ML quest system; first SVN release.
Secondary changes: - Region fixes, mainly for New Haven. - Recipe system changes. - Enabled ML craftables. - Dyeing/cutting restrictions for quest items. - Moved IsInvulnerable from BaseVendor to BaseCreature. - Moved RandomBrightHue to Utility. - Items no longer decay when attached to a spawner. - Quest item hue is now faked through packets, instead of overriding Hue. - Re-enabled item drag effects for SA clients. - Fixed AssignRandomFacialHair bug in Utility. - Added random hue comments to Utility.
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62
Scripts/Engines/MLQuests/Gumps/QuestOfferGump.cs
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62
Scripts/Engines/MLQuests/Gumps/QuestOfferGump.cs
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using System;
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using Server;
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using Server.Engines.MLQuests;
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using Server.Gumps;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Engines.MLQuests.Gumps
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{
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public class QuestOfferGump : BaseQuestGump
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{
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private MLQuest m_Quest;
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private BaseCreature m_Quester;
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public QuestOfferGump( MLQuest quest, BaseCreature quester, PlayerMobile pm )
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: base( 1049010 ) // Quest Offer
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{
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m_Quest = quest;
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m_Quester = quester;
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CloseOtherGumps( pm );
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pm.CloseGump( typeof( QuestOfferGump ) );
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SetTitle( quest.Title );
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RegisterButton( ButtonPosition.Left, ButtonGraphic.Accept, 1 );
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RegisterButton( ButtonPosition.Right, ButtonGraphic.Refuse, 2 );
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SetPageCount( 3 );
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BuildPage();
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AddDescription( quest );
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BuildPage();
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AddObjectives( quest );
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BuildPage();
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AddRewardsPage( quest );
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}
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public override void OnResponse( NetState sender, RelayInfo info )
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{
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PlayerMobile pm = sender.Mobile as PlayerMobile;
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if ( pm == null )
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return;
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switch ( info.ButtonID )
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{
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case 1: // Accept
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{
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m_Quest.OnAccept( m_Quester, pm );
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break;
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}
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case 2: // Refuse
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{
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m_Quest.OnRefuse( m_Quester, pm );
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break;
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}
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}
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}
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}
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}
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