* Movie ignore mobiles to Mobile class
* Allow necromancer familiars to ignore mobiles
* ChampionSpawn should not quietly fail when creating new spawn
* Fix client party crash bug: 2 people partied, the leader logs out, other client is hung
* Fix spellbooks creating with magery/meditation only and creating magery multiple times
* Fix BaseRunicTool.GetRandomSlayer() creating more undead slayers than intended
* Do not allow players to dismount each other whilst mounted
* Fix AOS onwards damage increase tooltip and wrong formula in AOS
* Fix monsters killing other monster revenants + animate dead should not attack player pets + other animates
* Fix fire steed having loot pack added twice
* Fix oaks spawn not able to create Unicorns + Kirins via Activator.CreateInstace() due to constructor having name as parametr
* Fix ignoreMobiles flag not propagated to client for non-players.
* Fix harrower tents not leeching from players
* Fix boats speedhacking around the map
* Fix bless, agility etc. not renewing duration
* Fix reveal always worked
* Fix empty constructor for steeds so they don't throw now.
* Fixes disarm
* Fixes strangle not refreshing
* Fixes curse not refreshing
* Fixes 125% bonus to looting rights
* Fixes mobs attacking each other, or not attacking each other
* Fixes items dropping to the floor
* Fixes protection spell
* Fixes cure sending wrong message
- [X] Fixes NPE from account tags.
- [X] Fixes bad skill check due to missing cast to double.
- [X] Fixes water elemental duration.
- [X] Standardizes spell summon duration by expansion.
* * Fix statmod naming mismatch: everything in code searches for "[Magic] {type} Offset" but stat reductions are being added as "[Magic] {type} Curse"
* Clarifies and cleans up curses
* Fixes blood oath
* * NobleSacrifice remove all curses in one go
* Dont need a method
* Fix extra parentheses
Co-authored-by: Kamron Batman <3953314+kamronbatman@users.noreply.github.com>
## Changes
- [X] Adds OPL convenience methods
- `opl.Add(cliloc, value)` and `opl.Add(value)` - value as an integer or string works just like `opl.Add(cliloc, $"{value}")`
- `opl.AddLocalized(cliloc, clilocValue)` - works the same as `opl.Add(cliloc, $"#{clilocValue}");`
- [X] Simplifies basic `list.Add()` situations
- [X] Changes cliloc as an argument so it works with custom IPropertyList implementations (HTML)
- [X] Fixes plants so they support the old localization and new (changed in 7.0.12.0+)
- [X] Exposes more methods to override for Item to make creating custom OPL possible.
## Important Notes
* Using a ternary as an argument, like this `opl.Add(number, showType ? $"{type}\t{value}" : $"{value}");` _will not use the correct string interpolation_. This means if you use a custom PropertyList (for HTML or some other purpose), the property list won't be localized properly.
* All localization values must be interpolated, even if they are literal strings, or integers. Example: `opl.Add(number, $"{"Charges"}\t{m_Charges}");` is correct. Using the following: `$"Charges\t{m_Charges}"` will not work for custom PropertyList implementations!
## Breaking Changes (New API)
ObjectPropertyList supports the following API:
```cs
list.Add(500000);
list.Add(500001, stringArgument);
list.Add("Some text");
list.Add($"Some text with {argument}");
list.Add(500002, $"{arg1}\t{arg2}");
```
## Notes
1. All API uses that require a formatter like this:
```cs
list.Add(500002, "{0}\t{1}", arg1, arg2);
```
Should be changed to use string interpolation, for example:
```cs
list.Add(500002, $"{arg1}\t{arg2}");
```
2. The following paradigm should no longer be used:
```cs
list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
```
The new string interpolation API will avoid having to convert the argument to a string before writing it to the packet. Instead use the following:
```cs
list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
```
### Benchmarks
```cs
| Method | Mean | Error | StdDev | Gen 0 | Allocated |
|------------------------------- |---------:|--------:|--------:|-------:|----------:|
| BenchmarkOldOPL | 241.0 ns | 0.56 ns | 0.47 ns | 0.0105 | 88 B |
| BenchmarkStringInterpolatedOPL | 199.9 ns | 2.44 ns | 2.39 ns | - | - |
```
### Changes
- [X] Removes crash in STArray.Return when array is null.
- [X] Fixes NPE in OPL when entity is null. Serial in packet will be 0 when entity is null.
- [X] Fixes NPE in AosAttributes when Parent is null.
- [X] Changes OPL to use string interpolation.
- [X] Introduces `IPropertyList` to allow extending PropertyList for other uses.
- [X] Removes several `ToList()` uses with `PooledRefQueue`
- [X] Adds a `PeekRandom` to PooledRefQueue
- [X] Updates EV/BS so they dispel each other in a more efficient manner.
- [X] Fixes Firebomb so it works like a normal firefield.
- [X] Fixes field spells so they aren't unnecessarily using a Point3D ref more than necessary.
- [X] Removes extra allocation in campfire by using reverse loop.
- [X] Removes other LINQ calls that aren't needed.
* Adds the following configurations:
* `movement.delay.npcMinDelay` - 0.1 - Pets or Non-monster NPCs
* `movement.delay.npcMaxDelay` - 0.4 - Pets or Non-monster NPCs
* `movement.delay.monsterMinDelay` - 0.4 - Non-pet Monsters or NPC vs Player Combat
* `movement.delay.monsterMaxDelay` - 0.8 - Non-pet Monsters or NPC vs Player Combat
* `movement.delay.monsterMinDex` - 150 - Dex maximum for delay by dex
* `movement.delay.MinDex` - 190 - Dex maximum for delay by dex
* Now reads Prof.txt to get the professions
* The templated professions are based on profession `TrueName`
* Adds missing starting equipment
* Implements gargish starting equipment
* Consolidates some of the code
* Moves TC stuff to the TC file.
* Fixes some starting equipment that was wrong.
Note:
* Implementing the original T2A professions is possible on the client side, but requires moving the old clilocs to the current clilocs file. In the current file the entries are blank.
* Using the original LBR professions (they match AOS but without necromancy/chivalry) is kind of confusing because the profession indexes are ripped out of the UOTD/UOR ones and have non-sequential indexes. This will probably cause confusion and people will get no templated items when they select the wrong profession.
* Adds `RaceFlag` to the `Race` object. This is `1 << RaceIndex`
* Replaces `RequiredRace` with `RequiredRaces` for items.
* Adds convenience flags for `RequiredRaces`
```cs
public const int AllowAllRaces = 0x7; // Race.Human.RaceFlag | Race.Elf.RaceFlag | Race.Gargoyle.RaceFlag
public const int AllowHumanOrElves = 0x3; // Race.Human.RaceFlag | Race.Elf.RaceFlag
public const int AllowElvesOnly = 0x2; // Race.Elf.RaceFlag
public const int AllowGargoylesOnly = 0x4; // Race.Gargoyle.RaceFlag
```
* Example usage on an item:
```cs
public override int RequiredRaces => Race.AllowHumanOrElves;
```
* Adds Wood and Stone armor material types
* Updates Woodland armor to Wood
* Adds proper messaging for race restrictions
* Adds gargoyle only for object properties
* Adds `CheckRace` functions for validating if a race or mobile can use the item:
```cs
bool CheckRace(Race race);
bool CheckRace(Mobile from, bool message = true);
```