public async Task IncomingPlayerDeerLeatherCollectingRequest() { if (CharactersData.GetCharacterHuntingSkill(Context.User.Id) >= 25) { //Checking commands if (CharactersData.GetCharacterDeerCarcass(Context.User.Id) < 1) { LeatherEmbed.WithColor(Color.Blue); LeatherEmbed.AddField("<:Knife:607575664987734026>```You don't have enough deer carcasses to collect leather from them!```", "```At least 1 deer carcass required```"); await Context.Channel.SendMessageAsync("", false, LeatherEmbed.Build()); return; } //Execution of command LeatherEmbed.WithColor(Color.Blue); int TotalLeatherToGive = 0, TotalCarcassesToTook = 0, ChanceToGetBonusLeather, LeatherToGive; for (int i = CharactersData.GetCharacterDeerCarcass(Context.User.Id); i >= 1; i -= 1) { ChanceToGetBonusLeather = random.Next(0, 10); if (ChanceToGetBonusLeather > (7 - CharactersData.GetCharacterHuntingSkill(Context.User.Id) / 20)) { LeatherToGive = random.Next(3, 4); } else { LeatherToGive = random.Next(1, 2); } TotalLeatherToGive += LeatherToGive; TotalCarcassesToTook += 1; } LeatherEmbed.AddField("<:Knife:607575664987734026>```Success!```", $"```You have received {TotalLeatherToGive} units of deer leather!```"); await Context.Channel.SendMessageAsync("", false, LeatherEmbed.Build()); //Save data await CharactersData.SaveCharacterDeerLeather(Context.User.Id, TotalLeatherToGive, 0.3f / CharactersData.GetCharacterHuntingSkill(Context.User.Id), TotalCarcassesToTook);; return; } else { LeatherEmbed.WithColor(Color.Blue); LeatherEmbed.AddField($"<:Knife:607575664987734026>```Hunting skill comes with time, {CharactersData.GetCharacterName(Context.User.Id)}```", "```Required level of skill is: [25]\n" + $"Your current skill level is: [{CharactersData.GetCharacterHuntingSkill(Context.User.Id)}]```"); await Context.Channel.SendMessageAsync("", false, LeatherEmbed.Build()); return; } }