/// <summary> /// Checks wielded items and their requirements to see if they'd be violated by an impending skill lowering operation /// </summary> private bool CheckWieldedItems(Player player) { foreach (var equippedItem in player.EquippedObjects.Values) { var itemWieldReq = (WieldRequirement)(equippedItem.GetProperty(PropertyInt.WieldRequirements) ?? 0); if (itemWieldReq == WieldRequirement.RawSkill || itemWieldReq == WieldRequirement.Skill) { // Check WieldDifficulty property against player's Skill level, defined by item's WieldSkilltype property var itemSkillReq = player.ConvertToMoASkill((Skill)(equippedItem.GetProperty(PropertyInt.WieldSkilltype) ?? 0)); if (itemSkillReq == SkillToBeAltered) { return(true); } } } return(false); }