- Added support for ML mods, as well as quivers. More ML artifacts are added
(http://www.uodemise.com/discussion/showthread.php?t=116685) - Dog Form HPR rate is tweaked as per OSI (http://www.uodemise.com/discussion/showthread.php?t=124422) - Hairstylist gump now works for elves (http://www.uodemise.com/discussion/showthread.php?t=120199) - Bless buff icon now will report correct values (http://www.uodemise.com/discussion/showthread.php?t=123760) - When stealthing, the step just before a stealth check won't let you lose the stealth status (you can use shadowjump) (http://www.uodemise.com/discussion/showthread.php?t=121250) - You can open the blacksmith gump even if far from anvil and forge, but you still need to be near them to craft (http://www.uodemise.com/discussion/showthread.php?t=122750)
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54 changed files with 1363 additions and 149 deletions
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@ -1517,9 +1517,17 @@ namespace Server.Items
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AddBlood( attacker, defender, damage );
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int phys, fire, cold, pois, nrgy;
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int phys, fire, cold, pois, nrgy, chaos, direct;
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GetDamageTypes( attacker, out phys, out fire, out cold, out pois, out nrgy );
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GetDamageTypes( attacker, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
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if ( Core.ML && this is BaseRanged )
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{
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BaseQuiver quiver = attacker.FindItemOnLayer( Layer.Cloak ) as BaseQuiver;
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if ( quiver != null )
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quiver.AlterBowDamage( ref phys, ref fire, ref cold, ref pois, ref nrgy, ref chaos, ref direct );
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}
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if ( m_Consecrated )
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{
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@ -1536,7 +1544,7 @@ namespace Server.Items
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if ( pois < low ){ low = pois; type = 3; }
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if ( nrgy < low ){ low = nrgy; type = 4; }
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phys = fire = cold = pois = nrgy = 0;
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phys = fire = cold = pois = nrgy = chaos = direct = 0;
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if ( type == 0 ) phys = 100;
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else if ( type == 1 ) fire = 100;
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@ -1561,7 +1569,7 @@ namespace Server.Items
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bool ignoreArmor = ( a is ArmorIgnore || (move != null && move.IgnoreArmor( attacker )) );
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damageGiven = AOS.Damage( defender, attacker, damage, ignoreArmor, phys, fire, cold, pois, nrgy );
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damageGiven = AOS.Damage( defender, attacker, damage, ignoreArmor, phys, fire, cold, pois, nrgy, chaos, direct, false, this is BaseRanged );
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double propertyBonus = ( move == null ) ? 1.0 : move.GetPropertyBonus( attacker );
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@ -1966,7 +1974,7 @@ namespace Server.Items
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}
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}
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public virtual void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
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public virtual void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
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{
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if( wielder is BaseCreature )
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{
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@ -1977,6 +1985,8 @@ namespace Server.Items
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cold = bc.ColdDamage;
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pois = bc.PoisonDamage;
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nrgy = bc.EnergyDamage;
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chaos = bc.ChaosDamage;
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direct = bc.DirectDamage;
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}
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else
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{
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@ -1984,8 +1994,10 @@ namespace Server.Items
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cold = m_AosElementDamages.Cold;
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pois = m_AosElementDamages.Poison;
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nrgy = m_AosElementDamages.Energy;
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chaos = m_AosElementDamages.Chaos;
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direct = m_AosElementDamages.Direct;
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phys = 100 - fire - cold - pois - nrgy;
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phys = 100 - fire - cold - pois - nrgy - chaos - direct;
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CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );
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@ -2001,6 +2013,8 @@ namespace Server.Items
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left = ApplyCraftAttributeElementDamage( attrInfo.WeaponEnergyDamage, ref nrgy, left );
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left = ApplyCraftAttributeElementDamage( attrInfo.WeaponFireDamage, ref fire, left );
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left = ApplyCraftAttributeElementDamage( attrInfo.WeaponPoisonDamage, ref pois, left );
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left = ApplyCraftAttributeElementDamage( attrInfo.WeaponChaosDamage, ref chaos, left );
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left = ApplyCraftAttributeElementDamage( attrInfo.WeaponDirectDamage, ref direct, left );
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phys = left;
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}
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@ -2975,8 +2989,8 @@ namespace Server.Items
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public int GetElementalDamageHue()
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{
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int phys, fire, cold, pois, nrgy;
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GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );
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int phys, fire, cold, pois, nrgy, chaos, direct;
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GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
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//Order is Cold, Energy, Fire, Poison, Physical left
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int currentMax = 50;
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@ -3123,6 +3137,9 @@ namespace Server.Items
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int prop;
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if ( Core.ML && this is BaseRanged && ( (BaseRanged) this ).Balanced )
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list.Add( 1072792 ); // Balanced
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if ( (prop = m_AosWeaponAttributes.UseBestSkill) != 0 )
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list.Add( 1060400 ); // use best weapon skill
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@ -3189,6 +3206,9 @@ namespace Server.Items
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if ( (prop = m_AosWeaponAttributes.HitLeechStam) != 0 )
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list.Add( 1060430, prop.ToString() ); // hit stamina leech ~1_val~%
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if ( Core.ML && this is BaseRanged && ( prop = ( (BaseRanged) this ).Velocity ) != 0 )
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list.Add( 1072793, prop.ToString() ); // Velocity ~1_val~%
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if ( (prop = m_AosAttributes.BonusDex) != 0 )
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list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~
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@ -3249,9 +3269,9 @@ namespace Server.Items
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if ( (prop = m_AosAttributes.WeaponSpeed) != 0 )
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list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%
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int phys, fire, cold, pois, nrgy;
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int phys, fire, cold, pois, nrgy, chaos, direct;
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GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );
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GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
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if ( phys != 0 )
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list.Add( 1060403, phys.ToString() ); // physical damage ~1_val~%
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@ -3266,7 +3286,13 @@ namespace Server.Items
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list.Add( 1060406, pois.ToString() ); // poison damage ~1_val~%
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if ( nrgy != 0 )
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list.Add( 1060407, nrgy.ToString() ); // energy damage ~1_val~%
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list.Add( 1060407, nrgy.ToString() ); // energy damage ~1_val
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if ( Core.ML && chaos != 0 )
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list.Add( 1072846, chaos.ToString() ); // chaos damage ~1_val~%
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if ( Core.ML && direct != 0 )
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list.Add( 1079978, direct.ToString() ); // Direct Damage: ~1_PERCENT~%
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list.Add( 1061168, "{0}\t{1}", MinDamage.ToString(), MaxDamage.ToString() ); // weapon damage ~1_val~ - ~2_val~
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