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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167 changed files with 23218 additions and 234 deletions
190
Scripts/Engines/MLQuests/Objectives/GainSkillObjective.cs
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190
Scripts/Engines/MLQuests/Objectives/GainSkillObjective.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.Mobiles;
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using Server.Gumps;
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namespace Server.Engines.MLQuests.Objectives
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{
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public enum GainSkillObjectiveFlags : byte
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{
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None = 0x00,
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UseReal = 0x01,
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Accelerate = 0x02
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}
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public class GainSkillObjective : BaseObjective
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{
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private SkillName m_Skill;
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private int m_ThresholdFixed;
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private GainSkillObjectiveFlags m_Flags;
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public SkillName Skill
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{
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get { return m_Skill; }
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set { m_Skill = value; }
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}
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public int ThresholdFixed
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{
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get { return m_ThresholdFixed; }
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set { m_ThresholdFixed = value; }
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}
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public bool UseReal
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{
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get { return GetFlag( GainSkillObjectiveFlags.UseReal ); }
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set { SetFlag( GainSkillObjectiveFlags.UseReal, value ); }
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}
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public bool Accelerate
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{
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get { return GetFlag( GainSkillObjectiveFlags.Accelerate ); }
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set { SetFlag( GainSkillObjectiveFlags.Accelerate, value ); }
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}
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public GainSkillObjective()
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: this( SkillName.Alchemy, 0 )
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{
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}
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public GainSkillObjective( SkillName skill, int thresholdFixed )
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: this( skill, thresholdFixed, false, false )
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{
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}
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public GainSkillObjective( SkillName skill, int thresholdFixed, bool useReal, bool accelerate )
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{
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m_Skill = skill;
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m_ThresholdFixed = thresholdFixed;
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m_Flags = GainSkillObjectiveFlags.None;
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if ( useReal )
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m_Flags |= GainSkillObjectiveFlags.UseReal;
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if ( accelerate )
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m_Flags |= GainSkillObjectiveFlags.Accelerate;
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}
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public override bool CanOffer( BaseCreature quester, PlayerMobile pm )
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{
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Skill skill = pm.Skills[m_Skill];
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if ( ( UseReal ? skill.Fixed : skill.BaseFixedPoint ) >= m_ThresholdFixed )
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{
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// On OSI both 1077772 and 1080107 are sent.
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MLQuestSystem.Tell( quester, pm, 1077772 ); // I cannot teach you, for you know all I can teach!
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//MLQuestSystem.Tell( quester, pm, 1080107 ); // I'm sorry, I have nothing for you at this time.
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return false;
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}
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return true;
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}
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public override void WriteToGump( Gump g, ref int y )
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{
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int skillLabel = AosSkillBonuses.GetLabel( m_Skill );
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string args;
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if ( m_ThresholdFixed % 10 == 0 )
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args = String.Format( "#{0}\t{1}", skillLabel, m_ThresholdFixed / 10 ); // as seen on OSI
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else
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args = String.Format( "#{0}\t{1:0.0}", skillLabel, (double)m_ThresholdFixed / 10 ); // for non-integer skill levels
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g.AddHtmlLocalized( 98, y, 312, 16, 1077485, args, 0x15F90, false, false ); // Increase ~1_SKILL~ to ~2_VALUE~
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y += 16;
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}
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public override BaseObjectiveInstance CreateInstance( MLQuestInstance instance )
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{
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return new GainSkillObjectiveInstance( this, instance );
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}
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private bool GetFlag( GainSkillObjectiveFlags flag )
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{
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return ( ( m_Flags & flag ) != 0 );
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}
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private void SetFlag( GainSkillObjectiveFlags flag, bool value )
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{
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if ( value )
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m_Flags |= flag;
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else
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m_Flags &= ~flag;
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}
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}
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// On OSI, once this is complete, it will *stay* complete, even if you lower your skill again
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public class GainSkillObjectiveInstance : BaseObjectiveInstance
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{
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private GainSkillObjective m_Objective;
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public GainSkillObjective Objective
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{
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get { return m_Objective; }
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set { m_Objective = value; }
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}
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public GainSkillObjectiveInstance( GainSkillObjective objective, MLQuestInstance instance )
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: base( instance, objective )
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{
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m_Objective = objective;
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}
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public bool Handles( SkillName skill )
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{
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return ( m_Objective.Skill == skill );
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}
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public override bool IsCompleted()
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{
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PlayerMobile pm = Instance.Player;
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int valueFixed = m_Objective.UseReal ? pm.Skills[m_Objective.Skill].Fixed : pm.Skills[m_Objective.Skill].BaseFixedPoint;
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return ( valueFixed >= m_Objective.ThresholdFixed );
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}
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// TODO: This may interfere with scrolls, or even quests among each other
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// How does OSI deal with this?
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public override void OnQuestAccepted()
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{
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if ( !m_Objective.Accelerate )
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return;
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PlayerMobile pm = Instance.Player;
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pm.AcceleratedSkill = m_Objective.Skill;
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pm.AcceleratedStart = DateTime.Now + TimeSpan.FromMinutes( 15 ); // TODO: Is there a max duration?
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}
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public override void OnQuestCancelled()
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{
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if ( !m_Objective.Accelerate )
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return;
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PlayerMobile pm = Instance.Player;
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pm.AcceleratedStart = DateTime.Now;
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pm.PlaySound( 0x100 );
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}
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public override void OnQuestCompleted()
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{
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OnQuestCancelled();
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}
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public override void WriteToGump( Gump g, ref int y )
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{
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m_Objective.WriteToGump( g, ref y );
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base.WriteToGump( g, ref y );
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if ( IsCompleted() )
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{
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g.AddHtmlLocalized( 113, y, 312, 20, 1055121, 0xFFFFFF, false, false ); // Complete
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y += 16;
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}
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}
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}
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}
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