- 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

@ -715,6 +715,8 @@ namespace Server.Mobiles
#endregion
#region Flee!!!
public virtual bool CanFlee{ get{ return ( !m_Paragon && !GivesMLMinorArtifact ); } }
private DateTime m_EndFlee;
public DateTime EndFleeTime
@ -2083,7 +2085,7 @@ namespace Server.Mobiles
public virtual bool CheckFeed( Mobile from, Item dropped )
{
if ( !IsDeadPet && Controlled && (ControlMaster == from || IsPetFriend( from )) && (dropped is Food || dropped is Gold || dropped is CookableFood || dropped is Head || dropped is LeftArm || dropped is LeftLeg || dropped is Torso || dropped is RightArm || dropped is RightLeg) )
if ( !IsDeadPet && Controlled && ( ControlMaster == from || IsPetFriend( from ) ) )
{
Item f = dropped;
@ -2114,7 +2116,7 @@ namespace Server.Mobiles
{
for ( int i = 0; i < amount; ++i )
{
if ( m_Loyalty < MaxLoyalty && 0.5 >= Utility.RandomDouble() )
if ( m_Loyalty < MaxLoyalty && 0.5 >= Utility.RandomDouble() )
{
m_Loyalty += 10;
}