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
77
Scripts/Mobiles/Monsters/ML/Blighted Grove/Saliva.cs
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77
Scripts/Mobiles/Monsters/ML/Blighted Grove/Saliva.cs
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using System;
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using Server;
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using Server.Items;
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namespace Server.Mobiles
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{
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[CorpseName( "a Saliva corpse" )]
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public class Saliva : Harpy
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{
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[Constructable]
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public Saliva()
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{
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// TODO: Not a paragon? No ML arties?
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// It moves like a paragon on OSI...
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Name = "Saliva";
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Hue = 0x11E;
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SetStr( 110, 206 );
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SetDex( 123, 222 );
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SetInt( 80, 127 );
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SetHits( 409, 842 );
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SetDamage( 20, 22 );
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SetDamageType( ResistanceType.Physical, 100 );
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SetResistance( ResistanceType.Physical, 46, 48 );
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SetResistance( ResistanceType.Fire, 32, 40 );
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SetResistance( ResistanceType.Cold, 34, 49 );
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SetResistance( ResistanceType.Poison, 40, 48 );
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SetResistance( ResistanceType.Energy, 35, 39 );
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SetSkill( SkillName.Wrestling, 106.4, 128.8 );
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SetSkill( SkillName.Tactics, 129.9, 141.0 );
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SetSkill( SkillName.MagicResist, 84.3, 105.0 );
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// TODO: Fame/Karma?
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.UltraRich, 2 );
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}
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public override void OnDeath( Container c )
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{
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base.OnDeath( c );
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c.DropItem( new SalivasFeather() );
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// TODO: uncomment once added
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//if ( Utility.RandomDouble() < 0.1 )
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// c.DropItem( new ParrotItem() );
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}
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public Saliva( 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.Write( (int) 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.ReadInt();
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}
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}
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}
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