- Fixed spawner to correctly spawn sea creatures on water tiles.
- Fixed the individual clear button in the spawner gump. - The spawner gump now reloads unless it is closed or cancel is pressed. - Fixed conflicting button IDs in AdminGump. - Fixed the Developer and Owner accesslevel buttons for accounts in AdminGump. - Owners are now allowed to set other accounts as Owner. - The client gump now accounts for the visibility list when checking visibility of higher accesslevel focus mobs. - The hue of the Protector shroud is now picked randomly as well, it is no longer the inverse of their boots hue.
This commit is contained in:
parent
6962ed06bf
commit
e372d20b00
5 changed files with 98 additions and 33 deletions
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@ -18,13 +18,13 @@ namespace Server.Mobiles
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AddBackground( 0, 0, 410, 371, 5054 );
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AddLabel( 95, 1, 0, "Creatures List" );
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AddLabel( 160, 1, 0, "Creatures List" );
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AddButton( 5, 347, 0xFB1, 0xFB3, 0, GumpButtonType.Reply, 0 );
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AddLabel( 38, 347, 0x384, "Cancel" );
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AddButton( 5, 325, 0xFB7, 0xFB9, 1, GumpButtonType.Reply, 0 );
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AddLabel( 38, 325, 0x384, "Okay" );
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AddLabel( 38, 325, 0x384, "Apply" );
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AddButton( 110, 325, 0xFB4, 0xFB6, 2, GumpButtonType.Reply, 0 );
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AddLabel( 143, 325, 0x384, "Bring to Home" );
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@ -87,28 +87,28 @@ namespace Server.Mobiles
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public override void OnResponse( NetState state, RelayInfo info )
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{
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if ( m_Spawner.Deleted )
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if ( m_Spawner.Deleted || state.Mobile.AccessLevel < AccessLevel.GameMaster )
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return;
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switch ( info.ButtonID )
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{
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case 0: // Closed
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{
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break;
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return;
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}
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case 1: // Okay
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case 1: // Apply
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{
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m_Spawner.SpawnNames = CreateArray( info, state.Mobile );
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break;
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}
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case 2: // Bring everything home
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case 2: // Bring to Home
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{
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m_Spawner.BringToHome();
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break;
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}
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case 3: // Complete respawn
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case 3: // Total Respawn
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{
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m_Spawner.Respawn();
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@ -135,6 +135,8 @@ namespace Server.Mobiles
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break;
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}
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}
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state.Mobile.SendGump( new SpawnerGump( m_Spawner ) );
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}
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}
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}
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