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.
This commit is contained in:
eos 2013-02-03 01:05:17 +00:00
parent 5c7af18dfb
commit 35fbffdb51
167 changed files with 23218 additions and 234 deletions

View file

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using System;
using System.Collections.Generic;
using System.Text;
namespace Server.Engines.MLQuests
{
public class QuestArea
{
private TextDefinition m_Name; // So we can add custom names, different from the Region name
private string m_RegionName;
private Map m_ForceMap;
public TextDefinition Name
{
get { return m_Name; }
set { m_Name = value; }
}
public string RegionName
{
get { return m_RegionName; }
set { m_RegionName = value; }
}
public Map ForceMap
{
get { return m_ForceMap; }
set { m_ForceMap = value; }
}
public QuestArea( TextDefinition name, string region )
: this( name, region, null )
{
}
public QuestArea( TextDefinition name, string region, Map forceMap )
{
m_Name = name;
m_RegionName = region;
m_ForceMap = forceMap;
}
public bool Contains( Mobile mob )
{
return Contains( mob.Region );
}
public bool Contains( Region reg )
{
if ( reg == null || ( m_ForceMap != null && reg.Map != m_ForceMap ) )
return false;
return reg.IsPartOf( m_RegionName );
}
}
}