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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Scripts/Items/New Haven Quest Rewards/JacobsPickaxe.cs
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Scripts/Items/New Haven Quest Rewards/JacobsPickaxe.cs
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using System;
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using Server.Mobiles;
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namespace Server.Items
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{
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public class JacobsPickaxe : Pickaxe
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{
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public override int LabelNumber{ get{ return 1077758; } } // Jacob's Pickaxe
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// 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.
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[Constructable]
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public JacobsPickaxe()
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{
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UsesRemaining = 20;
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LootType = LootType.Blessed;
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SkillBonuses.SetValues( 0, SkillName.Mining, 10.0 );
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}
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public JacobsPickaxe( Serial serial )
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: base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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}
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}
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}
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