fix: Fixes arrow animations by using 0xC7 when possible. (#2343)
### Summary This is a partial fix for servers that enable 0xC7 and clients that support 0xC7. A proper fix should be made on ClassicUO.
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0ac16ddcb3
commit
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5 changed files with 37 additions and 36 deletions
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@ -454,7 +454,7 @@ namespace Server.Engines.Craft
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if (from.Skills[skill].Value >= 50.0)
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{
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scroll.Consume(1);
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scroll.Consume();
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var deed = new RepairDeed(
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RepairDeed.GetTypeFor(m_CraftSystem),
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from.Skills[skill].Value,
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@ -25,7 +25,7 @@ public static class RewardBag
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1 => Loot.RandomArmor(false, true),
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2 => Loot.RandomRangedWeapon(false, true),
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3 => Loot.RandomJewelry(),
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_ => Loot.RandomHat(false) // 4
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_ => Loot.RandomHat() // 4
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};
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if (loot == null)
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@ -65,7 +65,7 @@ public partial class OilFlask : Item
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}
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}
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Consume(1);
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Consume();
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}
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else
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{
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@ -82,7 +82,7 @@ public abstract partial class PromotionalToken : Item
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AddBackground(0, 0, 240, 135, 0x2422);
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// Click "OKAY" to redeem the following promotional item:
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AddHtmlLocalized(15, 15, 210, 75, 1070972, 0x0, true);
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m_Token.ItemGumpName.AddHtmlText(this, 15, 60, 210, 75, false, false);
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m_Token.ItemGumpName.AddHtmlText(this, 15, 60, 210, 75);
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AddButton(160, 95, 0xF7, 0xF8, 1); // Okay
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AddButton(90, 95, 0xF2, 0xF1, 0); // Cancel
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@ -90,7 +90,7 @@ namespace Server.Items
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else if (WeaponAbility.GetCurrentAbility(attacker) is LightningArrow lightningArrow)
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{
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// Lightning Arrow doesn't require ammunition
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attacker.MovingEffect(defender, EffectID, 18, 1, false, false);
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attacker.MovingParticles(defender, EffectID, 18, 1, false, false, 0, 0, 0, 0, 0, EffectLayer.RightHand, 0);
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lightningArrow.OnHit(attacker, defender, 0, new WorldLocation(defender));
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}
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}
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@ -211,7 +211,8 @@ namespace Server.Items
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}
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}
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attacker.MovingEffect(defender, EffectID, 18, 1, false, false);
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attacker.MovingParticles(defender, EffectID, 18, 1, false, false, 0, 0, 0, 0, 0, EffectLayer.RightHand, 0);
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return true;
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}
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@ -242,41 +243,41 @@ namespace Server.Items
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switch (craftResource)
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{
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case CraftResource.OakWood:
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{
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Attributes.Luck += 40;
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Attributes.WeaponDamage += 5;
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break;
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}
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{
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Attributes.Luck += 40;
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Attributes.WeaponDamage += 5;
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break;
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}
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case CraftResource.AshWood:
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{
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Attributes.WeaponSpeed += 10;
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WeaponAttributes.LowerStatReq += 20;
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break;
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}
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{
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Attributes.WeaponSpeed += 10;
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WeaponAttributes.LowerStatReq += 20;
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break;
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}
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case CraftResource.YewWood:
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{
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Attributes.AttackChance += 5;
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Attributes.WeaponDamage += 10;
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break;
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}
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{
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Attributes.AttackChance += 5;
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Attributes.WeaponDamage += 10;
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break;
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}
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case CraftResource.Bloodwood:
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{
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Attributes.RegenHits += 2;
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WeaponAttributes.HitLeechHits += 16;
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break;
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}
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{
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Attributes.RegenHits += 2;
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WeaponAttributes.HitLeechHits += 16;
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break;
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}
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case CraftResource.Heartwood:
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{
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ApplyHeartwoodBonus();
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break;
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}
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{
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ApplyHeartwoodBonus();
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break;
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}
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case CraftResource.Frostwood:
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{
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AosElementDamages.Physical = 60;
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AosElementDamages.Cold = 40;
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Attributes.WeaponDamage += 12;
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break;
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}
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{
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AosElementDamages.Physical = 60;
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AosElementDamages.Cold = 40;
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Attributes.WeaponDamage += 12;
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break;
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}
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}
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}
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