public async Task IncomingPlayerElvenTreatingRequest() { if (CharactersData.GetCharacterWoodworkingSkill(Context.User.Id) >= 35) { //Checking commands if (CharactersData.GetCharacterElvenWood(Context.User.Id) < 5) { TreatingEmbed.WithColor(Color.Blue); TreatingEmbed.AddField("<:Plank:607523563410554880>```You don't have enought elven wood to treat it!```", $"```You need {5 - CharactersData.GetCharacterElvenWood(Context.User.Id)} more units of elven wood```"); await Context.Channel.SendMessageAsync("", false, TreatingEmbed.Build()); return; } //Execution of command TreatingEmbed.WithColor(Color.Blue); int TotalPlanksToGive = 0, TotalWoodToTook = 0, ChanceToGetBonusPlanks, TreatedPlanksToGive; for (int i = CharactersData.GetCharacterElvenWood(Context.User.Id); i >= 5; i -= 5) { ChanceToGetBonusPlanks = random.Next(0, 10); if (ChanceToGetBonusPlanks > (7 - CharactersData.GetCharacterWoodworkingSkill(Context.User.Id) / 24)) { TreatedPlanksToGive = random.Next(2, 3); } else { TreatedPlanksToGive = 1; } TotalPlanksToGive += TreatedPlanksToGive; TotalWoodToTook += 5; } TreatingEmbed.AddField("<:Plank:607523563410554880>```Success!```", $"```You have received {TotalPlanksToGive} units of treated elven wood!```"); await Context.Channel.SendMessageAsync("", false, TreatingEmbed.Build()); //Save data await CharactersData.SaveCharacterThreatedElvenWood(Context.User.Id, TotalPlanksToGive, 0.3f / CharactersData.GetCharacterWoodworkingSkill(Context.User.Id), TotalWoodToTook);; return; } else { TreatingEmbed.WithColor(Color.Blue); TreatingEmbed.AddField($"<:Plank:607523563410554880>```Treating skill comes with time, {CharactersData.GetCharacterName(Context.User.Id)}```", "```Required level of skill is: [35]\n" + $"Your current skill level is: [{CharactersData.GetCharacterWoodworkingSkill(Context.User.Id)}]```"); await Context.Channel.SendMessageAsync("", false, TreatingEmbed.Build()); return; } }