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

@ -47,6 +47,14 @@ namespace Server.Mobiles
return true;
}
public override void OnDeath( Container c )
{
base.OnDeath( c );
if ( Utility.RandomDouble() < 0.5 )
c.DropItem( new FragmentOfAMap() );
}
public EvilWanderingHealer( Serial serial ) : base( serial )
{
}

View file

@ -42,7 +42,7 @@ namespace Server.Mobiles
public override int GetRobeColor()
{
return RandomBrightHue();
return Utility.RandomBrightHue();
}
public override void InitOutfit()
@ -51,9 +51,9 @@ namespace Server.Mobiles
switch ( Utility.Random( 3 ) )
{
case 0: AddItem( new SkullCap( RandomBrightHue() ) ); break;
case 1: AddItem( new WizardsHat( RandomBrightHue() ) ); break;
case 2: AddItem( new Bandana( RandomBrightHue() ) ); break;
case 0: AddItem( new SkullCap( Utility.RandomBrightHue() ) ); break;
case 1: AddItem( new WizardsHat( Utility.RandomBrightHue() ) ); break;
case 2: AddItem( new Bandana( Utility.RandomBrightHue() ) ); break;
}
AddItem( new Spellbook() );