public AlterContract(RepairDeed.RepairSkillType type, Mobile crafter) : base(0x14F0) { m_CrafterName = crafter.Name; Type = type; Hue = 0x1BC; Weight = 1.0; }
protected override void OnTarget(Mobile from, object targeted) { if (m_Addon == null || m_Addon.Deleted) { return; } if (!m_Addon.CheckAccessible(from, m_Addon)) { m_Addon.Using = false; m_Addon.AccessibleFailMessage(from); return; } if (targeted is RepairDeed) { RepairDeed deed = (RepairDeed)targeted; if (m_Addon.Tools.Any(x => x.Skill == deed.RepairSkill && x.Charges >= 500)) { from.SendLocalizedMessage(1158778); // This would exceed the maximum charges allowed on this magic item. from.Target = new InternalTarget(from, m_Gump, m_Addon); } else if (m_Addon.Tools.Any(x => x.Skill == deed.RepairSkill && x.Charges != 0 && x.SkillValue != deed.SkillLevel)) { from.SendLocalizedMessage(1158866); // The repair bench contains deeds that do not match the skill of the deed you are trying to add. from.Target = new InternalTarget(from, m_Gump, m_Addon); } else { var tool = m_Addon.Tools.Find(x => x.Skill == deed.RepairSkill); tool.SkillValue = deed.SkillLevel; tool.Charges++; deed.Delete(); from.Target = new InternalTarget(from, m_Gump, m_Addon); } } else if (targeted is Container) { Container c = targeted as Container; for (int i = c.Items.Count - 1; i >= 0; --i) { if (i < c.Items.Count && c.Items[i] is RepairDeed) { RepairDeed deed = (RepairDeed)c.Items[i]; if (m_Addon.Tools.Any(x => x.Skill == deed.RepairSkill && x.Charges >= 500)) { from.SendLocalizedMessage(1158778); // This would exceed the maximum charges allowed on this magic item. } else if (m_Addon.Tools.Any(x => x.Skill == deed.RepairSkill && x.SkillValue == deed.SkillLevel)) { var tool = m_Addon.Tools.Find(x => x.Skill == deed.RepairSkill); tool.SkillValue = deed.SkillLevel; tool.Charges++; deed.Delete(); } } } } else { from.SendLocalizedMessage(1158865); // That is not a valid repair contract or container. } m_Gump.StopTimer(from); from.CloseGump(typeof(RepairBenchGump)); from.SendGump(new RepairBenchGump(from, m_Addon)); }
public InternalTarget( CraftSystem craftSystem, RepairDeed deed ) : base( 2, false, TargetFlags.None ) { m_CraftSystem = craftSystem; m_Deed = deed; }
public static void Do( Mobile from, CraftSystem craftSystem, RepairDeed deed ) { from.Target = new InternalTarget( craftSystem, deed ); from.SendLocalizedMessage( 1044276 ); // Target an item to repair. }
protected override void OnTarget( Mobile from, object targeted ) { int number; if( !CheckDeed( from ) ) return; bool usingDeed = (m_Deed != null); bool toDelete = false; //TODO: Make a IRepairable 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 = (usingDeed)? m_Deed.SkillLevel : from.Skills[SkillName.Tinkering].Value; if ( skillValue < 60.0 ) { number = 1044153; // You don't have the required skills to attempt this item. //TODO: How does OSI handle this with deeds with golems? } 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. toDelete = true; from.BeginAction( typeof( Golem ) ); Timer.DelayCall( TimeSpan.FromSeconds( 12.0 ), new TimerStateCallback( EndGolemRepair ), from ); } 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 = (usingDeed)? m_Deed.SkillLevel : from.Skills[skill].Base; 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 ) ) { number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } else if ( !weapon.IsChildOf( from.Backpack ) ) { number = 1044275; // The item must be in your backpack to repair it. } else if ( weapon.MaxHitPoints <= 0 || weapon.HitPoints == weapon.MaxHitPoints ) { number = 1044281; // That item is in full repair } else if ( weapon.MaxHitPoints <= toWeaken ) { number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again. } else { if ( CheckWeaken( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) ) { weapon.MaxHitPoints -= toWeaken; weapon.HitPoints = Math.Max( 0, weapon.HitPoints - toWeaken ); } if ( CheckRepairDifficulty( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) ) { number = 1044279; // You repair the item. m_CraftSystem.PlayCraftEffect( from ); weapon.HitPoints = weapon.MaxHitPoints; } else { number = (usingDeed)? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed] m_CraftSystem.PlayCraftEffect( from ); } toDelete = true; } } 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 = (usingDeed)? m_Deed.SkillLevel : from.Skills[skill].Base; if ( skillLevel >= 90.0 ) toWeaken = 1; else if ( skillLevel >= 70.0 ) toWeaken = 2; else toWeaken = 3; } if ( m_CraftSystem.CraftItems.SearchForSubclass( armor.GetType() ) == null ) { number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } 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; } else { number = (usingDeed)? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed] m_CraftSystem.PlayCraftEffect( from ); } toDelete = true; } } else if ( targeted is BaseClothing ) { BaseClothing clothing = (BaseClothing)targeted; SkillName skill = m_CraftSystem.MainSkill; int toWeaken = 0; if ( Core.AOS ) { toWeaken = 1; } else if ( skill != SkillName.Tailoring ) { double skillLevel = (usingDeed) ? m_Deed.SkillLevel : from.Skills[skill].Base; if ( skillLevel >= 90.0 ) toWeaken = 1; else if ( skillLevel >= 70.0 ) toWeaken = 2; else toWeaken = 3; } if ( m_CraftSystem.CraftItems.SearchForSubclass( clothing.GetType() ) == null && !IsSpecialClothing( clothing )) { number = (usingDeed) ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } else if ( !clothing.IsChildOf( from.Backpack ) ) { number = 1044275; // The item must be in your backpack to repair it. } else if ( clothing.MaxHitPoints <= 0 || clothing.HitPoints == clothing.MaxHitPoints ) { number = 1044281; // That item is in full repair } else if ( clothing.MaxHitPoints <= toWeaken ) { number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again. } else { if ( CheckWeaken( from, skill, clothing.HitPoints, clothing.MaxHitPoints ) ) { clothing.MaxHitPoints -= toWeaken; clothing.HitPoints = Math.Max( 0, clothing.HitPoints - toWeaken ); } if ( CheckRepairDifficulty( from, skill, clothing.HitPoints, clothing.MaxHitPoints ) ) { number = 1044279; // You repair the item. m_CraftSystem.PlayCraftEffect( from ); clothing.HitPoints = clothing.MaxHitPoints; } else { number = (usingDeed) ? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed] m_CraftSystem.PlayCraftEffect( from ); } toDelete = true; } } else if( !usingDeed && targeted is BlankScroll ) { SkillName skill = m_CraftSystem.MainSkill; if( from.Skills[skill].Value >= 50.0 ) { ((BlankScroll)targeted).Consume( 1 ); RepairDeed deed = new RepairDeed( RepairDeed.GetTypeFor( m_CraftSystem ), from.Skills[skill].Value, from ); from.AddToBackpack( deed ); number = 500442; // You create the item and put it in your backpack. } else number = 1047005; // You must be at least apprentice level to create a repair service contract. } else if ( targeted is Item ) { number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } else { number = 500426; // You can't repair that. } if( !usingDeed ) { CraftContext context = m_CraftSystem.GetContext( from ); from.SendGump( new CraftGump( from, m_CraftSystem, m_Tool, number ) ); } else if( toDelete ) { m_Deed.Delete(); } }
//this generates an item from what is stored in the entry. Note no exception handling public override Item GenerateItem() { //awesome constructor! RepairDeed deed = new RepairDeed( _RepairSkillType, _Level, _Crafter ); deed.LootType = _LootType; deed.Insured = _Insured; return deed; }
protected override void OnTarget( Mobile from, object targeted ) { int number; if( !CheckDeed( from ) ) return; bool usingDeed = (m_Deed != null); bool toDelete = false; //TODO: Make a IRepairable 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 = (usingDeed)? m_Deed.SkillLevel : from.Skills[skill].Base; 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 ) ) { number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } else if ( !weapon.IsChildOf( from.Backpack ) ) { number = 1044275; // The item must be in your backpack to repair it. } else if ( weapon.MaxHitPoints <= 0 || weapon.HitPoints == weapon.MaxHitPoints ) { number = 1044281; // That item is in full repair } else if ( weapon.MaxHitPoints <= toWeaken ) { number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again. } else { if ( CheckWeaken( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) ) { weapon.MaxHitPoints -= toWeaken; weapon.HitPoints = Math.Max( 0, weapon.HitPoints - toWeaken ); } if ( CheckRepairDifficulty( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) ) { switch (weapon.Resource) { case CraftResource.Copper: if (from.Backpack.GetAmount(typeof(CopperIngot)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough copper ingots to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(CopperIngot), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Bronze: if (from.Backpack.GetAmount(typeof(BronzeIngot)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough bronze ingots to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(BronzeIngot), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Iron: if (from.Backpack.GetAmount(typeof(IronIngot)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough iron ingots to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(IronIngot), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Steel: if (from.Backpack.GetAmount(typeof(SteelIngot)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough steel ingots to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(SteelIngot), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Obsidian: if (from.Backpack.GetAmount(typeof(ObsidianIngot)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough obsidian to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(ObsidianIngot), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Starmetal: if (from.Backpack.GetAmount(typeof(StarmetalIngot)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough starmetal ingots to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(StarmetalIngot), 10); break; case CraftResource.Oak: if (from.Backpack.GetAmount(typeof(Log)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough oak logs to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Log), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Redwood: if (from.Backpack.GetAmount(typeof(RedwoodLog)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough redwood logs to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(RedwoodLog), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Yew: if (from.Backpack.GetAmount(typeof(YewLog)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough yew logs to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(YewLog), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Ash: if (from.Backpack.GetAmount(typeof(AshLog)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough ash logs to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(AshLog), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Greenheart: if (from.Backpack.GetAmount(typeof(GreenheartLog)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough greenheart logs to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(GreenheartLog), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Cotton: if (from.Backpack.GetAmount(typeof(Cloth)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough cloth to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Cloth), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Wool: if (from.Backpack.GetAmount(typeof(Wool)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough wool to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Wool), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Silk: if (from.Backpack.GetAmount(typeof(SpidersSilk)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough silk to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(SpidersSilk), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Satin: if (from.Backpack.GetAmount(typeof(Satin)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough satin to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Satin), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Velvet: if (from.Backpack.GetAmount(typeof(Velvet)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough velvet to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Velvet), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.Linen: if (from.Backpack.GetAmount(typeof(Linen)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough linen to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Linen), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.RegularLeather: if (from.Backpack.GetAmount(typeof(Leather)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough leather to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Leather), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.ThickLeather: if (from.Backpack.GetAmount(typeof(ThickLeather)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough thick leather to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(ThickLeather), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.BeastLeather: if (from.Backpack.GetAmount(typeof(BeastLeather)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough beast leather to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(BeastLeather), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; case CraftResource.ScaledLeather: if (from.Backpack.GetAmount(typeof(ScaledLeather)) < (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)) { from.SendMessage("You do not have enough scaled leather to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(ScaledLeather), (int)((weapon.MaxHitPoints - weapon.HitPoints)/10)); break; } number = 1044279; // You repair the item. m_CraftSystem.PlayCraftEffect( from ); weapon.HitPoints = weapon.MaxHitPoints; } else { number = (usingDeed)? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed] m_CraftSystem.PlayCraftEffect( from ); } toDelete = true; } } 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 = (usingDeed)? m_Deed.SkillLevel : from.Skills[skill].Base; if ( skillLevel >= 90.0 ) toWeaken = 1; else if ( skillLevel >= 70.0 ) toWeaken = 2; else toWeaken = 3; } if ( m_CraftSystem.CraftItems.SearchForSubclass( armor.GetType() ) == null ) { number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } 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 ) ) { switch (armor.Resource) { case CraftResource.Copper: if (from.Backpack.GetAmount(typeof(CopperIngot)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough copper ingots to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(CopperIngot), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Bronze: if (from.Backpack.GetAmount(typeof(BronzeIngot)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough bronze ingots to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(BronzeIngot), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Iron: if (from.Backpack.GetAmount(typeof(IronIngot)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough iron ingots to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(IronIngot), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Steel: if (from.Backpack.GetAmount(typeof(SteelIngot)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough steel ingots to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(SteelIngot), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Obsidian: if (from.Backpack.GetAmount(typeof(ObsidianIngot)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough obsidian to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(ObsidianIngot), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Starmetal: if (from.Backpack.GetAmount(typeof(StarmetalIngot)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough starmetal ingots to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(StarmetalIngot), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Oak: if (from.Backpack.GetAmount(typeof(Log)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough oak logs to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Log), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Redwood: if (from.Backpack.GetAmount(typeof(RedwoodLog)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough redwood logs to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(RedwoodLog), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Yew: if (from.Backpack.GetAmount(typeof(YewLog)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough yew logs to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(YewLog), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Ash: if (from.Backpack.GetAmount(typeof(AshLog)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough ash logs to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(AshLog), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Greenheart: if (from.Backpack.GetAmount(typeof(GreenheartLog)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough greenheart logs to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(GreenheartLog), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Cotton: if (from.Backpack.GetAmount(typeof(Cloth)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough cloth to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Cloth), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Wool: if (from.Backpack.GetAmount(typeof(Wool)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough wool to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Wool), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Silk: if (from.Backpack.GetAmount(typeof(SpidersSilk)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough silk to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(SpidersSilk), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Satin: if (from.Backpack.GetAmount(typeof(Satin)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough satin to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Satin), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Velvet: if (from.Backpack.GetAmount(typeof(Velvet)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough velvet to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Velvet), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.Linen: if (from.Backpack.GetAmount(typeof(Linen)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough linen to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Linen), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.RegularLeather: if (from.Backpack.GetAmount(typeof(Leather)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough leather to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(Leather), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.ThickLeather: if (from.Backpack.GetAmount(typeof(ThickLeather)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough thick leather to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(ThickLeather), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.BeastLeather: if (from.Backpack.GetAmount(typeof(BeastLeather)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough beast leather to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(BeastLeather), (armor.MaxHitPoints - armor.HitPoints)); break; case CraftResource.ScaledLeather: if (from.Backpack.GetAmount(typeof(ScaledLeather)) < (armor.MaxHitPoints - armor.HitPoints)) { from.SendMessage("You do not have enough scaled leather to repair that."); return; } else from.Backpack.ConsumeUpTo(typeof(ScaledLeather), (armor.MaxHitPoints - armor.HitPoints)); break; } number = 1044279; // You repair the item. m_CraftSystem.PlayCraftEffect( from ); armor.HitPoints = armor.MaxHitPoints; } else { number = (usingDeed)? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed] m_CraftSystem.PlayCraftEffect( from ); } toDelete = true; } } else if ( targeted is BaseClothing ) { BaseClothing clothing = (BaseClothing)targeted; SkillName skill = m_CraftSystem.MainSkill; int toWeaken = 0; if ( Core.AOS ) { toWeaken = 1; } else if ( skill != SkillName.Tailoring ) { double skillLevel = (usingDeed) ? m_Deed.SkillLevel : from.Skills[skill].Base; if ( skillLevel >= 90.0 ) toWeaken = 1; else if ( skillLevel >= 70.0 ) toWeaken = 2; else toWeaken = 3; } if ( m_CraftSystem.CraftItems.SearchForSubclass( clothing.GetType() ) == null ) { number = (usingDeed) ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } else if ( !clothing.IsChildOf( from.Backpack ) ) { number = 1044275; // The item must be in your backpack to repair it. } else if ( clothing.MaxHitPoints <= 0 || clothing.HitPoints == clothing.MaxHitPoints ) { number = 1044281; // That item is in full repair } else if ( clothing.MaxHitPoints <= toWeaken ) { number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again. } else { if ( CheckWeaken( from, skill, clothing.HitPoints, clothing.MaxHitPoints ) ) { clothing.MaxHitPoints -= toWeaken; clothing.HitPoints = Math.Max( 0, clothing.HitPoints - toWeaken ); } if ( CheckRepairDifficulty( from, skill, clothing.HitPoints, clothing.MaxHitPoints ) ) { number = 1044279; // You repair the item. m_CraftSystem.PlayCraftEffect( from ); clothing.HitPoints = clothing.MaxHitPoints; } else { number = (usingDeed) ? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed] m_CraftSystem.PlayCraftEffect( from ); } toDelete = true; } } else if( !usingDeed && targeted is BlankScroll ) { SkillName skill = m_CraftSystem.MainSkill; if( from.Skills[skill].Value >= 50.0 ) { ((BlankScroll)targeted).Consume( 1 ); RepairDeed deed = new RepairDeed( RepairDeed.GetTypeFor( m_CraftSystem ), from.Skills[skill].Value, from ); from.AddToBackpack( deed ); number = 500442; // You create the item and put it in your backpack. } else number = 1047005; // You must be at least apprentice level to create a repair service contract. } else if ( targeted is Item ) { number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } else { number = 500426; // You can't repair that. } if( !usingDeed ) { CraftContext context = m_CraftSystem.GetContext( from ); from.SendGump( new CraftGump( from, m_CraftSystem, m_Tool, number ) ); } else if( toDelete ) { m_Deed.Delete(); } }
protected override void OnTarget( Mobile from, object targeted ) { int number; if( !CheckDeed( from ) ) return; bool usingDeed = (m_Deed != null); bool toDelete = false; // TODO: Make an IRepairable if ( m_CraftSystem.CanCraft( from, m_Tool, targeted.GetType() ) == 1044267 ) { number = 1044282; // You must be near a forge and and anvil to repair items. * Yes, there are two and's * } else if ( targeted is BaseWeapon ) { BaseWeapon weapon = (BaseWeapon)targeted; SkillName skill = m_CraftSystem.MainSkill; int toWeaken = 0; if ( skill != SkillName.Tailoring ) { double skillLevel = (usingDeed)? m_Deed.SkillLevel : from.Skills[skill].Base; 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 ) ) { number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } else if ( !weapon.IsChildOf( from.Backpack ) ) { number = 1044275; // The item must be in your backpack to repair it. } else if ( weapon.PoisonCharges != 0 ) { number = 1005012; // You cannot repair an item while a caustic substance is on it. } else if ( weapon.MaxHitPoints <= 0 || weapon.HitPoints == weapon.MaxHitPoints ) { number = 1044281; // That item is in full repair } else if ( weapon.MaxHitPoints <= toWeaken ) { number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again. } else { if ( CheckWeaken( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) ) { weapon.MaxHitPoints -= toWeaken; weapon.HitPoints = Math.Max( 0, weapon.HitPoints - toWeaken ); } if ( CheckRepairDifficulty( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) ) { number = 1044279; // You repair the item. m_CraftSystem.PlayCraftEffect( from ); weapon.HitPoints = weapon.MaxHitPoints; } else { number = (usingDeed)? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed] m_CraftSystem.PlayCraftEffect( from ); } toDelete = true; } } else if ( targeted is BaseArmor ) { BaseArmor armor = (BaseArmor)targeted; SkillName skill = m_CraftSystem.MainSkill; int toWeaken = 0; if ( skill != SkillName.Tailoring ) { double skillLevel = (usingDeed)? m_Deed.SkillLevel : from.Skills[skill].Base; if ( skillLevel >= 90.0 ) toWeaken = 1; else if ( skillLevel >= 70.0 ) toWeaken = 2; else toWeaken = 3; } if ( m_CraftSystem.CraftItems.SearchForSubclass( armor.GetType() ) == null ) { number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } 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; } else { number = (usingDeed)? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed] m_CraftSystem.PlayCraftEffect( from ); } toDelete = true; } } else if ( targeted is BaseClothing ) { BaseClothing clothing = (BaseClothing)targeted; SkillName skill = m_CraftSystem.MainSkill; int toWeaken = 0; if ( skill != SkillName.Tailoring ) { double skillLevel = (usingDeed) ? m_Deed.SkillLevel : from.Skills[skill].Base; if ( skillLevel >= 90.0 ) toWeaken = 1; else if ( skillLevel >= 70.0 ) toWeaken = 2; else toWeaken = 3; } if (m_CraftSystem.CraftItems.SearchForSubclass(clothing.GetType()) == null && !IsSpecialClothing(clothing) && !((targeted is TribalMask) || (targeted is HornedTribalMask)) ) { number = (usingDeed) ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } else if ( !clothing.IsChildOf( from.Backpack ) ) { number = 1044275; // The item must be in your backpack to repair it. } else if ( clothing.MaxHitPoints <= 0 || clothing.HitPoints == clothing.MaxHitPoints ) { number = 1044281; // That item is in full repair } else if ( clothing.MaxHitPoints <= toWeaken ) { number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again. } else { if ( CheckWeaken( from, skill, clothing.HitPoints, clothing.MaxHitPoints ) ) { clothing.MaxHitPoints -= toWeaken; clothing.HitPoints = Math.Max( 0, clothing.HitPoints - toWeaken ); } if ( CheckRepairDifficulty( from, skill, clothing.HitPoints, clothing.MaxHitPoints ) ) { number = 1044279; // You repair the item. m_CraftSystem.PlayCraftEffect( from ); clothing.HitPoints = clothing.MaxHitPoints; } else { number = (usingDeed) ? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed] m_CraftSystem.PlayCraftEffect( from ); } toDelete = true; } } else if( !usingDeed && targeted is BlankScroll ) { SkillName skill = m_CraftSystem.MainSkill; if( from.Skills[skill].Value >= 50.0 ) { ((BlankScroll)targeted).Consume( 1 ); RepairDeed deed = new RepairDeed( RepairDeed.GetTypeFor( m_CraftSystem ), from.Skills[skill].Value, from ); from.AddToBackpack( deed ); number = 500442; // You create the item and put it in your backpack. } else number = 1047005; // You must be at least apprentice level to create a repair service contract. } else if ( targeted is Item ) { number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } else { number = 500426; // You can't repair that. } if( !usingDeed ) { CraftContext context = m_CraftSystem.GetContext( from ); from.SendGump( new CraftGump( from, m_CraftSystem, m_Tool, number ) ); } else { from.SendLocalizedMessage( number ); if( toDelete ) m_Deed.Delete(); } }
public static string ComputeName(RepairDeed rd) { string name = string.Format("Repair service contract from {0} {1} crafted by {2}", CliLoc.LocToString(rd.GetSkillTitle(rd.SkillLevel)).ToLower(), rd.CrafterSkill().ToLower(), rd.Crafter != null ? rd.Crafter.Name : "unknown"); return name; }