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

@ -62,12 +62,12 @@ namespace Server.Mobiles
switch ( Utility.Random( 3 ) )
{
case 0:
case 1: AddItem( new JesterHat( RandomBrightHue() ) ); break;
case 2: AddItem( new Bandana( RandomBrightHue() ) ); break;
case 1: AddItem( new JesterHat( Utility.RandomBrightHue() ) ); break;
case 2: AddItem( new Bandana( Utility.RandomBrightHue() ) ); break;
}
if ( item == null )
AddItem( new FullApron( RandomBrightHue() ) );
AddItem( new FullApron( Utility.RandomBrightHue() ) );
AddItem( new Bascinet() );
AddItem( new SmithHammer() );
@ -75,32 +75,32 @@ namespace Server.Mobiles
item = FindItemOnLayer( Layer.Pants );
if ( item != null )
item.Hue = RandomBrightHue();
item.Hue = Utility.RandomBrightHue();
item = FindItemOnLayer( Layer.OuterLegs );
if ( item != null )
item.Hue = RandomBrightHue();
item.Hue = Utility.RandomBrightHue();
item = FindItemOnLayer( Layer.InnerLegs );
if ( item != null )
item.Hue = RandomBrightHue();
item.Hue = Utility.RandomBrightHue();
item = FindItemOnLayer( Layer.OuterTorso );
if ( item != null )
item.Hue = RandomBrightHue();
item.Hue = Utility.RandomBrightHue();
item = FindItemOnLayer( Layer.InnerTorso );
if ( item != null )
item.Hue = RandomBrightHue();
item.Hue = Utility.RandomBrightHue();
item = FindItemOnLayer( Layer.Shirt );
if ( item != null )
item.Hue = RandomBrightHue();
item.Hue = Utility.RandomBrightHue();
}
public IronWorker( Serial serial ) : base( serial )