fix to loot right formula, shadow wisp showing the location of staff, 120 powerscroll rarity, and the fix for houses shadow tiles which I thought i had committed 5 minutes after the original commit but forgot :<
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4 changed files with 9 additions and 4 deletions
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@ -4065,8 +4065,10 @@ namespace Server.Mobiles
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if ( rights.Count > 0 )
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{
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rights[0].m_Damage = (int)(rights[0].m_Damage * 1.25); //This would be the first valid person attacking it. Gets a 25% bonus. Per 1/19/07 Five on Friday
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if ( rights.Count > 1 )
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rights.Sort();
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rights.Sort(); //Sort by damage
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int topDamage = rights[0].m_Damage;
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int minDamage;
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@ -72,7 +72,7 @@ namespace Server.Mobiles
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foreach ( Mobile m in this.GetMobilesInRange( 5 ) )
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{
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if ( m.Player && m.Alive && !m.IsDeadBondedPet && m.Karma <= 0 )
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if ( m.Player && m.Alive && !m.IsDeadBondedPet && m.Karma <= 0 && m.AccessLevel < AccessLevel.Counselor )
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list.Add( m );
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}
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@ -42,7 +42,7 @@ namespace Server.Mobiles
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int level;
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double random = Utility.RandomDouble();
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if ( 0.1 >= random )
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if ( 0.05 >= random )
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level = 20;
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else if ( 0.4 >= random )
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level = 15;
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@ -441,7 +441,7 @@ namespace Server.Multis
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case FoundationType.ElvenNatural: corner = 0x2DFB; east = 0x2DFD; south = 0x2DFE; post = 0x2DFC; break;
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case FoundationType.Crystal: corner = 0x3672; east = 0x3671; south = 0x3670; post = 0x3673; break;
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case FoundationType.Shadow: corner = 0x3676; east = 0x3675; south = 0x3634; post = 0x3677; break;
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case FoundationType.Shadow: corner = 0x3676; east = 0x3675; south = 0x3674; post = 0x3677; break;
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}
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}
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@ -1096,10 +1096,13 @@ namespace Server.Multis
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delta = (m_BlockIDs[i] - id);
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return (delta == 0);
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//if ID matches one of the the items in m_BlockIDs, return true
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}
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public static bool IsStair( int id, ref int dir )
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{
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//dir n=0 w=1 s=2 e=3
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id &= 0x3FFF;
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int delta = -4;
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