- 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.
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25 changed files with 432 additions and 140 deletions
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@ -715,6 +715,8 @@ namespace Server.Mobiles
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#endregion
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#region Flee!!!
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public virtual bool CanFlee{ get{ return ( !m_Paragon && !GivesMLMinorArtifact ); } }
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private DateTime m_EndFlee;
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public DateTime EndFleeTime
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@ -2083,7 +2085,7 @@ namespace Server.Mobiles
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public virtual bool CheckFeed( Mobile from, Item dropped )
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{
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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) )
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if ( !IsDeadPet && Controlled && ( ControlMaster == from || IsPetFriend( from ) ) )
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{
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Item f = dropped;
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@ -2114,7 +2116,7 @@ namespace Server.Mobiles
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{
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for ( int i = 0; i < amount; ++i )
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{
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if ( m_Loyalty < MaxLoyalty && 0.5 >= Utility.RandomDouble() )
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if ( m_Loyalty < MaxLoyalty && 0.5 >= Utility.RandomDouble() )
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{
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m_Loyalty += 10;
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}
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