private void OnProgress(Creature creature, Skill skill, Item item, ProgressResult result)
{
if (skill.Info.Rank == SkillRank.RF)
{
if (item.HasTag("/weapon/|/tool/"))
{
switch (result)
{
case ProgressResult.VeryGood: skill.Train(1); break; // Achieve a great result forging a tool or a weapon.
case ProgressResult.Good: skill.Train(2); break; // Achieve a good result forging a tool or a weapon.
case ProgressResult.VeryBad: skill.Train(3); break; // Achieve a failing result forging a tool or a weapon.
case ProgressResult.Bad: skill.Train(4); break; // Achieve a bad result forging a tool or a weapon.
case ProgressResult.Finish: skill.Train(5); break; // Successfully forge a tool or a weapon.
}
}
return;
}
if (skill.Info.Rank == SkillRank.RE)
{
if (item.HasTag("/shield/"))
{
switch (result)
{
case ProgressResult.VeryGood: skill.Train(1); break; // Achieve a great result forging a shield.
case ProgressResult.Good: skill.Train(2); break; // Achieve a good result forging a shield.
case ProgressResult.VeryBad: skill.Train(3); break; // Achieve a failing result forging a shield.
case ProgressResult.Bad: skill.Train(4); break; // Achieve a bad result forging a shield.
case ProgressResult.Finish: skill.Train(5); break; // Successfully forge a shield.
}
}
return;
}
if (skill.Info.Rank == SkillRank.RD)
{
if (item.HasTag("/helmet/"))
{
switch (result)
{
case ProgressResult.VeryGood: skill.Train(1); break; // Achieve a great result forging a helmet.
case ProgressResult.Good: skill.Train(2); break; // Achieve a good result forging a helmet.
case ProgressResult.VeryBad: skill.Train(3); break; // Achieve a failing result forging a helmet.
case ProgressResult.Bad: skill.Train(4); break; // Achieve a bad result forging a helmet.
case ProgressResult.Finish: skill.Train(5); break; // Successfully forge a helmet.
}
}
return;
}
if (skill.Info.Rank == SkillRank.RC)
{
if (item.HasTag("/gauntlet/"))
{
switch (result)
{
case ProgressResult.VeryGood: skill.Train(1); break; // Achieve a great result forging gauntlets.
case ProgressResult.Good: skill.Train(2); break; // Achieve a good result forging gauntlets.
case ProgressResult.VeryBad: skill.Train(3); break; // Achieve a failing result forging gauntlets.
case ProgressResult.Bad: skill.Train(4); break; // Achieve a bad result forging gauntlets.
case ProgressResult.Finish: skill.Train(5); break; // Successfully forge gauntlets.
}
}
return;
}
if (skill.Info.Rank == SkillRank.RB)
{
if (item.HasTag("/armorboots/"))
{
switch (result)
{
case ProgressResult.VeryGood: skill.Train(1); break; // Achieve a great result forging greaves.
case ProgressResult.Good: skill.Train(2); break; // Achieve a good result forging greaves.
case ProgressResult.VeryBad: skill.Train(3); break; // Achieve a failing result forging greaves.
case ProgressResult.Bad: skill.Train(4); break; // Achieve a bad result forging greaves.
case ProgressResult.Finish: skill.Train(5); break; // Successfully forge greaves.
}
}
return;
}
if (skill.Info.Rank == SkillRank.RA)
{
if (item.HasTag("/armor/"))
{
switch (result)
{
case ProgressResult.VeryGood: skill.Train(1); break; // Greatly successful in making Armor
case ProgressResult.Good: skill.Train(2); break; // Successful in making Armors
case ProgressResult.VeryBad: skill.Train(3); break; // If unsuccessful in making Armor
case ProgressResult.Bad: skill.Train(4); break; // The result of making Armor is very poor.
case ProgressResult.Finish: skill.Train(5); break; // Completed making Armor 100%.
}
}
return;
}
if (skill.Info.Rank == SkillRank.R9)
{
if (item.HasTag("/armor/"))
{
switch (result)
{
case ProgressResult.VeryGood: skill.Train(1); break; // Greatly successful in making Armor
case ProgressResult.Good: skill.Train(2); break; // Successful in making Armors
case ProgressResult.Finish: skill.Train(3); break; // Completed making Armor 100%.
}
}
else if (item.HasTag("/weapon/|/tool/"))
{
switch (result)
{
case ProgressResult.Good: skill.Train(4); break; // Successful in making a tool or a weapon.
case ProgressResult.Finish: skill.Train(5); break; // Completed making tool or a weapon 100%.
}
}
return;
}
if (skill.Info.Rank == SkillRank.R8)
{
if (item.HasTag("/armor/"))
{
switch (result)
{
case ProgressResult.VeryGood: skill.Train(1); break; // Greatly successful in making Armor
case ProgressResult.Good: skill.Train(2); break; // Successful in making Armors
case ProgressResult.Finish: skill.Train(3); break; // Completed making Armor 100%.
}
}
else if (item.HasTag("/shield/"))
{
switch (result)
{
case ProgressResult.Good: skill.Train(4); break; // Successful in making a Shield.
case ProgressResult.Finish: skill.Train(5); break; // Completed making a Shield 100%.
}
}
return;
}
if (skill.Info.Rank == SkillRank.R7)
{
if (item.HasTag("/armor/"))
{
switch (result)
{
case ProgressResult.VeryGood: skill.Train(1); break; // Achieve a great result forging armor.
case ProgressResult.Good: skill.Train(2); break; // Achieve a good result forging armor.
case ProgressResult.Finish: skill.Train(3); break; // Successfully forge armor.
}
}
else if (item.HasTag("/helmet/"))
{
switch (result)
{
case ProgressResult.Good: skill.Train(4); break; // Achieve a good result forging a helmet.
case ProgressResult.Finish: skill.Train(5); break; // Successfully forge a helmet.
}
}
return;
}
if (skill.Info.Rank == SkillRank.R6)
{
if (item.HasTag("/armor/"))
{
switch (result)
{
case ProgressResult.VeryGood: skill.Train(1); break; // Achieve a great result forging armor.
case ProgressResult.Good: skill.Train(2); break; // Achieve a good result forging armor.
case ProgressResult.Finish: skill.Train(3); break; // Successfully forge armor.
}
}
else if (item.HasTag("/gauntlet/"))
{
switch (result)
{
case ProgressResult.Good: skill.Train(4); break; // Achieve a good result forging gauntlets.
case ProgressResult.Finish: skill.Train(5); break; // Successfully forge gauntlets.
}
}
return;
}
if (skill.Info.Rank == SkillRank.R5)
{
if (item.HasTag("/armor/"))
{
switch (result)
{
case ProgressResult.VeryGood: skill.Train(1); break; // Achieve a great result forging armor.
case ProgressResult.Good: skill.Train(2); break; // Achieve a good result forging armor.
case ProgressResult.Finish: skill.Train(3); break; // Successfully forge armor.
}
}
else if (item.HasTag("/armorboots/"))
{
switch (result)
{
case ProgressResult.Good: skill.Train(4); break; // Achieve a good result forging greaves.
case ProgressResult.Finish: skill.Train(5); break; // Successfully forge greaves.
}
}
return;
}
if (skill.Info.Rank >= SkillRank.R4 && skill.Info.Rank <= SkillRank.R3)
{
if (item.HasTag("/armor/"))
{
switch (result)
{
case ProgressResult.VeryGood: skill.Train(1); break; // Achieve a great result forging armor.
case ProgressResult.Good: skill.Train(2); break; // Achieve a good result forging armor.
case ProgressResult.Finish: skill.Train(3); break; // Successfully forge armor.
}
}
else if (item.HasTag("/weapon/|/tool/"))
{
switch (result)
{
case ProgressResult.Good: skill.Train(4); break; // Achieve a good result forging a tool or a weapon.
case ProgressResult.Finish: skill.Train(5); break; // Successfully forge a tool or a weapon.
}
}
return;
}
if (skill.Info.Rank >= SkillRank.R2 && skill.Info.Rank <= SkillRank.R1)
{
if (item.HasTag("/armor/"))
{
switch (result)
{
case ProgressResult.Good: skill.Train(1); break; // Achieve a good result forging armor.
case ProgressResult.Finish: skill.Train(2); break; // Successfully forge armor.
}
}
else if (item.HasTag("/weapon/|/tool/"))
{
switch (result)
{
case ProgressResult.Good: skill.Train(3); break; // Achieve a good result forging a tool or a weapon.
case ProgressResult.Finish: skill.Train(4); break; // Successfully forge a tool or a weapon.
}
}
return;
}
}
}