- Enlarged the region bounds for the Painted Caves, Bedlam and the Citadel.
- Corrected the RequiredFixedPoint parsing in the decoration scripts for SkillTeleporters. - Added a Z limit for spawning ore elementals on the map's Z level when mining. - Movement will now also ignore movable surfaces, as well as movable impassables, when ignoreMovableImpassables is set. - Some Teleporter refactoring. - Added ConditionTeleporter. - Orc brutes will now only drop large ore piles. - Added TileFlag corrections for a few walls that should block line of sight.
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8 changed files with 268 additions and 53 deletions
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@ -317,7 +317,7 @@ namespace Server.Engines.Harvest
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{
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int z = map.GetAverageZ( x, y );
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if ( map.CanSpawnMobile( x, y, z ) )
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if ( Math.Abs( z - from.Z ) < 10 && map.CanSpawnMobile( x, y, z ) )
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{
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spawned.OnBeforeSpawn( new Point3D( x, y, z ), map );
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spawned.MoveToWorld( new Point3D( x, y, z ), map );
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@ -345,7 +345,7 @@ namespace Server.Movement
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{
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Item item = sector.Items[j];
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if ( ignoreMovableImpassables && item.Movable && item.ItemData.Impassable )
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if ( ignoreMovableImpassables && item.Movable && ( item.ItemData.Flags & ImpassableSurface ) != 0 )
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continue;
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if ( (item.ItemData.Flags & reqFlags) == 0 )
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@ -391,7 +391,7 @@ namespace Server.Movement
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{
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Item item = sectorStart.Items[i];
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if ( ignoreMovableImpassables && item.Movable && item.ItemData.Impassable )
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if ( ignoreMovableImpassables && item.Movable && ( item.ItemData.Flags & ImpassableSurface ) != 0 )
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continue;
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if ( (item.ItemData.Flags & reqFlags) == 0 )
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@ -409,7 +409,7 @@ namespace Server.Movement
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{
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Item item = sectorForward.Items[i];
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if ( ignoreMovableImpassables && item.Movable && item.ItemData.Impassable )
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if ( ignoreMovableImpassables && item.Movable && ( item.ItemData.Flags & ImpassableSurface ) != 0 )
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continue;
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if ( (item.ItemData.Flags & reqFlags) == 0 )
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@ -423,7 +423,7 @@ namespace Server.Movement
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{
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Item item = sectorStart.Items[i];
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if ( ignoreMovableImpassables && item.Movable && item.ItemData.Impassable )
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if ( ignoreMovableImpassables && item.Movable && ( item.ItemData.Flags & ImpassableSurface ) != 0 )
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continue;
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if ( (item.ItemData.Flags & reqFlags) == 0 )
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