Missing System Message "Your pet looks happier" (regardless of loyalty)

http://www.runuo.com/community/threads/ready-missing-system-message-your-pet-looks-happier.450209/

Not all powerscrolls do drop - Ninjitsu, Bushido etc.
http://www.runuo.com/community/threads/ready-not-all-powerscrolls-do-drop.459974/

Savage Kin Paint Wrong Skill Requirement + Wrong Success Chance
http://www.runuo.com/community/threads/ready-savage-kin-paint-wrong-skill-requirement-wrong-success-chance.455360/

Hag Quest - Stew, can't eat it
http://www.runuo.com/community/threads/ready-hag-quest-stew.454406/

Giant Blue Beetles shouldn't need beating into submission after being tamed once
http://www.runuo.com/community/threads/ready-giant-blue-beetles.450205/

Greater Dragon Fame/Karma Doesn't Match OSI
http://www.runuo.com/community/threads/ready-greater-dragon-fame-karma-doesnt-match-osi.472206/

Resizing Houses, you can resize a house by using a command under the house sign
http://www.runuo.com/community/threads/ready-resizing-houses.414762/

Crafted Shield Resists are wrong on RunUO
http://www.runuo.com/community/threads/ready-crafted-shield-resists.454186/

Yomotsu Mines, you should not be able to recall out of there.
http://www.runuo.com/community/threads/ready-yomotsu-mines.445486/

Missing Necro Icons in the Buff/Debuff Bar
http://www.runuo.com/community/threads/ready-missing-necro-icons-in-the-buff-debuff-bar.450872/

Chivalry Spells, you are allowed to attempt casting of spells outside of your skill range without a system message
http://www.runuo.com/community/threads/ready-chivalry-spells.450757/

Tinker tools use a different graphic on OSI
http://www.runuo.com/community/threads/ready-tinker-tools.460690/

Tinkering should not be required when crafted a Tetsubo
http://www.runuo.com/community/threads/ready-wrong-skill-requirement-carpentry-wrong-success-chances.455342/

Carpentry-Small+Large Beds -Wrong Success Chance
http://www.runuo.com/community/threads/ready-carpentry-small-large-beds-wrong-success-chance.455794/

Telekinesis, various changes to behaviour with items
http://www.runuo.com/community/threads/ready-telekinesis.455250/

Forensic Evaluation Various issues
http://www.runuo.com/community/threads/ready-forensic-evaluation-various-issues-merged.458700/

Animate Dead Corpses, you cannot carve the corpse after it's used
http://www.runuo.com/community/threads/ready-animate-dead-corpses.453823/

You should be able to use begging skill while riding
http://www.runuo.com/community/threads/ready-begging-while-riding.466174/

Crafting Mod Lower Requirements should only appear on shields
http://www.runuo.com/community/threads/ready-crafting-mod-lower-requirements.452112/

You should be revealed While Taking Poison/Strangle Damage
http://www.runuo.com/community/threads/ready-you-never-reveal-while-taking-poison-strangle-damage.456946/

Insurance messages don't do the math!
http://www.runuo.com/community/threads/ready-insurance-messages-dont-do-the-math.454928/

Slayers should work on area of effect spells
http://www.runuo.com/community/threads/ready-slayers-should-work-on-area-of-effect-spells.448774/

You should not be able to use any travel spell in Heartwood
http://www.runuo.com/community/threads/ready-heartwood.457379/

Welcome Back To The House Friend message does not show post-AoS
http://www.runuo.com/community/threads/ready-welcome-back-to-the-house-friend.415924/

Giant Beetle speed should be very fast when magery spells are cast on it
http://www.runuo.com/community/threads/ready-giant-beetle.417848/
This commit is contained in:
xavier 2011-06-25 18:39:14 +00:00
parent 07e45156e5
commit 5c7774b99a
54 changed files with 682 additions and 130 deletions

View file

@ -268,13 +268,14 @@ namespace Server.Items
AosWeaponAttributes secondary = weapon.WeaponAttributes;
m_Props.SetAll( false );
m_Props.Set(0, true); // no lower stat requirements for weapons
if ( weapon is BaseRanged )
m_Props.Set( 2, true ); // ranged weapons cannot be ubws or mageweapon
for ( int i = 0; i < attributeCount; ++i )
{
int random = GetUniqueRandom( 25 );
int random = GetUniqueRandom( 24 );
if ( random == -1 )
break;
@ -329,15 +330,14 @@ namespace Server.Items
case 13: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLowerDefend, 2, 50, 2 ); break;
case 14: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLeechMana, 2, 50, 2 ); break;
case 15: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLeechStam, 2, 50, 2 ); break;
case 16: ApplyAttribute( secondary, min, max, AosWeaponAttribute.LowerStatReq, 10, 100, 10 ); break;
case 17: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistPhysicalBonus, 1, 15 ); break;
case 18: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistFireBonus, 1, 15 ); break;
case 19: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistColdBonus, 1, 15 ); break;
case 20: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistPoisonBonus, 1, 15 ); break;
case 21: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistEnergyBonus, 1, 15 ); break;
case 22: ApplyAttribute( secondary, min, max, AosWeaponAttribute.DurabilityBonus, 10, 100, 10 ); break;
case 23: weapon.Slayer = GetRandomSlayer(); break;
case 24: GetElementalDamages( weapon ); break;
case 16: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistPhysicalBonus, 1, 15 ); break;
case 17: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistFireBonus, 1, 15 ); break;
case 18: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistColdBonus, 1, 15 ); break;
case 19: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistPoisonBonus, 1, 15 ); break;
case 20: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistEnergyBonus, 1, 15 ); break;
case 21: ApplyAttribute( secondary, min, max, AosWeaponAttribute.DurabilityBonus, 10, 100, 10 ); break;
case 22: weapon.Slayer = GetRandomSlayer(); break;
case 23: GetElementalDamages( weapon ); break;
}
}
}
@ -473,13 +473,16 @@ namespace Server.Items
int baseCount = ( isShield ? 7 : 20 );
int baseOffset = ( isShield ? 0 : 4 );
if ( !isShield && armor.MeditationAllowance == ArmorMeditationAllowance.All )
m_Props.Set( 3, true ); // remove mage armor from possible properties
if ( armor.Resource >= CraftResource.RegularLeather && armor.Resource <= CraftResource.BarbedLeather )
{
m_Props.Set( 0, true ); // remove lower requirements from possible properties for leather armor
m_Props.Set( 2, true ); // remove durability bonus from possible properties
if ( !isShield ) {
if (armor.MeditationAllowance == ArmorMeditationAllowance.All ) {
m_Props.Set( 3, true ); // remove mage armor from possible properties
}
m_Props.Set(0, true); // no lower stat requirements for any armor but shields
}
if ( armor.Resource >= CraftResource.RegularLeather && armor.Resource <= CraftResource.BarbedLeather )
m_Props.Set( 2, true ); // remove durability bonus from possible properties
if ( armor.RequiredRace == Race.Elf )
m_Props.Set( 7, true ); // elves inherently have night sight and elf only armor doesn't get night sight as a mod
@ -547,10 +550,11 @@ namespace Server.Items
AosElementAttributes resists = hat.Resistances;
m_Props.SetAll( false );
m_Props.Set(0, true); // no lower stat requirements for hats
for ( int i = 0; i < attributeCount; ++i )
{
int random = GetUniqueRandom( 19 );
int random = GetUniqueRandom( 18 );
if ( random == -1 )
break;
@ -568,14 +572,13 @@ namespace Server.Items
case 8: ApplyAttribute( primary, min, max, AosAttribute.LowerManaCost, 1, 8 ); break;
case 9: ApplyAttribute( primary, min, max, AosAttribute.LowerRegCost, 1, 20 ); break;
case 10: ApplyAttribute( primary, min, max, AosAttribute.Luck, 1, 100 ); break;
case 11: ApplyAttribute( secondary, min, max, AosArmorAttribute.LowerStatReq, 10, 100, 10 ); break;
case 12: ApplyAttribute( secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5 ); break;
case 13: ApplyAttribute( secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10 ); break;
case 14: ApplyAttribute( resists, min, max, AosElementAttribute.Physical, 1, 15 ); break;
case 15: ApplyAttribute( resists, min, max, AosElementAttribute.Fire, 1, 15 ); break;
case 16: ApplyAttribute( resists, min, max, AosElementAttribute.Cold, 1, 15 ); break;
case 17: ApplyAttribute( resists, min, max, AosElementAttribute.Poison, 1, 15 ); break;
case 18: ApplyAttribute( resists, min, max, AosElementAttribute.Energy, 1, 15 ); break;
case 11: ApplyAttribute( secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5 ); break;
case 12: ApplyAttribute( secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10 ); break;
case 13: ApplyAttribute( resists, min, max, AosElementAttribute.Physical, 1, 15 ); break;
case 14: ApplyAttribute( resists, min, max, AosElementAttribute.Fire, 1, 15 ); break;
case 15: ApplyAttribute( resists, min, max, AosElementAttribute.Cold, 1, 15 ); break;
case 16: ApplyAttribute( resists, min, max, AosElementAttribute.Poison, 1, 15 ); break;
case 17: ApplyAttribute( resists, min, max, AosElementAttribute.Energy, 1, 15 ); break;
}
}
}
@ -595,6 +598,7 @@ namespace Server.Items
AosSkillBonuses skills = jewelry.SkillBonuses;
m_Props.SetAll( false );
m_Props.Set(0, true); // no lower stat requirements for weapons
for ( int i = 0; i < attributeCount; ++i )
{
@ -647,6 +651,7 @@ namespace Server.Items
AosSkillBonuses skills = spellbook.SkillBonuses;
m_Props.SetAll( false );
m_Props.Set(0, true); // no lower stat requirements for weapons
for ( int i = 0; i < attributeCount; ++i )
{