seltor said:
Okay mate... here you.... Scroll down to where it begins the target is BaseWeapon checks and change it to this....
Code:
else if ( targeted is BaseWeapon && !ColdBlood)
Might be the long way to do it if you need to do it for alot of weapons but it works
else if ( targeted is ColdBlood )
{
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 ) )
{
number = 1044277; // That item cannot be repaired.
}
if ( m_CraftSystem.CraftItems.SearchForSubclass( weapon.GetType() ) == null && IsNotSpecialWeapon( weapon ) )
{
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.
}