- 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)
This commit is contained in:
daedalus 2009-11-23 11:20:29 +00:00
parent aff5e22940
commit 30c7232a69
54 changed files with 1363 additions and 149 deletions

View file

@ -52,6 +52,8 @@ namespace Server.Items
private int m_WeaponColdDamage;
private int m_WeaponPoisonDamage;
private int m_WeaponEnergyDamage;
private int m_WeaponChaosDamage;
private int m_WeaponDirectDamage;
private int m_WeaponDurability;
private int m_WeaponLuck;
private int m_WeaponGoldIncrease;
@ -76,6 +78,8 @@ namespace Server.Items
public int WeaponColdDamage{ get{ return m_WeaponColdDamage; } set{ m_WeaponColdDamage = value; } }
public int WeaponPoisonDamage{ get{ return m_WeaponPoisonDamage; } set{ m_WeaponPoisonDamage = value; } }
public int WeaponEnergyDamage{ get{ return m_WeaponEnergyDamage; } set{ m_WeaponEnergyDamage = value; } }
public int WeaponChaosDamage{ get{ return m_WeaponChaosDamage; } set{ m_WeaponChaosDamage = value; } }
public int WeaponDirectDamage{ get{ return m_WeaponDirectDamage; } set{ m_WeaponDirectDamage = value; } }
public int WeaponDurability{ get{ return m_WeaponDurability; } set{ m_WeaponDurability = value; } }
public int WeaponLuck{ get{ return m_WeaponLuck; } set{ m_WeaponLuck = value; } }
public int WeaponGoldIncrease{ get{ return m_WeaponGoldIncrease; } set{ m_WeaponGoldIncrease = value; } }