- Future ML craftables added to the special repair list until the craft system is updated.
- Items can now be repaired while wearing them. - Items can now be fortified while wearing them. - Fixed repair deed messages not sending. - Sound effect added to powder of fortifying. - Map issue for fishing and SOSs fixed, where it would not allow fishing in empty resource banks when not on the target SOS map. - Added proximity spawner. - Improved spawner mouseover menu, now also shows types set on the spawner which are not yet spawned. - Fixed spawners only deleting half of their spawned objects when deleted. - Added the ability to set TextDefinition objects in the props gump. - WaitTeleporters now round delays to nearest in the remaining time messages. - Updated TextDefinition to be more usable; made it parsable from string and added safe serialization/deserialization methods. - Improved checking whether a mobile can flee. - Monsters that give ML minor artifacts will no longer flee when low on hits (like paragons). - Monsters that give ML minor artifacts will no longer spawn as paragon. - Fixed issue with pets not eating certain foods. - AI and targeting fixes for Red Death, Pyre and Swoop. - Fame and karma added to Rend. - Swoop corrected to have 0 karma. - Stat and skill tweaks for Putrefier. - Changelings will no longer show their fame title when morphed. - Added travel restrictions for ML dungeons. - Fixed issue of travel restriction message displaying twice. - Monster teleporting is no longer affected by region travel restrictions.
This commit is contained in:
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25 changed files with 432 additions and 140 deletions
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@ -46,7 +46,7 @@ namespace Server.Mobiles
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double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 ) // Less than 10% health
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if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee ) // Less than 10% health
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{
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m_Mobile.DebugSay( "I am low on health!" );
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Action = ActionType.Flee;
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@ -102,7 +102,7 @@ namespace Server.Mobiles
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}
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}
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if ( !m_Mobile.Controlled && !m_Mobile.Summoned )
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if ( !m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee )
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{
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double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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@ -120,7 +120,7 @@ namespace Server.Mobiles
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{
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double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 ) // Less than 10% health
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if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee ) // Less than 10% health
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{
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Action = ActionType.Flee;
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}
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@ -80,7 +80,7 @@ namespace Server.Mobiles
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// At 20% we should check if we must leave
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if ( m_Mobile.Hits < m_Mobile.HitsMax*20/100 )
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if ( m_Mobile.Hits < m_Mobile.HitsMax*20/100 && m_Mobile.CanFlee )
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{
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bool bFlee = false;
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// if my current hits are more than my opponent, i don't care
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@ -633,7 +633,7 @@ namespace Server.Mobiles
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}
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}
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if( !m_Mobile.Controlled && !m_Mobile.Summoned && !m_Mobile.IsParagon )
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if( !m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee )
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{
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if( m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 )
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{
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@ -112,7 +112,7 @@ namespace Server.Mobiles
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m_Mobile.DebugSay( "I should be closer to {0}", combatant.Name );
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}
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if ( !m_Mobile.Controlled && !m_Mobile.Summoned && !m_Mobile.IsParagon )
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if ( !m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee )
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{
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if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 )
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{
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@ -128,7 +128,7 @@ namespace Server.Mobiles
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m_Mobile.DebugSay( "I should be closer to {0}", combatant.Name );
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}
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if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 && !m_Mobile.IsParagon )
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if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 && m_Mobile.CanFlee )
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{
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// We are low on health, should we flee?
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