Aura.Channel.Skills.Life.Blacksmithing.OnProgress C# (CSharp) Метод

OnProgress() приватный Метод

Handles skill training.
private OnProgress ( Creature creature, Skill skill, Item item, ProgressResult result ) : void
creature Aura.Channel.World.Entities.Creature
skill Skill
item Item
result ProgressResult
Результат void
		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;
			}
		}
	}