Fixes code according to modern code style. Fixes a few expression bugs.
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89eea25e5f
commit
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3324 changed files with 441118 additions and 433755 deletions
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@ -3,81 +3,100 @@ using Server.Items;
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namespace Server.Mobiles
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{
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public class KeeperOfChivalry : BaseVendor
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{
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private List<SBInfo> m_SBInfos = new List<SBInfo>();
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protected override List<SBInfo> SBInfos => m_SBInfos;
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public class KeeperOfChivalry : BaseVendor
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{
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private List<SBInfo> m_SBInfos = new List<SBInfo>();
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[Constructible]
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public KeeperOfChivalry() : base( "the Keeper of Chivalry" )
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{
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SetSkill( SkillName.Fencing, 75.0, 85.0 );
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SetSkill( SkillName.Macing, 75.0, 85.0 );
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SetSkill( SkillName.Swords, 75.0, 85.0 );
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SetSkill( SkillName.Chivalry, 100.0 );
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}
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[Constructible]
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public KeeperOfChivalry() : base("the Keeper of Chivalry")
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{
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SetSkill(SkillName.Fencing, 75.0, 85.0);
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SetSkill(SkillName.Macing, 75.0, 85.0);
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SetSkill(SkillName.Swords, 75.0, 85.0);
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SetSkill(SkillName.Chivalry, 100.0);
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}
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public override void InitSBInfo()
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{
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m_SBInfos.Add( new SBKeeperOfChivalry() );
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}
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public KeeperOfChivalry(Serial serial) : base(serial)
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{
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}
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public override void InitOutfit()
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{
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AddItem( new PlateArms() );
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AddItem( new PlateChest() );
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AddItem( new PlateGloves() );
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AddItem( new StuddedGorget() );
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AddItem( new PlateLegs() );
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protected override List<SBInfo> SBInfos => m_SBInfos;
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switch ( Utility.Random( 4 ) )
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{
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case 0: AddItem( new PlateHelm() ); break;
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case 1: AddItem( new NorseHelm() ); break;
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case 2: AddItem( new CloseHelm() ); break;
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case 3: AddItem( new Helmet() ); break;
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}
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public override void InitSBInfo()
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{
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m_SBInfos.Add(new SBKeeperOfChivalry());
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}
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switch ( Utility.Random( 3 ) )
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{
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case 0: AddItem( new BodySash( 0x482 ) ); break;
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case 1: AddItem( new Doublet( 0x482 ) ); break;
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case 2: AddItem( new Tunic( 0x482 ) ); break;
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}
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public override void InitOutfit()
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{
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AddItem(new PlateArms());
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AddItem(new PlateChest());
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AddItem(new PlateGloves());
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AddItem(new StuddedGorget());
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AddItem(new PlateLegs());
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AddItem( new Broadsword() );
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switch (Utility.Random(4))
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{
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case 0:
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AddItem(new PlateHelm());
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break;
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case 1:
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AddItem(new NorseHelm());
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break;
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case 2:
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AddItem(new CloseHelm());
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break;
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case 3:
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AddItem(new Helmet());
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break;
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}
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Item shield = new MetalKiteShield();
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switch (Utility.Random(3))
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{
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case 0:
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AddItem(new BodySash(0x482));
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break;
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case 1:
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AddItem(new Doublet(0x482));
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break;
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case 2:
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AddItem(new Tunic(0x482));
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break;
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}
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shield.Hue = Utility.RandomNondyedHue();
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AddItem(new Broadsword());
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AddItem( shield );
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Item shield = new MetalKiteShield();
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switch ( Utility.Random( 2 ) )
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{
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case 0: AddItem( new Boots() ); break;
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case 1: AddItem( new ThighBoots() ); break;
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}
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shield.Hue = Utility.RandomNondyedHue();
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PackGold( 100, 200 );
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}
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AddItem(shield);
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public KeeperOfChivalry( Serial serial ) : base( serial )
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{
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}
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switch (Utility.Random(2))
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{
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case 0:
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AddItem(new Boots());
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break;
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case 1:
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AddItem(new ThighBoots());
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break;
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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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PackGold(100, 200);
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}
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writer.Write( (int) 0 ); // version
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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 Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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writer.Write(0); // version
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}
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int version = reader.ReadInt();
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}
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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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int version = reader.ReadInt();
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}
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}
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}
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