- 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:
eos 2012-03-07 18:59:52 +00:00
parent 4bcde77cc2
commit a0e13d5007
25 changed files with 432 additions and 140 deletions

View file

@ -46,7 +46,7 @@ namespace Server.Mobiles
double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 ) // Less than 10% health
if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee ) // Less than 10% health
{
m_Mobile.DebugSay( "I am low on health!" );
Action = ActionType.Flee;
@ -102,7 +102,7 @@ namespace Server.Mobiles
}
}
if ( !m_Mobile.Controlled && !m_Mobile.Summoned )
if ( !m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee )
{
double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
@ -120,7 +120,7 @@ namespace Server.Mobiles
{
double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 ) // Less than 10% health
if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee ) // Less than 10% health
{
Action = ActionType.Flee;
}

View file

@ -80,7 +80,7 @@ namespace Server.Mobiles
// At 20% we should check if we must leave
if ( m_Mobile.Hits < m_Mobile.HitsMax*20/100 )
if ( m_Mobile.Hits < m_Mobile.HitsMax*20/100 && m_Mobile.CanFlee )
{
bool bFlee = false;
// if my current hits are more than my opponent, i don't care

View file

@ -633,7 +633,7 @@ namespace Server.Mobiles
}
}
if( !m_Mobile.Controlled && !m_Mobile.Summoned && !m_Mobile.IsParagon )
if( !m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee )
{
if( m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 )
{

View file

@ -112,7 +112,7 @@ namespace Server.Mobiles
m_Mobile.DebugSay( "I should be closer to {0}", combatant.Name );
}
if ( !m_Mobile.Controlled && !m_Mobile.Summoned && !m_Mobile.IsParagon )
if ( !m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee )
{
if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 )
{

View file

@ -128,7 +128,7 @@ namespace Server.Mobiles
m_Mobile.DebugSay( "I should be closer to {0}", combatant.Name );
}
if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 && !m_Mobile.IsParagon )
if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 && m_Mobile.CanFlee )
{
// We are low on health, should we flee?