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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83
Scripts/Mobiles/Townfolk/Prisoner.cs
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83
Scripts/Mobiles/Townfolk/Prisoner.cs
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using System;
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using Server.Items;
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using Server.Engines.MLQuests;
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namespace Server.Mobiles.Townfolk
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{
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public class Prisoner : BaseEscortable
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{
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[Constructable]
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public Prisoner()
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{
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Title = Female ? "the noblewoman" : "the nobleman";
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CantWalk = true;
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IsPrisoner = true;
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}
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public override bool CanTeach { get { return true; } }
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public override bool ClickTitle { get { return false; } }
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public override void InitOutfit()
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{
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if ( Female )
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{
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AddItem( new FancyDress( Utility.RandomNondyedHue() ) );
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}
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else
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{
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AddItem( new FancyShirt( Utility.RandomNondyedHue() ) );
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AddItem( new LongPants( Utility.RandomNondyedHue() ) );
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}
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if ( Utility.RandomBool() )
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AddItem( new Boots() );
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else
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AddItem( new ThighBoots() );
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Utility.AssignRandomHair( this );
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Utility.AssignRandomFacialHair( this, HairHue );
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}
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public override void Shout( PlayerMobile pm )
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{
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/*
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* 502261 - HELP!
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* 502262 - Help me!
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* 502263 - Canst thou aid me?!
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* 502264 - Help a poor prisoner!
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* 502265 - Help! Please!
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* 502266 - Aaah! Help me!
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* 502267 - Go and get some help!
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*/
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MLQuestSystem.Tell( this, pm, Utility.Random( 502261, 7 ) );
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}
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public override void OnMovement( Mobile m, Point3D oldLocation )
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{
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base.OnMovement( m, oldLocation );
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if ( CantWalk && InRange( m, 1 ) && !InRange( oldLocation, 1 ) && ( !m.Hidden || m.AccessLevel == AccessLevel.Player ) )
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Say( 502268 ); // Quickly, I beg thee! Unlock my chains! If thou dost look at me close thou canst see them.
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}
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public Prisoner( 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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