Chessboard corrections
http://www.uodemise.com/forum/showthread.php?t=154224&page=2 Stealth has the wrong hiding requirement http://www.uodemise.com/forum/showthread.php?t=155728 Players should be able to discord their own pet regardless of facet/guild, or lack thereof http://www.uodemise.com/forum/showthread.php?t=148376 Disposition of released/gone wild pets' pack inventory http://www.uodemise.com/forum/showthread.php?t=146385 Flagging mechanics regarding invisibility http://www.uodemise.com/forum/showthread.php?t=137631
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7 changed files with 115 additions and 19 deletions
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@ -1558,6 +1558,7 @@ namespace Server.Mobiles
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m_Mobile.Delete();
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m_Mobile.BeginDeleteTimer();
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m_Mobile.DropBackpack();
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return true;
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}
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@ -5,6 +5,7 @@ using Server;
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using Server.Regions;
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using Server.Targeting;
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using Server.Network;
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using Server.Multis;
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using Server.Spells;
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using Server.Misc;
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using Server.Items;
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@ -3675,6 +3676,29 @@ namespace Server.Mobiles
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PackWeapon( minLevel, maxLevel, weaponChance );
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}
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public virtual void DropBackpack()
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{
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if ( Backpack != null )
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{
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if( Backpack.Items.Count > 0 )
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{
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Backpack b = new CreatureBackpack( Name );
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List<Item> list = new List<Item>( Backpack.Items );
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foreach ( Item item in list )
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{
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b.DropItem( item );
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}
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BaseHouse house = BaseHouse.FindHouseAt( this );
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if ( house != null )
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b.MoveToWorld( house.BanLocation, house.Map );
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else
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b.MoveToWorld( Location, Map );
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}
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}
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}
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protected bool m_Spawning;
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protected int m_KillersLuck;
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@ -5278,6 +5302,7 @@ namespace Server.Mobiles
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c.ControlTarget = null;
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//c.ControlOrder = OrderType.Release;
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c.AIObject.DoOrderRelease(); // this will prevent no release of creatures left alone with AI disabled (and consequent bug of Followers)
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c.DropBackpack();
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}
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// added code to handle removing of wild creatures in house regions
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