Add ConstructibleAttribute to types missing it that had it in RunUO (#94)
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22 changed files with 26 additions and 0 deletions
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@ -4,6 +4,7 @@ namespace Server.Factions
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{
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public class FactionExplosionTrap : BaseFactionTrap
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{
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[Constructible]
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public FactionExplosionTrap(Faction f = null, Mobile m = null) : base(f, m, 0x11C1)
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{
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}
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@ -4,6 +4,7 @@ namespace Server.Factions
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{
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public class FactionGasTrap : BaseFactionTrap
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{
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[Constructible]
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public FactionGasTrap(Faction f = null, Mobile m = null) : base(f, m, 0x113C)
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{
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}
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@ -4,6 +4,7 @@ namespace Server.Factions
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{
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public class FactionSawTrap : BaseFactionTrap
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{
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[Constructible]
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public FactionSawTrap(Faction f = null, Mobile m = null) : base(f, m, 0x11AC)
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{
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}
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@ -4,6 +4,7 @@ namespace Server.Factions
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{
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public class FactionSpikeTrap : BaseFactionTrap
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{
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[Constructible]
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public FactionSpikeTrap(Faction f = null, Mobile m = null) : base(f, m, 0x11A0)
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{
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}
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@ -8,6 +8,7 @@ namespace Server.Factions
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public const int GoldPrice = 3000;
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private Faction m_Faction;
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[Constructible]
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public FactionWarHorse(Faction faction = null)
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: base("a war horse", 0xE2, 0x3EA0, AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4)
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{
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@ -8,6 +8,7 @@ namespace Server.Items
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{
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private ResetTimer m_ResetTimer;
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[Constructible]
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public RaiseSwitch(int itemID = 0x1093) : base(itemID) => Movable = false;
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public RaiseSwitch(Serial serial) : base(serial)
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@ -2,6 +2,7 @@
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{
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public class JellyBeans : CandyCane
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{
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[Constructible]
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public JellyBeans(int amount = 1)
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: base(0x468C) =>
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Stackable = true;
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@ -2,6 +2,7 @@
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{
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public class Taffy : CandyCane
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{
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[Constructible]
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public Taffy(int amount = 1)
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: base(0x469D) =>
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Stackable = true;
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@ -2,6 +2,7 @@
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{
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public class WrappedCandy : CandyCane
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{
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[Constructible]
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public WrappedCandy(int amount = 1)
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: base(0x469e) =>
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Stackable = true;
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@ -29,6 +29,7 @@ namespace Server.Items
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[CommandProperty( AccessLevel.GameMaster )]
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public int Bolts { get; set; }
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[Constructible]
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public ArcheryButte(int itemID = 0x100A) : base(itemID)
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{
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MinSkill = -25.0;
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@ -10,6 +10,7 @@ namespace Server.Items
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public class CommodityDeed : Item
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{
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[Constructible]
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public CommodityDeed(Item commodity = null) : base(0x14F0)
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{
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Weight = 1.0;
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@ -7,6 +7,7 @@ namespace Server.Items
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{
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private Item m_Stone;
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[Constructible]
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public GuildTeleporter(Item stone = null) : base(0x1869)
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{
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Weight = 1.0;
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@ -278,6 +278,7 @@ namespace Server.Items
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private string m_GuildName;
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[Constructible]
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public GuildstoneDeed(Guild g = null, string guildName = null, string abbrev = null) :
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base(0x14F0)
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{
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@ -7,6 +7,7 @@ namespace Server.Items
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{
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private int m_Level;
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[Constructible]
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public MessageInABottle(Map map = null) : this(map, GetRandomLevel())
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{
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}
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@ -79,6 +79,7 @@ namespace Server.Items
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private SlayerName m_Slayer;
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private SlayerName m_Slayer2;
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[Constructible]
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public Spellbook(ulong content = 0, int itemID = 0xEFA) : base(itemID)
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{
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Attributes = new AosAttributes(this);
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@ -28,6 +28,7 @@ namespace Server.Items
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{
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}
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[Constructible]
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public RepairDeed(RepairSkillType skill = RepairSkillType.Smithing, double level = 100.0,
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Mobile crafter = null, bool normalizeLevel = true) : base(0x14F0)
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{
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@ -141,6 +141,11 @@ namespace Server.Items
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[Flippable(0x104B, 0x104C)]
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public class ClockRight : Clock
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{
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[Constructible]
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public ClockRight() : base(0x104B)
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{
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}
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public ClockRight(Serial serial) : base(serial)
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{
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}
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@ -10,6 +10,7 @@ namespace Server.Items
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private Point3D m_PlotLocation;
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private HouseRaffleStone m_Stone;
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[Constructible]
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public HouseRaffleDeed(HouseRaffleStone stone = null, Mobile m = null) : base(0x2830)
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{
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m_Stone = stone;
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@ -9,6 +9,7 @@ namespace Server.Mobiles
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private Mobile m_Focus;
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[Constructible]
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public ArcherGuard(Mobile target = null) : base(target)
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{
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InitStats(100, 125, 25);
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@ -9,6 +9,7 @@ namespace Server.Mobiles
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private Mobile m_Focus;
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[Constructible]
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public WarriorGuard(Mobile target = null) : base(target)
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{
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InitStats(1000, 1000, 1000);
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@ -6,6 +6,7 @@ namespace Server.Mobiles
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{
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public class PlagueSpawn : BaseCreature
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{
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[Constructible]
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public PlagueSpawn(Mobile owner = null) :
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base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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@ -6,6 +6,7 @@ namespace Server.Mobiles
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{
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private DrainTimer m_Timer;
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[Constructible]
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public HarrowerTentacles(Mobile harrower = null) :
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base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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