cant be repair
i want that cold blood cant be repaired and my code is:
i doesnt give any error but still players can repair cold blood (
i want that cold blood cant be repaired and my code is:
Code:
using System;
using Server;
using Server.Mobiles;
using Server.Targeting;
using Server.Items;
namespace Server.Engines.Craft
{
public class Repair
{
public Repair()
{
}
public static void Do( Mobile from, CraftSystem craftSystem, BaseTool tool )
{
from.Target = new InternalTarget( craftSystem, tool );
from.SendLocalizedMessage( 1044276 ); // Target an item to repair.
}
private class InternalTarget : Target
{
private CraftSystem m_CraftSystem;
private BaseTool m_Tool;
public InternalTarget( CraftSystem craftSystem, BaseTool tool ) : base ( 2, false, TargetFlags.None )
{
m_CraftSystem = craftSystem;
m_Tool = tool;
}
private static void EndGolemRepair( object state )
{
((Mobile)state).EndAction( typeof( Golem ) );
}
private bool IsSpecialWeapon( BaseWeapon weapon )
{
// Weapons repairable but not craftable
if ( m_CraftSystem is DefTinkering )
{
return ( weapon is Cleaver )
|| ( weapon is Hatchet )
|| ( weapon is Pickaxe )
|| ( weapon is ButcherKnife )
|| ( weapon is SkinningKnife );
}
else if ( m_CraftSystem is DefCarpentry )
{
return ( weapon is Club )
|| ( weapon is BlackStaff )
|| ( weapon is MagicWand );
}
else if ( m_CraftSystem is DefBlacksmithy )
{
return ( weapon is Pitchfork );
}
return false;
}
[COLOR="Red"]private bool IsNotSpecialWeapon( BaseWeapon weapon )
{
if ( m_CraftSystem is DefTinkering )
{
return ( weapon is ColdBlood );
}
return false;
}[/COLOR] protected override void OnTarget( Mobile from, object targeted )
{
int number;
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 );
}
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 ( 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 )&&
[COLOR="red"]IsNotSpecialWeapon( weapon )[/COLOR] )
{
number = 1044277; // That item cannot be repaired.
}
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 = 500424; // You destroyed the item.
m_CraftSystem.PlayCraftEffect( from );
weapon.Delete();
}
else if ( from.CheckSkill( skill, -285.0, 100.0 ) )
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect( from );
weapon.MaxHits -= toWeaken;
weapon.Hits = weapon.MaxHits;
}
else
{
number = 1044280; // You fail to repair the item.
m_CraftSystem.PlayCraftEffect( from );
weapon.MaxHits -= toWeaken;
if ( weapon.Hits - toWeaken < 0 )
weapon.Hits = 0;
else
weapon.Hits -= toWeaken;
}
if ( weapon.MaxHits <= toWeaken )
from.SendLocalizedMessage( 1044278 ); // That item has been repaired many times, and will break if repairs
are attempted again.
}
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 ( skillLevel >= 90.0 )
toWeaken = 1;
else if ( skillLevel >= 70.0 )
toWeaken = 2;
else
toWeaken = 3;
}
if ( m_CraftSystem.CraftItems.SearchForSubclass( armor.GetType() ) == null )
{
number = 1044277; // That item cannot be repaired.
}
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 = 500424; // You destroyed the item.
m_CraftSystem.PlayCraftEffect( from );
armor.Delete();
}
else if ( from.CheckSkill( skill, -285.0, 100.0 ) )
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect( from );
armor.MaxHitPoints -= toWeaken;
armor.HitPoints = armor.MaxHitPoints;
}
else
{
number = 1044280; // You fail to repair the item.
m_CraftSystem.PlayCraftEffect( from );
armor.MaxHitPoints -= toWeaken;
if ( armor.HitPoints - toWeaken < 0 )
armor.HitPoints = 0;
else
armor.HitPoints -= toWeaken;
}
if ( armor.MaxHitPoints <= toWeaken )
from.SendLocalizedMessage( 1044278 ); // That item has been repaired many times, and will break if repairs
are attempted again.
}
else if ( targeted is Item )
{
number = 1044277; // That item cannot be repaired.
}
else
{
number = 500426; // You can't repair that.
}
CraftContext context = m_CraftSystem.GetContext( from );
from.SendGump( new CraftGump( from, m_CraftSystem, m_Tool, number ) );
}
}
}
}