public void Sharpening(Mobile from, object o) { if (o is Item) { if (!((Item)o).IsChildOf(from.Backpack)) { from.SendMessage(32, "This must be in your backpack to sharpen"); } else if (o is BaseSword && ((BaseSword)o).IsChildOf(from.Backpack)) { BaseSword weap = o as BaseSword; int i_DI = weap.Attributes.WeaponDamage; if (weap.Quality == WeaponQuality.Exceptional) { i_DI += 15; } if (i_DI >= 60) { from.SendMessage(32, "This weapon cannot be sharpened any further"); return; } else if (from.Skills[SkillName.Blacksmith].Value < 60.0) { from.SendMessage(32, "You need at least 60.0 blacksmith to sharpen weapons with this stone"); } else if (!Deleted) { int bonus = Utility.Random((int)(from.Skills[SkillName.Blacksmith].Value / 20)); if (bonus > 0) { if (60 < i_DI + bonus) { bonus = 60 - i_DI; } weap.Attributes.WeaponDamage += bonus; from.SendMessage(88, "You sharpened the weapon with {0} damange increase", bonus); } else { from.SendMessage(32, "You fail to sharpen the weapon"); } if (Uses <= 1) { from.SendMessage(32, "You used up the sharpening stone"); Delete(); } else { --Uses; from.SendMessage(32, "You have {0} uses left", Uses); } } } else if (o is BaseKnife && ((BaseKnife)o).IsChildOf(from.Backpack)) { BaseKnife weap = o as BaseKnife; int i_DI = weap.Attributes.WeaponDamage; if (weap.Quality == WeaponQuality.Exceptional) { i_DI += 15; } if (i_DI >= 60) { from.SendMessage(32, "This weapon cannot be sharpened any further"); return; } else if (from.Skills[SkillName.Blacksmith].Value < 60.0) { from.SendMessage(32, "You need at least 60.0 blacksmith to sharpen weapons with this stone"); } else if (!Deleted) { int bonus = Utility.Random((int)(from.Skills[SkillName.Blacksmith].Value / 20)); if (bonus > 0) { if (60 < i_DI + bonus) { bonus = 60 - i_DI; } weap.Attributes.WeaponDamage += bonus; from.SendMessage(88, "You sharpened the weapon with {0} damange increase", bonus); } else { from.SendMessage(32, "You fail to sharpen the weapon"); } if (Uses <= 1) { from.SendMessage(32, "You used up the sharpening stone"); Delete(); } else { --Uses; from.SendMessage(32, "You have {0} uses left", Uses); } } } else if (o is BaseAxe && ((BaseAxe)o).IsChildOf(from.Backpack)) { BaseAxe weap = o as BaseAxe; int i_DI = weap.Attributes.WeaponDamage; if (weap.Quality == WeaponQuality.Exceptional) { i_DI += 15; } if (i_DI >= 60) { from.SendMessage(32, "This weapon cannot be sharpened any further"); return; } else if (from.Skills[SkillName.Blacksmith].Value < 60.0) { from.SendMessage(32, "You need at least 60.0 blacksmith to sharpen weapons with this stone"); } else if (!Deleted) { int bonus = Utility.Random((int)(from.Skills[SkillName.Blacksmith].Value / 20)); if (bonus > 0) { if (60 < i_DI + bonus) { bonus = 60 - i_DI; } weap.Attributes.WeaponDamage += bonus; from.SendMessage(88, "You sharpened the weapon with {0} damange increase", bonus); } else { from.SendMessage(32, "You fail to sharpen the weapon"); } if (Uses <= 1) { from.SendMessage(32, "You used up the sharpening stone"); Delete(); } else { --Uses; from.SendMessage(32, "You have {0} uses left", Uses); } } } else { from.SendMessage(32, "You can only enhance edged weapons"); } } else { from.SendMessage(32, "You can only enhance edged weapons"); } }
public void Sharpening(Mobile from, object o) { if (o is Item) { if (!((Item)o).IsChildOf(from.Backpack)) { from.SendMessage(32, "This must be in your backpack to sharpen"); } else if (o is BaseSword && ((BaseSword)o).IsChildOf(from.Backpack)) { BaseSword weap = o as BaseSword; int i_DI = weap.Attributes.WeaponDamage; //if (weap.Quality == WeaponQuality.Exceptional) i_DI += 15; if (i_DI >= 70) { from.SendMessage(32, "This weapon cannot be sharpened any further"); return; } else if (from.Skills[SkillName.Blacksmith].Value < 100.0) { from.SendMessage(32, "You need at least 100.0 blacksmith and 80.0 chivalry to sharpen weapons with this stone"); } else if (from.Skills[SkillName.Chivalry].Value < 80.0) { from.SendMessage(32, "You need at least 100.0 blacksmith and 80 chivalry to sharpen weapons with this stone"); } else if (!Deleted) { int bonus = Utility.Random((int)(from.Skills[SkillName.Blacksmith].Value / 10)); if (bonus > 0) { if (70 < i_DI + bonus) { bonus = 70 - i_DI; } weap.Attributes.WeaponDamage += bonus; weap.Consecrated = true; weap.LootType = LootType.Blessed; from.SendMessage(88, "You sharpened the weapon with {0} damange increase", bonus); this.Amount = this.Amount - 1; } else { from.SendMessage(32, "You fail to sharpen the weapon"); } if (this.Amount == 0) { from.SendMessage(32, "You used up a sharpening stone"); Delete(); } else { //--Uses; from.SendMessage(32, "You were scared you'd cut your finger."); } } } else if (o is BaseKnife && ((BaseKnife)o).IsChildOf(from.Backpack)) { BaseKnife weap = o as BaseKnife; int i_DI = weap.Attributes.WeaponDamage; if (weap.Quality == WeaponQuality.Exceptional) { i_DI += 15; } if (i_DI >= 70) { from.SendMessage(32, "This weapon cannot be sharpened any further"); return; } else if (from.Skills[SkillName.Blacksmith].Value < 100.0) { from.SendMessage(32, "You need at least 100.0 blacksmith and 80.0 chivalry to sharpen weapons with this stone"); } else if (from.Skills[SkillName.Chivalry].Value < 80.0) { from.SendMessage(32, "You need at least 100.0 blacksmith and 80 chivalry to sharpen weapons with this stone"); } else if (!Deleted) { int bonus = Utility.Random((int)(from.Skills[SkillName.Blacksmith].Value / 10)); if (bonus > 0) { if (70 < i_DI + bonus) { bonus = 70 - i_DI; } weap.Attributes.WeaponDamage += bonus; weap.Consecrated = true; weap.LootType = LootType.Blessed; from.SendMessage(88, "You sharpened the weapon with {0} damange increase", bonus); } else { from.SendMessage(32, "You fail to sharpen the weapon"); } if (Uses <= 1) { from.SendMessage(32, "You used up the sharpening stone"); Delete(); } else { --Uses; from.SendMessage(32, "You have {0} uses left", Uses); } } } else if (o is BaseAxe && ((BaseAxe)o).IsChildOf(from.Backpack)) { BaseAxe weap = o as BaseAxe; int i_DI = weap.Attributes.WeaponDamage; if (weap.Quality == WeaponQuality.Exceptional) { i_DI += 15; } if (i_DI >= 70) { from.SendMessage(32, "This weapon cannot be sharpened any further"); return; } else if (from.Skills[SkillName.Blacksmith].Value < 100.0) { from.SendMessage(32, "You need at least 100.0 blacksmith and 80.0 chivalry to sharpen weapons with this stone"); } else if (from.Skills[SkillName.Chivalry].Value < 80.0) { from.SendMessage(32, "You need at least 100.0 blacksmith and 80 chivalry to sharpen weapons with this stone"); } else if (!Deleted) { int bonus = Utility.Random((int)(from.Skills[SkillName.Blacksmith].Value / 10)); if (bonus > 0) { if (70 < i_DI + bonus) { bonus = 70 - i_DI; } weap.Attributes.WeaponDamage += bonus; weap.Consecrated = true; weap.LootType = LootType.Blessed; from.SendMessage(88, "You sharpened the weapon with {0} damange increase", bonus); } else { from.SendMessage(32, "You fail to sharpen the weapon"); } if (Uses <= 1) { from.SendMessage(32, "You used up the sharpening stone"); Delete(); } else { --Uses; from.SendMessage(32, "You have {0} uses left", Uses); } } } else { from.SendMessage(32, "You can only enhance edged weapons"); } } else { from.SendMessage(32, "You can only enhance edged weapons"); } }