;
				InventoryItem item = player.Inventory.GetItem((eInventorySlot)de.Key);
				if (item != null)
				{
					if (!de.Value.HasValue)
					{
						player.Inventory.RemoveItem(item);
					}
					else
					{
						player.Inventory.RemoveCountFromStack(item, de.Value.Value);
					}
					InventoryLogging.LogInventoryAction(player, "(craft)", eInventoryActionType.Craft, item.Template, de.Value.HasValue ? de.Value.Value : item.Count);
				}
			}
			player.Inventory.CommitChanges();

			return true;//all raw material removed and item created
		}
Beispiel #43
0
        /// <summary>
        /// Calculate the minumum needed secondary crafting skill level to make the item
        /// </summary>
        public override int GetSecondaryCraftingSkillMinimumLevel(DBCraftedItem recipe, ItemTemplate itemToCraft)
        {
            switch (itemToCraft.Object_Type)
            {
                case (int)eObjectType.Cloth:
                case (int)eObjectType.Leather:
                case (int)eObjectType.Studded:
                    return recipe.CraftingLevel - 30;
            }

            return base.GetSecondaryCraftingSkillMinimumLevel(recipe, itemToCraft);
        }
		/// <summary>
		/// Make the crafted item and add it to player's inventory
		/// </summary>
		/// <param name="player"></param>
		/// <param name="recipe"></param>
		/// <returns></returns>
		protected virtual void BuildCraftedItem(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft)
		{
			Dictionary<int, int> changedSlots = new Dictionary<int, int>(5); // key : > 0 inventory ; < 0 ground || value: < 0 = new item count; > 0 = add to old

			lock (player.Inventory)
			{
				int count = itemToCraft.PackSize < 1 ? 1 : itemToCraft.PackSize;
				foreach (InventoryItem item in player.Inventory.GetItemRange(eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack))
				{
					if (item == null)
						continue;

					if (item.Id_nb.Equals(itemToCraft.Id_nb) == false)
						continue;

					if (item.Count >= itemToCraft.MaxCount)
						continue;

					int countFree = item.MaxCount - item.Count;
					if (count > countFree)
					{
						changedSlots.Add(item.SlotPosition, countFree); // existing item should be changed
						count -= countFree;
					}
					else
					{
						changedSlots.Add(item.SlotPosition, count); // existing item should be changed
						count = 0;
						break;
					}
				}

				if (count > 0) // Add new object
				{
					eInventorySlot firstEmptySlot = player.Inventory.FindFirstEmptySlot(eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack);
					if (firstEmptySlot == eInventorySlot.Invalid)
					{
						changedSlots.Add(-1, -count); // Create the item on the ground
					}
					else
					{
						changedSlots.Add((int)firstEmptySlot, -count); // Create the item in the free slot
					}
					count = 0;
				}

				InventoryItem newItem = null;

				player.Inventory.BeginChanges();

				Dictionary<int, int>.Enumerator enumerator = changedSlots.GetEnumerator();
				while (enumerator.MoveNext())
				{
					KeyValuePair<int, int> slot = enumerator.Current;
					int countToAdd = slot.Value;
					if (countToAdd > 0)	// Add to exiting item
					{
						newItem = player.Inventory.GetItem((eInventorySlot)slot.Key);
						if (newItem != null && player.Inventory.AddCountToStack(newItem, countToAdd))
						{
							InventoryLogging.LogInventoryAction("(craft)", player, eInventoryActionType.Other, newItem.Template, countToAdd);
							// count incremented, continue with next change
							continue;
						}
					}

					if (recipe.MakeTemplated)
					{
						string adjItem = itemToCraft.Id_nb+(GetQuality(player, recipe).ToString());
						ItemTemplate adjItemToCraft = GameServer.Database.FindObjectByKey<ItemTemplate>(adjItem);
						if (adjItemToCraft != null)
						{
							newItem = GameInventoryItem.Create<ItemTemplate>(adjItemToCraft);
						}
						else
						{
							newItem = GameInventoryItem.Create<ItemTemplate>(itemToCraft);
						}
					}
					else
					{
						ItemUnique unique = new ItemUnique(itemToCraft);
						GameServer.Database.AddObject(unique);
						newItem = GameInventoryItem.Create<ItemUnique>(unique);
						newItem.Quality = GetQuality(player, recipe);
					}

					newItem.IsCrafted = true;
					newItem.Creator = player.Name;
					newItem.Count = -countToAdd;

					if (slot.Key > 0)	// Create new item in the backpack
					{
						player.Inventory.AddItem((eInventorySlot)slot.Key, newItem);
						InventoryLogging.LogInventoryAction("(craft)", player, eInventoryActionType.Craft, newItem.Template, newItem.Count);
					}
					else					// Create new item on the ground
					{
						player.CreateItemOnTheGround(newItem);
						player.Out.SendDialogBox(eDialogCode.SimpleWarning, 0, 0, 0, 0, eDialogType.Ok, true, LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.BuildCraftedItem.BackpackFull", itemToCraft.Name));
					}
				}

				player.Inventory.CommitChanges();

				player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.BuildCraftedItem.Successfully", itemToCraft.Name, newItem.Quality), eChatType.CT_Missed, eChatLoc.CL_SystemWindow);

				if (recipe.MakeTemplated == false && newItem.Quality == 100)
				{
					player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.BuildCraftedItem.Masterpiece"), eChatType.CT_Important, eChatLoc.CL_SystemWindow);
					player.Out.SendPlaySound(eSoundType.Craft, 0x04);
				}
				else
				{
					player.Out.SendPlaySound(eSoundType.Craft, 0x03);
				}
			}
		}
Beispiel #45
0
		/// <summary>
		/// Check if the player is near the needed tools (forge, lathe, etc)
		/// </summary>
		/// <param name="player">the crafting player</param>
		/// <param name="recipe">the recipe being used</param>
		/// <param name="itemToCraft">the item to make</param>
		/// <param name="rawMaterials">a list of raw materials needed to create this item</param>
		/// <returns>true if required tools are found</returns>
		protected override bool CheckForTools(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList<DBCraftedXItem> rawMaterials)
		{
			return base.CheckForTools(player, recipe, itemToCraft, rawMaterials);
		}
Beispiel #46
0
        /// <summary>
        /// Calculate chance to gain point
        /// </summary>
        public virtual int CalculateChanceToGainPoint(GamePlayer player, DBCraftedItem recipe)
        {
            int con = GetItemCon(player.GetCraftingSkillValue(m_eskill), recipe.CraftingLevel);

            if (con < -3)
            {
                con = -3;
            }
            if (con > 3)
            {
                con = 3;
            }
            int chance = 0;

            switch (con)
            {
            case -3:
                return(0);

            case -2:
                chance = 15;
                break;

            case -1:
                chance = 30;
                break;

            case 0:
                chance = 45;
                break;

            case 1:
                chance = 55;
                break;

            case 2:
                chance = 45;
                break;

            case 3:
                return(0);

            default:
                return(0);
            }

            // In capital cities bonuses to crafting apply (patch 1.86)
            if (player.CurrentRegion.IsCapitalCity)
            {
                chance += player.CraftingSkillBonus;

                if (chance < 0)
                {
                    chance = 0;
                }
                if (chance > 100)
                {
                    chance = 100;
                }
            }

            return(chance);
        }
		/// <summary>
		/// Check if the player has enough secondary crafting skill to build the item
		/// </summary>
		/// <param name="player"></param>
		/// <param name="recipe"></param>
		/// <returns></returns>
		public virtual bool CheckSecondCraftingSkillRequirement(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList<DBCraftedXItem> rawMaterials)
		{
			int minimumLevel = GetSecondaryCraftingSkillMinimumLevel(recipe, itemToCraft);

			if (minimumLevel <= 0)
				return true; // no requirement needed

			foreach (DBCraftedXItem material in rawMaterials)
			{
				ItemTemplate template = GameServer.Database.FindObjectByKey<ItemTemplate>(material.IngredientId_nb);

				if (template == null)
				{
					player.Out.SendMessage("Can't find a material (" + material.IngredientId_nb + ") needed for recipe.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
					log.Error("Cannot find raw material ItemTemplate: " + material.IngredientId_nb + ") needed for recipe: " + recipe.CraftedItemID);
					return false;
				}

				switch (template.Model)
				{
					case 522:	//"cloth square"
					case 537:	//"heavy thread"
						{
							if (player.GetCraftingSkillValue(eCraftingSkill.ClothWorking) < minimumLevel)
							{
								player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckSecondCraftingSkillRequirement.NoClothworkingSkill", minimumLevel, template.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
								return false;
							}
							break;
						}

					case 521:	//"leather square"
						{
							if (player.GetCraftingSkillValue(eCraftingSkill.LeatherCrafting) < minimumLevel)
							{
								player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckSecondCraftingSkillRequirement.NoLeathercraftingSkill", minimumLevel, template.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
								return false;
							}
							break;
						}

					case 519:	//"metal bars"
						{
							if (player.GetCraftingSkillValue(eCraftingSkill.MetalWorking) < minimumLevel)
							{
								player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckSecondCraftingSkillRequirement.NoMetalworkingSkill", minimumLevel, template.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
								return false;
							}
							break;
						}

					case 520:	//"wooden boards"
						{
							if (player.GetCraftingSkillValue(eCraftingSkill.WoodWorking) < minimumLevel)
							{
								player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckSecondCraftingSkillRequirement.NoWoodworkingSkill", minimumLevel, template.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
								return false;
							}
							break;
						}
				}
			}
			return true;
		}
Beispiel #48
0
 protected virtual void StartCraftingTimerAndSetCallBackMethod(GamePlayer player, DBCraftedItem recipe, IList <DBCraftedXItem> rawMaterials, int craftingTime)
 {
     player.CraftTimer          = new RegionTimer(player);
     player.CraftTimer.Callback = new RegionTimerCallback(MakeItem);
     player.CraftTimer.Properties.setProperty(PLAYER_CRAFTER, player);
     player.CraftTimer.Properties.setProperty(RECIPE_BEING_CRAFTED, recipe);
     player.CraftTimer.Properties.setProperty(RECIPE_RAW_MATERIAL_LIST, rawMaterials);
     player.CraftTimer.Start(craftingTime * 1000);
 }
Beispiel #49
0
        /// <summary>
        /// Begin salvaging a siege weapon
        /// </summary>
        /// <param name="player"></param>
        /// <param name="siegeWeapon"></param>
        /// <returns></returns>
        public static int BeginWork(GamePlayer player, GameSiegeWeapon siegeWeapon)
        {
            if (siegeWeapon == null)
            {
                return(0);
            }
            // Galenas
            siegeWeapon.ReleaseControl();
            siegeWeapon.RemoveFromWorld();
            bool          error  = false;
            DBCraftedItem recipe = GameServer.Database.SelectObject <DBCraftedItem>("Id_nb ='" + siegeWeapon.ItemId + "'");

            if (recipe == null)
            {
                player.Out.SendMessage("Error retrieving salvage data!", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                log.Error("Salvage Siege Error: DBCraftedItem is null for" + siegeWeapon.ItemId);
                return(1);
            }

            IList <DBCraftedXItem> rawMaterials = GameServer.Database.SelectObjects <DBCraftedXItem>("`CraftedItemId_nb` = '" + recipe.Id_nb + "'");

            if (rawMaterials == null || rawMaterials.Count == 0)
            {
                player.Out.SendMessage("No raw materials provided for this siege weapon!", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                log.Error("Salvage Siege Error: No Raw Materials found for " + siegeWeapon.ItemId);
                return(1);
            }

            if (player.IsCrafting)
            {
                player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Salvage.IsAllowedToBeginWork.EndCurrentAction"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
                return(0);
            }
            InventoryItem item;
            ItemTemplate  template;

            foreach (DBCraftedXItem material in rawMaterials)
            {
                template = GameServer.Database.FindObjectByKey <ItemTemplate>(material.IngredientId_nb);

                if (template == null)
                {
                    player.Out.SendMessage("Missing raw material " + material.IngredientId_nb + "!", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                    log.Error("Salvage Siege Error: Raw Material not found " + material.IngredientId_nb);
                    return(1);
                }

                item       = GameInventoryItem.Create <ItemTemplate>(template);
                item.Count = material.Count;
                if (!player.Inventory.AddItem(eInventorySlot.FirstEmptyBackpack, item))
                {
                    error = true;
                    break;
                }
                InventoryLogging.LogInventoryAction("(salvage)", player, eInventoryActionType.Craft, item.Template, item.Count);
            }

            if (error)
            {
                player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Salvage.BeginWork.NoRoom"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
            }

            return(1);
        }
		/// <summary>
		/// Verify that player has the needed materials to craft an item
		/// </summary>
		public virtual bool CheckRawMaterials(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList<DBCraftedXItem> rawMaterials)
		{
			ArrayList missingMaterials = null;

			lock (player.Inventory)
			{
				foreach (DBCraftedXItem material in rawMaterials)
				{
					ItemTemplate template = GameServer.Database.FindObjectByKey<ItemTemplate>(material.IngredientId_nb);
					
					if (template == null)
					{
						player.Out.SendMessage("Can't find a material (" + material.IngredientId_nb + ") needed for this recipe.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
						log.Error("Cannot find raw material ItemTemplate: " + material.IngredientId_nb + ") needed for recipe: " + recipe.CraftedItemID);
						return false;
					}

					bool result = false;
					int count = material.Count;

					foreach (InventoryItem item in player.Inventory.GetItemRange(eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack))
					{
						if (item != null && item.Name == template.Name)
						{
							if (item.Count >= count)
							{
								result = true;
								break;
							}
							else
							{
								count -= item.Count;
							}
						}
					}

					if (result == false)
					{
						if (missingMaterials == null)
						{
							missingMaterials = new ArrayList(5);
						}

						missingMaterials.Add("(" + count + ") " + template.Name);
					}
				}

				if (missingMaterials != null)
				{
					player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckRawMaterial.NoIngredients", itemToCraft.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
					player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckRawMaterial.YouAreMissing", itemToCraft.Name), eChatType.CT_Important, eChatLoc.CL_SystemWindow);
					foreach (string materialName in missingMaterials)
					{
						player.Out.SendMessage(materialName, eChatType.CT_Important, eChatLoc.CL_ChatWindow);
					}

					if (player.Client.Account.PrivLevel == (uint)ePrivLevel.Player) return false;
				}

				return true;
			}
		}
		protected virtual bool CanPlayerStartToCraftItem(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList<DBCraftedXItem> rawMaterials)
		{
			if (!GameServer.ServerRules.IsAllowedToCraft(player, itemToCraft))
			{
				return false;
			}

			if (!CheckForTools(player, recipe, itemToCraft, rawMaterials))
			{
				return false;
			}

			if (!CheckSecondCraftingSkillRequirement(player, recipe, itemToCraft, rawMaterials))
			{
				return false;
			}

			if (!CheckRawMaterials(player, recipe, itemToCraft, rawMaterials))
			{
				return false;
			}

			if (player.IsMoving || player.IsStrafing)
			{
				player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CraftItem.MoveAndInterrupt"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
				return false;
			}

			if (player.InCombat)
			{
                player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CraftItem.CantCraftInCombat"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
				return false;
			}

			return true;
		}
		/// <summary>
		/// Gain a point in the appropriate skills for a recipe and materials
		/// </summary>
		public virtual void GainCraftingSkillPoints(GamePlayer player, DBCraftedItem recipe, IList<DBCraftedXItem> rawMaterials)
		{
			foreach (DBCraftedXItem material in rawMaterials)
			{
				ItemTemplate template = GameServer.Database.FindObjectByKey<ItemTemplate>(material.IngredientId_nb);

				if (template != null)
				{
					switch (template.Model)
					{
						case 522:	//"cloth square"
						case 537:	//"heavy thread"
							{
								if (player.GetCraftingSkillValue(eCraftingSkill.ClothWorking) < subSkillCap)
								{
									player.GainCraftingSkill(eCraftingSkill.ClothWorking, 1);
								}
								break;
							}

						case 521:	//"leather square"
							{
								if (player.GetCraftingSkillValue(eCraftingSkill.LeatherCrafting) < subSkillCap)
								{
									player.GainCraftingSkill(eCraftingSkill.LeatherCrafting, 1);
								}
								break;
							}

						case 519:	//"metal bars"
							{
								if (player.GetCraftingSkillValue(eCraftingSkill.MetalWorking) < subSkillCap)
								{
									player.GainCraftingSkill(eCraftingSkill.MetalWorking, 1);
								}
								break;
							}

						case 520:	//"wooden boards"
							{
								if (player.GetCraftingSkillValue(eCraftingSkill.WoodWorking) < subSkillCap)
								{
									player.GainCraftingSkill(eCraftingSkill.WoodWorking, 1);
								}
								break;
							}
					}
				}
			}

			player.Out.SendUpdateCraftingSkills();
		}