- GuillotineAddon has been marked constructable.
- Guillotines will no longer flip when used during the animation. - Fixed the inverse lower ammo cost on quivers. (20% LAC counted as 80%.) - Lower ammo cost no longer works when no ammo is present at all.
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parent
39b8686a94
commit
53228d30db
2 changed files with 12 additions and 5 deletions
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@ -37,6 +37,7 @@ namespace Server.Items
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{
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public override BaseAddonDeed Deed { get { return new GuillotineDeed(); } }
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[Constructable]
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public GuillotineAddon() : base()
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{
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AddComponent( new GuillotineComponent(), 0, 0, 0 );
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@ -87,7 +88,7 @@ namespace Server.Items
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public virtual void Activate( AddonComponent c, Mobile from )
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{
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if ( c.ItemID == 0x125E )
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if ( c.ItemID == 0x125E || c.ItemID == 0x1269 || c.ItemID == 0x1260 )
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c.ItemID = 0x1269;
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else
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c.ItemID = 0x1247;
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@ -164,18 +164,24 @@ namespace Server.Items
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public virtual bool OnFired( Mobile attacker, Mobile defender )
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{
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BaseQuiver quiver = attacker.FindItemOnLayer( Layer.Cloak ) as BaseQuiver;
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Container pack = attacker.Backpack;
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if ( attacker.Player )
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{
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if ( quiver == null || quiver.LowerAmmoCost == 0 || quiver.LowerAmmoCost > Utility.Random( 100 ) )
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BaseQuiver quiver = attacker.FindItemOnLayer( Layer.Cloak ) as BaseQuiver;
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Container pack = attacker.Backpack;
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if ( quiver == null || Utility.Random( 100 ) >= quiver.LowerAmmoCost )
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{
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// consume ammo
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if ( quiver != null && quiver.ConsumeTotal( AmmoType, 1 ) )
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quiver.InvalidateWeight();
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else if ( pack == null || !pack.ConsumeTotal( AmmoType, 1 ) )
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return false;
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}
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else if ( quiver.FindItemByType( AmmoType ) == null && ( pack == null || pack.FindItemByType( AmmoType ) == null ) )
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{
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// lower ammo cost should not work when we have no ammo at all
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return false;
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}
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}
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attacker.MovingEffect( defender, EffectID, 18, 1, false, false );
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