Changes properties to use automatic property initializers
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623 changed files with 13072 additions and 19304 deletions
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@ -7,16 +7,10 @@ namespace Server.Mobiles
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public class PlagueBeast : BaseCreature, IDevourer
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{
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public override string CorpseName => "a plague beast corpse";
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private int m_DevourTotal;
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private int m_DevourGoal;
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private bool m_HasMetalChest;
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[CommandProperty( AccessLevel.GameMaster )]
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public int TotalDevoured
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{
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get => m_DevourTotal;
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set => m_DevourTotal = value;
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}
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public int TotalDevoured { get; set; }
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[CommandProperty( AccessLevel.GameMaster )]
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public int DevourGoal
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@ -26,7 +20,7 @@ namespace Server.Mobiles
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool HasMetalChest => m_HasMetalChest;
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public bool HasMetalChest { get; private set; }
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public override string DefaultName => "a plague beast";
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@ -67,7 +61,7 @@ namespace Server.Mobiles
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if ( Core.ML && Utility.RandomDouble() < 0.33 )
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PackItem( Engines.Plants.Seed.RandomPeculiarSeed(4) );
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m_DevourTotal = 0;
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TotalDevoured = 0;
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m_DevourGoal = Utility.RandomMinMax( 15, 25 ); // How many corpses must be devoured before a metal chest is awarded
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}
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@ -151,8 +145,8 @@ namespace Server.Mobiles
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base.Serialize( writer );
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writer.Write( (int) 1 );
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writer.Write( m_HasMetalChest );
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writer.Write( m_DevourTotal );
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writer.Write( HasMetalChest );
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writer.Write( TotalDevoured );
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writer.Write( m_DevourGoal );
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}
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@ -165,8 +159,8 @@ namespace Server.Mobiles
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{
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case 1:
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{
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m_HasMetalChest = reader.ReadBool();
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m_DevourTotal = reader.ReadInt();
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HasMetalChest = reader.ReadBool();
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TotalDevoured = reader.ReadInt();
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m_DevourGoal = reader.ReadInt();
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break;
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}
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@ -203,14 +197,14 @@ namespace Server.Mobiles
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corpse.TurnToBones(); // Not bones yet, and we are a human body therefore we turn to bones.
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IncreaseHits( (int)Math.Ceiling( (double)corpse.Owner.HitsMax * 0.75 ) );
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m_DevourTotal++;
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TotalDevoured++;
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PublicOverheadMessage( MessageType.Emote, 0x3B2, 1053033 ); // * The plague beast absorbs the fleshy remains of the corpse *
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if ( !m_HasMetalChest && m_DevourTotal >= DevourGoal )
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if ( !HasMetalChest && TotalDevoured >= DevourGoal )
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{
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PackItem( new MetalChest() );
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m_HasMetalChest = true;
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HasMetalChest = true;
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}
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return true;
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