- 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:
eos 2012-05-13 01:51:14 +00:00
parent 6962ed06bf
commit e372d20b00
5 changed files with 98 additions and 33 deletions

View file

@ -18,13 +18,13 @@ namespace Server.Mobiles
AddBackground( 0, 0, 410, 371, 5054 );
AddLabel( 95, 1, 0, "Creatures List" );
AddLabel( 160, 1, 0, "Creatures List" );
AddButton( 5, 347, 0xFB1, 0xFB3, 0, GumpButtonType.Reply, 0 );
AddLabel( 38, 347, 0x384, "Cancel" );
AddButton( 5, 325, 0xFB7, 0xFB9, 1, GumpButtonType.Reply, 0 );
AddLabel( 38, 325, 0x384, "Okay" );
AddLabel( 38, 325, 0x384, "Apply" );
AddButton( 110, 325, 0xFB4, 0xFB6, 2, GumpButtonType.Reply, 0 );
AddLabel( 143, 325, 0x384, "Bring to Home" );
@ -87,28 +87,28 @@ namespace Server.Mobiles
public override void OnResponse( NetState state, RelayInfo info )
{
if ( m_Spawner.Deleted )
if ( m_Spawner.Deleted || state.Mobile.AccessLevel < AccessLevel.GameMaster )
return;
switch ( info.ButtonID )
{
case 0: // Closed
{
break;
return;
}
case 1: // Okay
case 1: // Apply
{
m_Spawner.SpawnNames = CreateArray( info, state.Mobile );
break;
}
case 2: // Bring everything home
case 2: // Bring to Home
{
m_Spawner.BringToHome();
break;
}
case 3: // Complete respawn
case 3: // Total Respawn
{
m_Spawner.Respawn();
@ -135,6 +135,8 @@ namespace Server.Mobiles
break;
}
}
state.Mobile.SendGump( new SpawnerGump( m_Spawner ) );
}
}
}