fix: Updates races to properly support gargoyle equipment. (#744)
* Adds `RaceFlag` to the `Race` object. This is `1 << RaceIndex` * Replaces `RequiredRace` with `RequiredRaces` for items. * Adds convenience flags for `RequiredRaces` ```cs public const int AllowAllRaces = 0x7; // Race.Human.RaceFlag | Race.Elf.RaceFlag | Race.Gargoyle.RaceFlag public const int AllowHumanOrElves = 0x3; // Race.Human.RaceFlag | Race.Elf.RaceFlag public const int AllowElvesOnly = 0x2; // Race.Elf.RaceFlag public const int AllowGargoylesOnly = 0x4; // Race.Gargoyle.RaceFlag ``` * Example usage on an item: ```cs public override int RequiredRaces => Race.AllowHumanOrElves; ``` * Adds Wood and Stone armor material types * Updates Woodland armor to Wood * Adds proper messaging for race restrictions * Adds gargoyle only for object properties * Adds `CheckRace` functions for validating if a race or mobile can use the item: ```cs bool CheckRace(Race race); bool CheckRace(Mobile from, bool message = true); ```
This commit is contained in:
parent
bf20800382
commit
8ffd5a5bd0
58 changed files with 147 additions and 125 deletions
|
|
@ -607,12 +607,10 @@ namespace Server.Items
|
|||
m_Props.Set(2, true); // remove durability bonus from possible properties
|
||||
}
|
||||
|
||||
if (armor.RequiredRace == Race.Elf)
|
||||
if (armor.RequiredRaces == Race.AllowElvesOnly)
|
||||
{
|
||||
m_Props.Set(
|
||||
7,
|
||||
true
|
||||
); // elves inherently have night sight and elf only armor doesn't get night sight as a mod
|
||||
// elves inherently have night sight and elf only armor doesn't get night sight as a mod
|
||||
m_Props.Set(7, true);
|
||||
}
|
||||
|
||||
for (var i = 0; i < attributeCount; ++i)
|
||||
|
|
@ -628,7 +626,7 @@ namespace Server.Items
|
|||
|
||||
switch (random)
|
||||
{
|
||||
/* Begin Sheilds */
|
||||
/* Begin Shields */
|
||||
case 0:
|
||||
ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1);
|
||||
break;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue