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

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@ -0,0 +1,74 @@
using System;
using Server.Mobiles;
namespace Server.Items
{
[FlipableAttribute( 0x13E3, 0x13E4 )]
public class HammerOfHephaestus : SmithHammer
{
public override int LabelNumber{ get{ return 1077740; } } // Hammer of Hephaestus
public static readonly TimeSpan RechargeDelay = TimeSpan.FromMinutes( 5 );
[Constructable]
public HammerOfHephaestus()
{
UsesRemaining = 20;
LootType = LootType.Blessed;
// TODO: Blacksmith +10 bonus when equipped
StartRechargeTimer();
}
public override bool BreakOnDepletion { get { return false; } }
/* Note:
* On EA, it also leaves the crafting gump open when it reaches 0 charges.
* When crafting again, only then the crafting gump closes with the 1072306 system message.
*/
public override void OnDoubleClick( Mobile from )
{
if ( !IsChildOf( from.Backpack ) && Parent != from ) // TODO: These checks don't match EA, but they match BaseTool for now
from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
else if ( UsesRemaining <= 0 )
from.SendLocalizedMessage( 1072306 ); // You must wait a moment for it to recharge.
else
base.OnDoubleClick( from );
}
private void StartRechargeTimer()
{
// TODO: Needs work
//Timer.DelayCall( RechargeDelay, RechargeDelay, new TimerCallback( Recharge ) );
}
public void Recharge()
{
// TODO: Stop timer at 20? Count downtime? Something more generic so we can use it for JacobsPickaxe too (both are IUsesRemaining)?
if ( UsesRemaining < 20 )
++UsesRemaining;
}
public HammerOfHephaestus( Serial serial )
: base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
StartRechargeTimer();
}
}
}

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using System;
using Server.Mobiles;
namespace Server.Items
{
public class JacobsPickaxe : Pickaxe
{
public override int LabelNumber{ get{ return 1077758; } } // Jacob's Pickaxe
// TODO: Recharges 1 use every 5 minutes. Doesn't break when it reaches 0, you get a system message "You must wait a moment for it to recharge" 1072306 if you attempt to use it with no uses remaining.
[Constructable]
public JacobsPickaxe()
{
UsesRemaining = 20;
LootType = LootType.Blessed;
SkillBonuses.SetValues( 0, SkillName.Mining, 10.0 );
}
public JacobsPickaxe( Serial serial )
: base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
}
}
}