- Added Scrolls of Transcendence and Scrolls of Alacrity. Scrolls of Transcendence, togheter with 105 Powerscrolls, will spawn while doing champion spawns.

(http://www.uodemise.com/discussion/showthread.php?t=116067)

- Rune Beetle Armor Corruption now works properly
(http://www.uodemise.com/discussion/showthread.php?t=123086)

- the Animal Trainer now will say only "Your pet has been stabled" when you stable a pet (won't affect Pre-AoS)
(http://www.uodemise.com/discussion/showthread.php?t=123113)

- Acid elementals now use the proper poison level, and are vulnerable to elemental slayers. When animated, they turn in wraith or banshee
(http://www.uodemise.com/discussion/showthread.php?t=125749)

- You can't drop items on the same tile a mobile (PC or NPC) is
(http://www.uodemise.com/discussion/showthread.php?t=116540)

- the Embrace Honor virtue ability now works as per OSI
(http://www.uodemise.com/discussion/showthread.php?t=125722)

- Woodland Belts now are dyable
(http://www.uodemise.com/discussion/showthread.php?t=128444)

- You can combine folded cloth and bottle of liquor to make firebombs
(http://www.uodemise.com/discussion/showthread.php?t=125257)

- SoS now are not anymore facet specific, as per OSI
(http://www.uodemise.com/discussion/showthread.php?t=115477)
This commit is contained in:
daedalus 2009-12-06 21:30:25 +00:00
parent e519ff2497
commit 37043076e0
19 changed files with 1236 additions and 17 deletions

View file

@ -2494,6 +2494,10 @@ namespace Server.Mobiles
if( TransformationSpellHelper.UnderTransformation( m, typeof( EtherealVoyageSpell ) ) )
continue;
// Ignore players with activated honor
if ( m is PlayerMobile && ( (PlayerMobile)m ).HonorActive )
continue;
if( acqType == FightMode.Aggressor || acqType == FightMode.Evil )
{
// Only acquire this mobile if it attacked us, or if it's evil.

View file

@ -769,6 +769,9 @@ namespace Server.Mobiles
if( TransformationSpellHelper.UnderTransformation( m, typeof( EtherealVoyageSpell ) ) )
return false;
if ( m is PlayerMobile && ( (PlayerMobile)m ).HonorActive )
return false;
BaseCreature c = (BaseCreature)m;
return ( m_iTeam != c.m_iTeam || ( (m_bSummoned || m_bControlled) != (c.m_bSummoned || c.m_bControlled) )/* || c.Combatant == this*/ );