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
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@ -252,23 +252,22 @@ namespace Server.Items
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Container sBag = this;
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List<Item> Scissorables = sBag.FindItemsByType<Item>();
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List<Item> scissorables = sBag.FindItemsByType<Item>();
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for (int i = Scissorables.Count - 1; i >= 0; i--)
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for ( int i = scissorables.Count - 1; i >= 0; --i )
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{
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Item item = scissorables[i];
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if ( item is IScissorable )
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{
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Item item = Scissorables[i];
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if( item is IScissorable )
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{
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if( ( (IScissorable)item ).Scissor( from, scissors ) )
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{
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salvaged++;
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}
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else
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{
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notSalvaged++;
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}
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}
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IScissorable scissorable = (IScissorable)item;
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if ( Scissors.CanScissor( from, scissorable ) && scissorable.Scissor( from, scissors ) )
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++salvaged;
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else
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++notSalvaged;
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}
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}
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from.SendLocalizedMessage( 1079974, String.Format( "{0}\t{1}", salvaged, salvaged + notSalvaged ) ); // Salvaged: ~1_COUNT~/~2_NUM~ tailored items
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