Fixes code according to modern code style. Fixes a few expression bugs.
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3324 changed files with 441118 additions and 433755 deletions
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@ -2,87 +2,87 @@ using Server.Items;
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namespace Server.Mobiles
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{
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public class Executioner : BaseCreature
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{
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[Constructible]
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public Executioner() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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SpeechHue = Utility.RandomDyedHue();
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Title = "the executioner";
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Hue = Utility.RandomSkinHue();
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public class Executioner : BaseCreature
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{
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[Constructible]
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public Executioner() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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SpeechHue = Utility.RandomDyedHue();
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Title = "the executioner";
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Hue = Utility.RandomSkinHue();
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if ( Female = Utility.RandomBool() )
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{
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Body = 0x191;
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Name = NameList.RandomName( "female" );
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AddItem( new Skirt( Utility.RandomRedHue() ) );
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}
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else
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{
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Body = 0x190;
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Name = NameList.RandomName( "male" );
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AddItem( new ShortPants( Utility.RandomRedHue() ) );
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}
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if (Female = Utility.RandomBool())
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{
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Body = 0x191;
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Name = NameList.RandomName("female");
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AddItem(new Skirt(Utility.RandomRedHue()));
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}
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else
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{
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Body = 0x190;
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Name = NameList.RandomName("male");
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AddItem(new ShortPants(Utility.RandomRedHue()));
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}
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SetStr( 386, 400 );
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SetDex( 151, 165 );
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SetInt( 161, 175 );
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SetStr(386, 400);
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SetDex(151, 165);
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SetInt(161, 175);
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SetDamage( 8, 10 );
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SetDamage(8, 10);
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SetDamageType( ResistanceType.Physical, 100 );
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance( ResistanceType.Physical, 35, 45 );
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SetResistance( ResistanceType.Fire, 25, 30 );
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SetResistance( ResistanceType.Cold, 25, 30 );
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SetResistance( ResistanceType.Poison, 10, 20 );
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SetResistance( ResistanceType.Energy, 10, 20 );
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SetResistance(ResistanceType.Physical, 35, 45);
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SetResistance(ResistanceType.Fire, 25, 30);
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SetResistance(ResistanceType.Cold, 25, 30);
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SetResistance(ResistanceType.Poison, 10, 20);
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SetResistance(ResistanceType.Energy, 10, 20);
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SetSkill( SkillName.Anatomy, 125.0 );
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SetSkill( SkillName.Fencing, 46.0, 77.5 );
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SetSkill( SkillName.Macing, 35.0, 57.5 );
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SetSkill( SkillName.Poisoning, 60.0, 82.5 );
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SetSkill( SkillName.MagicResist, 83.5, 92.5 );
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SetSkill( SkillName.Swords, 125.0 );
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SetSkill( SkillName.Tactics, 125.0 );
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SetSkill( SkillName.Lumberjacking, 125.0 );
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SetSkill(SkillName.Anatomy, 125.0);
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SetSkill(SkillName.Fencing, 46.0, 77.5);
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SetSkill(SkillName.Macing, 35.0, 57.5);
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SetSkill(SkillName.Poisoning, 60.0, 82.5);
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SetSkill(SkillName.MagicResist, 83.5, 92.5);
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SetSkill(SkillName.Swords, 125.0);
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SetSkill(SkillName.Tactics, 125.0);
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SetSkill(SkillName.Lumberjacking, 125.0);
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Fame = 5000;
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Karma = -5000;
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Fame = 5000;
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Karma = -5000;
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VirtualArmor = 40;
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VirtualArmor = 40;
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AddItem( new ThighBoots( Utility.RandomRedHue() ) );
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AddItem( new Surcoat( Utility.RandomRedHue() ) );
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AddItem( new ExecutionersAxe());
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AddItem(new ThighBoots(Utility.RandomRedHue()));
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AddItem(new Surcoat(Utility.RandomRedHue()));
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AddItem(new ExecutionersAxe());
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Utility.AssignRandomHair( this );
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}
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Utility.AssignRandomHair(this);
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.FilthyRich );
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AddLoot( LootPack.Meager );
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}
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public Executioner(Serial serial) : base(serial)
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{
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}
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public override bool AlwaysMurderer => true;
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public override bool AlwaysMurderer => true;
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public Executioner( Serial serial ) : base( serial )
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{
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}
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public override void GenerateLoot()
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{
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AddLoot(LootPack.FilthyRich);
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AddLoot(LootPack.Meager);
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write( (int) 0 ); // version
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}
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writer.Write(0); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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}
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}
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int version = reader.ReadInt();
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}
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}
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}
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