- Added a new Assemblies.cfg file (Assemblies_4_0.cfg) specific for .NET 4.0, which includes System.Core.dll by default.

- Fixed cu sidhe and reptalon trade statuettes.
- Made IAccount comparable, to be able to sort by account in-game.
- Fixed item leak in ChampionSpawn and Harrower.
- Added ChampionSpawn and Harrower leaked item types to Cleanup.
- Added a helper for handling validation after deserialization, and converted classes using that technique to the new system.
- Fixed bulletin board item leak, and the core bug that caused it. Leaked items will be cleaned up on server boot.
- Fixed bulletin board message content packet to compensate for a client bug.
- Monster AI is now deactivated on the internal map, like it is on inactive sectors.
- Monster AI activity is now checked on map changes as well, not just location changes.
- Corrected hiding requirement needed to train stealth from an NPC for Core.ML.
- Fixed a SendLocalizedMessage overload calling itself.
This commit is contained in:
eos 2012-03-21 22:25:44 +00:00
parent 65536e1667
commit 9f0a67e5d7
20 changed files with 191 additions and 101 deletions

View file

@ -11,6 +11,7 @@ using Server.ContextMenus;
using Server.Engines.Quests;
using Server.Engines.PartySystem;
using Server.Factions;
using Server.SkillHandlers;
using Server.Spells.Bushido;
using Server.Spells.Spellweaving;
using Server.Spells.Necromancy;
@ -2948,7 +2949,7 @@ namespace Server.Mobiles
if ( !CanTeach )
return false;
if( skill == SkillName.Stealth && from.Skills[SkillName.Hiding].Base < ((Core.SE) ? 50.0 : 80.0) )
if( skill == SkillName.Stealth && from.Skills[SkillName.Hiding].Base < Stealth.HidingRequirement )
return false;
if ( skill == SkillName.RemoveTrap && (from.Skills[SkillName.Lockpicking].Base < 50.0 || from.Skills[SkillName.DetectHidden].Base < 50.0) )
@ -3382,12 +3383,24 @@ namespace Server.Mobiles
return true; // entered idle state
}
private void CheckAIActive()
{
Map map = Map;
if ( PlayerRangeSensitive && m_AI != null && map != null && map.GetSector( Location ).Active )
m_AI.Activate();
}
protected override void OnMapChange( Map oldMap )
{
CheckAIActive();
base.OnMapChange( oldMap );
}
protected override void OnLocationChange( Point3D oldLocation )
{
Map map = this.Map;
if ( PlayerRangeSensitive && m_AI != null && map != null && map.GetSector( this.Location ).Active )
m_AI.Activate();
CheckAIActive();
base.OnLocationChange( oldLocation );
}