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
This commit is contained in:
Kamron Batman 2018-02-20 16:01:41 -08:00 • committed by GitHub
parent ca4e99c179
commit 20ae1b3989
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GPG key ID: 4AEE18F83AFDEB23
2195 changed files with 4617 additions and 4617 deletions

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@ -15,7 +15,7 @@ namespace Server.Mobiles
public override TimeSpan ReacquireDelay { get { return TimeSpan.FromSeconds( 1.0 ); } }
[Constructable]
[Constructible]
public DarkWisp() : base( AIType.AI_Mage, FightMode.Aggressor, 10, 1, 0.2, 0.4 )
{
Name = "a wisp";

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@ -10,7 +10,7 @@ namespace Server.Mobiles
{
public override bool InitialInnocent{ get{ return true; } }
[Constructable]
[Constructible]
public EtherealWarrior() : base( AIType.AI_Mage, FightMode.Evil, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "ethereal warrior" );

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@ -10,7 +10,7 @@ namespace Server.Mobiles
{
public override bool InitialInnocent{ get{ return true; } }
[Constructable]
[Constructible]
public Pixie() : base( AIType.AI_Mage, FightMode.Evil, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "pixie" );

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@ -7,7 +7,7 @@ namespace Server.Mobiles
[CorpseName( "a wisp corpse" )]
public class ShadowWisp : BaseCreature
{
[Constructable]
[Constructible]
public ShadowWisp() : base( AIType.AI_Mage, FightMode.Aggressor, 10, 1, 0.3, 0.6 )
{
Name = "a shadow wisp";

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@ -16,7 +16,7 @@ namespace Server.Mobiles
public override TimeSpan ReacquireDelay { get { return TimeSpan.FromSeconds( 1.0 ); } }
[Constructable]
[Constructible]
public Wisp() : base( AIType.AI_Mage, FightMode.Aggressor, 10, 1, 0.2, 0.4 )
{
Name = "a wisp";

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@ -16,7 +16,7 @@ namespace Server.Mobiles
return m.Str / Math.Max( this.GetDistanceToSqrt( m ), 1.0 );
}
[Constructable]
[Constructible]
public AnimatedWeapon( Mobile caster, int level )
: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.3, 0.6 )
{

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@ -19,7 +19,7 @@ namespace Server.Mobiles
return ( m.Str + m.Skills[SkillName.Tactics].Value ) / Math.Max( GetDistanceToSqrt( m ), 1.0 );
}
[Constructable]
[Constructible]
public BladeSpirits()
: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.3, 0.6 )
{

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@ -8,7 +8,7 @@ namespace Server.Mobiles
[CorpseName( "a centaur corpse" )]
public class Centaur : BaseCreature
{
[Constructable]
[Constructible]
public Centaur() : base( AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "centaur" );

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@ -19,7 +19,7 @@ namespace Server.Mobiles
return ( m.Int + m.Skills[SkillName.Magery].Value ) / Math.Max( GetDistanceToSqrt( m ), 1.0 );
}
[Constructable]
[Constructible]
public EnergyVortex()
: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{

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@ -8,7 +8,7 @@ namespace Server.Mobiles
[CorpseName( "a frost ooze corpse" )]
public class FrostOoze : BaseCreature
{
[Constructable]
[Constructible]
public FrostOoze() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a frost ooze";

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@ -18,12 +18,12 @@ namespace Server.Mobiles
public override bool CanBeDistracted { get { return false; } }
[Constructable]
[Constructible]
public Golem() : this( false, 1.0 )
{
}
[Constructable]
[Constructible]
public Golem( bool summoned, double scalar ) : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.4, 0.8 )
{
Name = "a golem";

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@ -33,7 +33,7 @@ namespace Server.Mobiles
get { return m_HasMetalChest; }
}
[Constructable]
[Constructible]
public PlagueBeast() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a plague beast";

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@ -42,7 +42,7 @@ namespace Server.Mobiles
private DecayTimer m_Timer;
[Constructable]
[Constructible]
public PlagueBeastLord() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a plague beast lord";

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@ -27,7 +27,7 @@ namespace Server.Mobiles
set{ m_ExpireTime = value; }
}
[Constructable]
[Constructible]
public PlagueSpawn() : this( null )
{
}

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@ -7,7 +7,7 @@ namespace Server.Mobiles
[CorpseName( "a sand vortex corpse" )]
public class SandVortex : BaseCreature
{
[Constructable]
[Constructible]
public SandVortex() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a sand vortex";

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@ -8,7 +8,7 @@ namespace Server.Mobiles
[CorpseName( "a slimey corpse" )]
public class Slime : BaseCreature
{
[Constructable]
[Constructible]
public Slime() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a slime";