- You can't anymore place castles or keeps in Malas facet
(http://www.runuo.com/bugs/index.php?cmd=view&id=38) - Unfilled commodity deeds now carry the etching "Unfilled" (http://www.runuo.com/bugs/index.php?cmd=view&id=40) - Empty scrolls can be deeded in a commodity deed (http://www.uodemise.com/discussion/showthread.php?t=127485) - Dying tubs, if locked down, can allow security level choices (http://www.uodemise.com/discussion/showthread.php?t=128546) - Changes in Energy Vortex skills: they'll have 120 wrestling (it was 100) and 100 tactics (it was 90) (http://www.uodemise.com/discussion/showthread.php?t=122733) - Wooden Footlockers now show the correct container gump (http://www.uodemise.com/discussion/showthread.php?t=126452) - Changes to Interior Decorator (still not includes the fix to turn paragon chests): --> single item addons can be raised/lowered --> the gump stays visible until target is cancelled --> target won't be cancelled automatically when the decorator is used on a target (http://www.uodemise.com/discussion/showthread.php?t=126668) - Doom Lever Puzzle item list changed to generics (http://www.uodemise.com/discussion/showthread.php?t=130396) - Morphed forms will check now the current skill level: the morph effect is lost if skill level goes under the minimum required. (http://www.uodemise.com/discussion/showthread.php?t=116542) - Mage NPC vendors now buy necro scrolls; the price of scrolls got tweaked (= raised) to match OSI (http://www.runuo.com/bugs/index.php?cmd=view&id=90) (http://www.runuo.com/bugs/index.php?cmd=view&id=113) - You can't anymore discord NPC vendors (http://www.runuo.com/bugs/index.php?cmd=view&id=33) - Removing a rune from runebook won't change the default rune set (http://www.runuo.com/bugs/index.php?cmd=view&id=41) - Various runebook security changes (see link for the list) (http://www.runuo.com/bugs/index.php?cmd=view&id=39) - You can't use the Sacrifice virtue while hidden (http://www.runuo.com/bugs/index.php?cmd=view&id=42) - Added the Deceit Brazier: doubleclicking it will summon a random "britannian" monster (check [props for delays) (http://www.uodemise.com/discussion/showthread.php?t=123805) - Casting spells will raise also the secondary skill associated (example: Necro and SpiritSpeak) (http://www.runuo.com/bugs/index.php?cmd=view&id=43) - Word of Death changes: --> the "pitful damage" is much powerful now --> you have to bring the target health below (5*arcanefocus)% to strike the powerful blast of 300 chaos damage --> the damage is influenced by SDI (http://www.runuo.com/bugs/index.php?cmd=view&id=36) - Teleporters generated by [telgen got corrected for the Wrong dungeon (http://www.runuo.com/bugs/index.php?cmd=view&id=34)
This commit is contained in:
parent
b54bf2c8bb
commit
95de3595cd
23 changed files with 586 additions and 115 deletions
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@ -5,7 +5,6 @@ using Server.Network;
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using Server.Mobiles;
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using Server.Commands;
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using System.Collections.Generic;
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using System.Collections;
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/*
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this is From me to you, Under no terms, Conditions... K? to apply you
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@ -22,10 +21,10 @@ namespace Server.Engines.Doom
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private UInt16 m_MyKey;
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private UInt16 m_TheirKey;
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private ArrayList m_Levers;
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private ArrayList m_Teles;
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private ArrayList m_Statues;
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private ArrayList m_Tiles;
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private List<Item> m_Levers;
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private List<Item> m_Teles;
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private List<Item> m_Statues;
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private List<LeverPuzzleRegion> m_Tiles;
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private Mobile m_Successful;
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private LampRoomBox m_Box;
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private Region m_LampRoom;
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@ -92,19 +91,19 @@ namespace Server.Engines.Doom
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installed=true;
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int i=0;
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m_Levers = new ArrayList(); /* codes are 0x1 shifted left x # of bits, easily handled here */
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m_Levers = new List<Item>(); /* codes are 0x1 shifted left x # of bits, easily handled here */
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for (; i<4; i++)
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m_Levers.Add( AddLeverPuzzlePart( TA[i], new LeverPuzzleLever( (ushort)(1<<i), this )));
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m_Tiles = new ArrayList();
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m_Tiles = new List<LeverPuzzleRegion>();
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for (; i<9; i++)
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m_Tiles.Add( new LeverPuzzleRegion( this, TA[i] ));
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m_Teles = new ArrayList();
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m_Teles = new List<Item>();
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for (; i<15; i++)
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m_Teles.Add( AddLeverPuzzlePart( TA[i], new LampRoomTelePorter( TA[++i] )));
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m_Statues = new ArrayList();
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m_Statues = new List<Item>();
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for (; i<19; i++)
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m_Statues.Add( AddLeverPuzzlePart( TA[i], new LeverPuzzleStatue( TA[++i], this )));
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@ -159,7 +158,7 @@ namespace Server.Engines.Doom
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}
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}
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public static void NukeItemList( ArrayList list )
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public static void NukeItemList( List<Item> list )
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{
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if ( list != null && list.Count != 0 )
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{
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@ -395,16 +394,21 @@ namespace Server.Engines.Doom
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{
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IEntity m_IEntity = new Entity( Serial.Zero, RandomPointIn( m_Player.Location, 10 ), m_Player.Map );
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foreach( Mobile m in m_IEntity.Map.GetMobilesInRange( m_IEntity.Location, 2 ) )
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List<Mobile> mobiles = new List<Mobile>();
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foreach( Mobile m in m_IEntity.Map.GetMobilesInRange( m_IEntity.Location, 2 ))
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{
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if( IsValidDamagable( m ) && m != m_Player )
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mobiles.Add( m );
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}
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for( int k=0; k<mobiles.Count; k++ )
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{
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if( IsValidDamagable( mobiles[k] ) && mobiles[k] != m_Player )
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{
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PlayEffect( m_Player, m, Rock(), 8, true );
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DoDamage( m, 25, 30, false );
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PlayEffect( m_Player, mobiles[k], Rock(), 8, true );
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DoDamage( mobiles[k], 25, 30, false );
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if( m.Player )
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if( mobiles[k].Player )
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{
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POHMessage( m, 2 ); // OUCH!
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POHMessage( mobiles[k], 2 ); // OUCH!
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}
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}
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}
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@ -510,8 +514,6 @@ namespace Server.Engines.Doom
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return true;
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}
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/* TODO: need to resolve lockup @ basecreature damage
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if( m is BaseCreature )
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{
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BaseCreature bc=(BaseCreature)m;
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@ -520,7 +522,6 @@ namespace Server.Engines.Doom
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return true;
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}
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}
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*/
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}
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return false;
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}
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@ -554,14 +555,10 @@ namespace Server.Engines.Doom
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public static void DoDamage( Mobile m, int min, int max, bool poison )
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{
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int damage = Utility.Random(min,max);
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if ( Core.AOS )
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if ( m != null && !m.Deleted && m.Alive )
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{
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AOS.Damage( (m is BaseCreature) ? (BaseCreature)m : m, damage,(poison) ? 0 : 100 , 0, 0,(poison) ? 100 : 0, 0 );
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}
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else
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{
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m.Damage( damage );
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int damage = Utility.Random(min,max);
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AOS.Damage( m, damage,(poison) ? 0 : 100 , 0, 0,(poison) ? 100 : 0, 0 );
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}
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}
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@ -717,13 +714,13 @@ namespace Server.Engines.Doom
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int version = reader.ReadInt();
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m_Levers = reader.ReadItemList();
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m_Statues = reader.ReadItemList();
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m_Teles = reader.ReadItemList();
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m_Levers = reader.ReadStrongItemList();
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m_Statues = reader.ReadStrongItemList();
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m_Teles = reader.ReadStrongItemList();
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m_Box = reader.ReadItem() as LampRoomBox;
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m_Tiles = new ArrayList();
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m_Tiles = new List<LeverPuzzleRegion>();
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for (int i = 4; i<9; i++)
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m_Tiles.Add( new LeverPuzzleRegion( this, TA[i] ));
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@ -20,10 +20,15 @@ namespace Server
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public static void OnVirtueUsed( Mobile from )
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{
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if ( from.Alive )
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from.Target = new InternalTarget();
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else
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Resurrect( from );
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if ( !from.Hidden )
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{
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if ( from.Alive )
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from.Target = new InternalTarget();
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else
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Resurrect( from );
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}
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else
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from.SendLocalizedMessage( 1052015 ); // You cannot do that while hidden.
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}
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public static void CheckAtrophy( Mobile from )
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