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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56
Scripts/Engines/MLQuests/QuestArea.cs
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56
Scripts/Engines/MLQuests/QuestArea.cs
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace Server.Engines.MLQuests
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{
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public class QuestArea
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{
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private TextDefinition m_Name; // So we can add custom names, different from the Region name
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private string m_RegionName;
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private Map m_ForceMap;
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public TextDefinition Name
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{
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get { return m_Name; }
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set { m_Name = value; }
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}
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public string RegionName
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{
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get { return m_RegionName; }
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set { m_RegionName = value; }
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}
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public Map ForceMap
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{
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get { return m_ForceMap; }
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set { m_ForceMap = value; }
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}
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public QuestArea( TextDefinition name, string region )
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: this( name, region, null )
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{
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}
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public QuestArea( TextDefinition name, string region, Map forceMap )
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{
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m_Name = name;
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m_RegionName = region;
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m_ForceMap = forceMap;
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}
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public bool Contains( Mobile mob )
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{
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return Contains( mob.Region );
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}
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public bool Contains( Region reg )
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{
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if ( reg == null || ( m_ForceMap != null && reg.Map != m_ForceMap ) )
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return false;
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return reg.IsPartOf( m_RegionName );
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}
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}
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}
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