public static CheckAnvilAndForge ( Mobile from, int range, bool &anvil, bool &forge ) : void | ||
from | Mobile | |
range | int | |
anvil | bool | |
forge | bool | |
Результат | void |
public override int CanCraft(Mobile from, BaseTool tool, Type itemType) { if (tool == null || tool.Deleted || tool.UsesRemaining < 0) { return(1044038); // You have worn out your tool! } else if (!BaseTool.CheckTool(tool, from)) { return(1048146); // If you have a tool equipped, you must use that tool. } else if (!(from is PlayerMobile && ((PlayerMobile)from).Glassblowing && from.Skills[SkillName.Alchemy].Base >= 100.0)) { return(1044634); // You havent learned glassblowing. } else if (!BaseTool.CheckAccessible(tool, from)) { return(1044263); // The tool must be on your person to use. } bool anvil, forge; DefBlacksmithy.CheckAnvilAndForge(from, 2, out anvil, out forge); if (forge) { return(0); } return(1044628); // You must be near a forge to blow glass. }
public override int CanCraft(Mobile from, BaseTool tool, Type itemType) { if (tool == null || tool.Deleted || tool.UsesRemaining < 0) { return(1044038); // You have worn out your tool! } else if (!BaseTool.CheckTool(tool, from)) { return(1048146); // If you have a tool equipped, you must use that tool. } else if (!BaseTool.CheckAccessible(tool, from)) { return(1044263); // The tool must be on your person to use. } bool anvil, forge; DefBlacksmithy.CheckAnvilAndForge(from, 2, out anvil, out forge); if (anvil && forge) { return(0); } return(1044267); // You must be near an anvil and a forge to smith items. }
public override int CanCraft(Mobile from, BaseTool tool, Type itemType) { if (tool?.Deleted != false || tool.UsesRemaining < 0) { return(1044038); // You have worn out your tool! } if (!BaseTool.CheckTool(tool, from)) { return(1048146); // If you have a tool equipped, you must use that tool. } if (!(from is PlayerMobile mobile && mobile.Glassblowing && mobile.Skills.Alchemy.Base >= 100.0)) { return(1044634); // You havent learned glassblowing. } if (!BaseTool.CheckAccessible(tool, from)) { return(1044263); // The tool must be on your person to use. } DefBlacksmithy.CheckAnvilAndForge(from, 2, out _, out var forge); return(forge ? 0 : 1044628); // You must be near a forge to blow glass. }
protected override void OnTarget(Mobile from, object targeted) { int num = m_CraftSystem.CanCraft(from, m_Tool, null); if (num > 0) { if (num == 1044267) { bool anvil, forge; DefBlacksmithy.CheckAnvilAndForge(from, 2, out anvil, out forge); if (!anvil) { num = 1044266; // You must be near an anvil } else if (!forge) { num = 1044265; // You must be near a forge. } } from.SendGump(new CraftGump(from, m_CraftSystem, m_Tool, num)); } else { SmeltResult result = SmeltResult.Invalid; bool isStoreBought = false; int message; if (targeted is BaseArmor) { result = Resmelt(from, (BaseArmor)targeted, ((BaseArmor)targeted).Resource); isStoreBought = !((BaseArmor)targeted).PlayerConstructed; } else if (targeted is BaseWeapon) { result = Resmelt(from, (BaseWeapon)targeted, ((BaseWeapon)targeted).Resource); isStoreBought = !((BaseWeapon)targeted).PlayerConstructed; } else if (targeted is DragonBardingDeed) { result = Resmelt(from, (DragonBardingDeed)targeted, ((DragonBardingDeed)targeted).Resource); isStoreBought = false; } switch (result) { default: case SmeltResult.Invalid: message = 1044272; break; // You can't melt that down into ingots. case SmeltResult.NoSkill: message = 1044269; break; // You have no idea how to work this metal. case SmeltResult.Success: message = isStoreBought ? 500418 : 1044270; break; // You melt the item down into ingots. } from.SendGump(new CraftGump(from, m_CraftSystem, m_Tool, message)); } }
protected override void OnTarget(Mobile from, object targeted) { int number; if (m_CraftSystem is DefBlacksmithy) { bool anvil, forge; DefBlacksmithy.CheckAnvilAndForge(from, 2, out anvil, out forge); if (anvil && forge) { // You must be near a forge and and anvil to repair items. number = 1044282; } } if (m_CraftSystem is DefTinkering && targeted is Golem) { Golem g = (Golem)targeted; int damage = g.HitsMax - g.Hits; if (g.IsDeadBondedPet) { number = 500426; // You can't repair that. } else if (damage <= 0) { number = 500423; // That is already in full repair. } else { double skillValue = from.Skills[SkillName.Tinkering].Value; if (skillValue < 60.0) { number = 1044153; // You don't have the required skills to attempt this item. } else if (!from.CanBeginAction(typeof(Golem))) { number = 501789; // You must wait before trying again. } else { if (damage > (int)(skillValue * 0.3)) { damage = (int)(skillValue * 0.3); } damage += 30; if (!from.CheckSkill(SkillName.Tinkering, 0.0, 100.0)) { damage /= 2; } Container pack = from.Backpack; if (pack != null) { int v = pack.ConsumeUpTo(typeof(IronIngot), (damage + 4) / 5); if (v > 0) { g.Hits += v * 5; number = 1044279; // You repair the item. from.BeginAction(typeof(Golem)); Timer.DelayCall(TimeSpan.FromSeconds(12.0), new TimerStateCallback(EndGolemRepair), from); if (m_Contract != null) { m_Contract.Delete(); } } else { number = 1044037; // You do not have sufficient metal to make that. } } else { number = 1044037; // You do not have sufficient metal to make that. } } } } else if (targeted is BaseWeapon) { BaseWeapon weapon = (BaseWeapon)targeted; SkillName skill = m_CraftSystem.MainSkill; int toWeaken = 0; if (Core.AOS) { toWeaken = 1; } else if (skill != SkillName.Tailoring) { double skillLevel = from.Skills[skill].Base; if (m_Tool == null) { skillLevel = m_SkillLevel; } if (skillLevel >= 90.0) { toWeaken = 1; } else if (skillLevel >= 70.0) { toWeaken = 2; } else { toWeaken = 3; } } if (m_CraftSystem.CraftItems.SearchForSubclass(weapon.GetType()) == null && !IsSpecialWeapon(weapon)) { if (m_Contract != null) { // You cannot repair that item with this type of repair contract. number = 1061136; } else { // You cannot repair that using this type of tool. number = 1061139; } } else if (!weapon.IsChildOf(from.Backpack)) { number = 1044275; // The item must be in your backpack to repair it. } else if (weapon.MaxHits <= 0 || weapon.Hits == weapon.MaxHits) { number = 1044281; // That item is in full repair } else if (weapon.MaxHits <= toWeaken) { number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again. } else { if (CheckWeaken(from, skill, weapon.Hits, weapon.MaxHits)) { weapon.MaxHits -= toWeaken; weapon.Hits = Math.Max(0, weapon.Hits - toWeaken); } if (CheckRepairDifficulty(from, skill, weapon.Hits, weapon.MaxHits)) { number = 1044279; // You repair the item. m_CraftSystem.PlayCraftEffect(from); weapon.Hits = weapon.MaxHits; if (from.AccessLevel > AccessLevel.Player) { weapon.Cheater_Name = String.Format("This item repaired by GM {0}", from.Name); } } else { if (m_Contract != null) { // You fail to repair the item and the repair contract is destroyed. number = 1061137; } else { // You fail to repair the item. number = 1044280; } m_CraftSystem.PlayCraftEffect(from); } if (m_Contract != null) { m_Contract.Delete(); } } } else if (targeted is BaseArmor) { BaseArmor armor = (BaseArmor)targeted; SkillName skill = m_CraftSystem.MainSkill; int toWeaken = 0; if (Core.AOS) { toWeaken = 1; } else if (skill != SkillName.Tailoring) { double skillLevel = from.Skills[skill].Base; if (m_Tool == null) { skillLevel = m_SkillLevel; } if (skillLevel >= 90.0) { toWeaken = 1; } else if (skillLevel >= 70.0) { toWeaken = 2; } else { toWeaken = 3; } } if (m_CraftSystem.CraftItems.SearchForSubclass(armor.GetType()) == null) { if (m_Contract != null) { // You cannot repair that item with this type of repair contract. number = 1061136; } else { // You cannot repair that using this type of tool. number = 1061139; } } else if (!armor.IsChildOf(from.Backpack)) { number = 1044275; // The item must be in your backpack to repair it. } else if (armor.MaxHitPoints <= 0 || armor.HitPoints == armor.MaxHitPoints) { number = 1044281; // That item is in full repair } else if (armor.MaxHitPoints <= toWeaken) { number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again. } else { if (CheckWeaken(from, skill, armor.HitPoints, armor.MaxHitPoints)) { armor.MaxHitPoints -= toWeaken; armor.HitPoints = Math.Max(0, armor.HitPoints - toWeaken); } if (CheckRepairDifficulty(from, skill, armor.HitPoints, armor.MaxHitPoints)) { number = 1044279; // You repair the item. m_CraftSystem.PlayCraftEffect(from); armor.HitPoints = armor.MaxHitPoints; if (from.AccessLevel > AccessLevel.Player) { armor.Cheater_Name = String.Format("This item repaired by GM {0}", from.Name); } } else { if (m_Contract != null) { // You fail to repair the item and the repair contract is destroyed. number = 1061137; } else { // You fail to repair the item. number = 1044280; } m_CraftSystem.PlayCraftEffect(from); } if (m_Contract != null) { m_Contract.Delete(); } } } else if (targeted is Item) { number = 1044283; // You cannot repair that. SkillName skill = m_CraftSystem.MainSkill; double value = from.Skills[skill].Value; if (targeted is BlankScroll) { Item contract = null; if (value < 50.0) { // You must be at least apprentice level to create a repair service contract. number = 1047005; } else { if (skill == SkillName.Blacksmith) { contract = new RepairContract(ContractType.Blacksmith, value, from.Name); } else if (skill == SkillName.Carpentry) { contract = new RepairContract(ContractType.Carpenter, value, from.Name); } else if (skill == SkillName.Fletching) { contract = new RepairContract(ContractType.Fletcher, value, from.Name); } else if (skill == SkillName.Tailoring) { contract = new RepairContract(ContractType.Tailor, value, from.Name); } else if (skill == SkillName.Tinkering) { contract = new RepairContract(ContractType.Tinker, value, from.Name); } } if (contract != null) { if (from.AccessLevel > AccessLevel.Player) { contract.Cheater_Name = String.Format("This item crafted by GM {0}", from.Name); } from.AddToBackpack(contract); number = 1044154; // You create the item. BlankScroll scroll = targeted as BlankScroll; if (scroll.Amount >= 2) { scroll.Amount -= 1; } else { scroll.Delete(); } } } } else { number = 500426; // You can't repair that. } if (m_Tool != null) { CraftContext context = m_CraftSystem.GetContext(from); from.SendGump(new CraftGump(from, m_CraftSystem, m_Tool, number)); } else { from.SendLocalizedMessage(number); } }