Fixes lots more spelling errors (#5)
* Renames constructable to constructible * Fixes project references. * Fixes BaseEquippableLight file name * Replaces payed with paid. * Fixes various other spelling errors
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2195 changed files with 4617 additions and 4617 deletions
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@ -8,7 +8,7 @@ namespace Server.Mobiles
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[CorpseName("a fetid essence corpse")]
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public class FetidEssence : BaseCreature
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{
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[Constructable]
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[Constructible]
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public FetidEssence () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "a fetid essence";
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@ -8,7 +8,7 @@ namespace Server.Mobiles
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[CorpseName("an interred grizzle corpse")]
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public class InterredGrizzle : BaseCreature
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{
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[Constructable]
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[Constructible]
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public InterredGrizzle () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "an interred grizzle";
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@ -13,7 +13,7 @@ namespace Server.Mobiles
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get { return OppositionGroup.FeyAndUndead; }
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}
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[Constructable]
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[Constructible]
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public MLDryad() : base( AIType.AI_Mage, FightMode.Evil, 10, 1, 0.2, 0.4 )
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{
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Name = "a dryad";
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@ -6,7 +6,7 @@ namespace Server.Mobiles
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[CorpseName( "a satyr's corpse" )]
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public class Satyr : BaseCreature
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{
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[Constructable]
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[Constructible]
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public Satyr() : base( AIType.AI_Animal, FightMode.Aggressor, 10, 1, 0.2, 0.4 )
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{
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Name = "a satyr";
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@ -13,7 +13,7 @@ namespace Server.Mobiles
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{
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public override bool DeleteCorpseOnDeath{ get{ return true; } }
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[Constructable]
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[Constructible]
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public CorruptedSoul() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, .1, 5 )
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{
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Name = "a corrupted soul";
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@ -12,7 +12,7 @@ namespace Server.Mobiles
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return WeaponAbility.Dismount;
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}
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[Constructable]
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[Constructible]
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public FerelTreefellow() : base( AIType.AI_Melee, FightMode.Evil, 10, 1, 0.2, 0.4 )
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{
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Name = "a ferel treefellow";
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@ -14,7 +14,7 @@ namespace Server.Mobiles
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return WeaponAbility.ParalyzingBlow;
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}
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[Constructable]
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[Constructible]
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public Minotaur() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) // NEED TO CHECK
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{
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Name = "a minotaur";
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@ -14,7 +14,7 @@ namespace Server.Mobiles
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return WeaponAbility.ParalyzingBlow;
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}
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[Constructable]
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[Constructible]
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public MinotaurCaptain() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) // NEED TO CHECK
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{
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Name = "a minotaur captain";
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@ -14,7 +14,7 @@ namespace Server.Mobiles
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return WeaponAbility.ParalyzingBlow;
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}
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[Constructable]
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[Constructible]
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public MinotaurScout() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) // NEED TO CHECK
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{
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Name = "a minotaur scout";
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@ -15,7 +15,7 @@ namespace Server.Mobiles
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// Loot and Fame/Karma are also guesses at this point.
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//
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// They also apparently have a Poison Attack, which I've stolen from Yamandons.
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[Constructable]
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[Constructible]
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public PestilentBandage() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) // NEED TO CHECK
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{
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Name = "a pestilent bandage";
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@ -11,7 +11,7 @@ namespace Server.Mobiles
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return WeaponAbility.Dismount;
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}
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[Constructable]
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[Constructible]
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public TormentedMinotaur() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "Tormented Minotaur";
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@ -9,7 +9,7 @@ namespace Server.Mobiles
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[CorpseName( "a troglodyte corpse" )]
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public class Troglodyte : BaseCreature
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{
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[Constructable]
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[Constructible]
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public Troglodyte() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) // NEED TO CHECK
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{
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Name = "a troglodyte";
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