Companion to #2712, which covers HireRanger's refused `EquipItem`. A sweep that built every constructible Mobile 2,000 times under each expansion found these other outfits that put two items on one layer. They don't leak, because `AddItem` skips `CheckEquip`, but the NPC wears both items and the client draws only one. | NPC | Conflict | |---|---| | Miner, Ranger, Thief | Own shirt/pants/ThighBoots added on top of the random `BaseVendor.InitOutfit` (shoes doubled on every spawn) | | MasterTheophilus | Shoes + Robe added over `EvilMageLord`'s Sandals + Robe | | Merchant | Shirt + FancyShirt, or PlainDress + FancyDress | | IronWorker | Bandana/JesterHat + Bascinet | | MeerCaptain | One-handed sword + Crossbow | | BakeKitsune | `BodyMod` isn't saved, so after a restart `RemoveDisguise` bailed and the next `Disguise()` stacked a second robe and pair of shoes | ## Changes - `BaseCreature.ReplaceEquipment(item)` equips an item in place of whatever an inherited outfit put on its layer, and deletes the item if it still can't be equipped. - Miner, Ranger, Thief, MasterTheophilus: their own pieces replace the inherited ones. - Merchant and IronWorker: dropped the duplicate roll. Each kept the item the client was already drawing, which is the last one sent: the fancy set and the Bascinet. - MeerCaptain: the sword goes into its pack as loot. **Behavior change:** `Mobile.Weapon` checks the one-handed layer first, so it was fighting with the sword despite its archer AI, its Archery skill and the bolts in its pack. It now uses the crossbow. - BakeKitsune: `RemoveDisguise` strips the disguise without checking `IsBodyMod`. ## Testing - I re-ran the sweep (local diagnostic, not committed; needs client tiledata) at 500 rolls × 12 expansions. Only HireRanger (#2712) and LordOaks (separate fix coming) remain. - UOContent.Tests: 1218 passed, 2 skipped.
146 lines
4.2 KiB
C#
146 lines
4.2 KiB
C#
using ModernUO.Serialization;
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using System;
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using Server.Items;
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using Server.Spells;
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namespace Server.Mobiles
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{
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[SerializationGenerator(0, false)]
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public partial class MeerCaptain : BaseCreature
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{
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private DateTime m_NextAbilityTime;
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[Constructible]
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public MeerCaptain() : base(AIType.AI_Archer, FightMode.Evil)
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{
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Body = 773;
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SetStr(96, 110);
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SetDex(186, 200);
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SetInt(96, 110);
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SetHits(58, 66);
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SetDamage(5, 15);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 45, 55);
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SetResistance(ResistanceType.Fire, 10, 20);
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SetResistance(ResistanceType.Cold, 40, 50);
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SetResistance(ResistanceType.Poison, 35, 45);
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SetResistance(ResistanceType.Energy, 35, 45);
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SetSkill(SkillName.Archery, 90.1, 100.0);
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SetSkill(SkillName.MagicResist, 91.0, 100.0);
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SetSkill(SkillName.Swords, 90.1, 100.0);
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SetSkill(SkillName.Tactics, 91.0, 100.0);
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SetSkill(SkillName.Wrestling, 80.9, 89.9);
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Fame = 2000;
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Karma = 5000;
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VirtualArmor = 28;
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var pack = new Backpack();
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pack.DropItem(new Bolt(Utility.RandomMinMax(10, 20)));
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pack.DropItem(new Bolt(Utility.RandomMinMax(10, 20)));
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// The crossbow is wielded; the sword would share its hands, so it is carried as loot.
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pack.DropItem(
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Utility.Random(6) switch
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{
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0 => new Longsword(),
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1 => new Cutlass(),
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2 => new Broadsword(),
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3 => new Katana(),
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4 => new Scimitar(),
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_ => new VikingSword() // 5
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}
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);
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var bag = new Bag();
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var count = Utility.RandomMinMax(10, 20);
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for (var i = 0; i < count; ++i)
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{
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var item = Loot.RandomReagent();
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if (item == null)
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{
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continue;
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}
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if (!bag.TryDropItem(this, item, false))
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{
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item.Delete();
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}
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}
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pack.DropItem(bag);
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AddItem(new Crossbow());
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PackItem(pack);
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m_NextAbilityTime = Core.Now + TimeSpan.FromSeconds(Utility.RandomMinMax(2, 5));
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}
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public override string CorpseName => "a meer corpse";
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public override string DefaultName => "a meer captain";
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public override bool BardImmune => !Core.AOS;
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public override bool CanRummageCorpses => true;
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public override bool InitialInnocent => true;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Meager);
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}
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public override int GetHurtSound() => 0x14D;
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public override int GetDeathSound() => 0x314;
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public override int GetAttackSound() => 0x75;
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public override void OnThink()
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{
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if (Combatant != null && MagicDamageAbsorb < 1)
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{
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MagicDamageAbsorb = Utility.RandomMinMax(5, 7);
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FixedParticles(0x375A, 10, 15, 5037, EffectLayer.Waist);
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PlaySound(0x1E9);
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}
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if (Core.Now >= m_NextAbilityTime)
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{
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m_NextAbilityTime = Core.Now + TimeSpan.FromSeconds(Utility.RandomMinMax(10, 15));
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foreach (var m in GetMobilesInRange(8))
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{
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if (m is not MeerWarrior || !IsFriend(m) || !CanBeBeneficial(m) || m.Hits >= m.HitsMax || m.Poisoned ||
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MortalStrike.IsWounded(m))
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{
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continue;
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}
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DoBeneficial(m);
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var toHeal = Utility.RandomMinMax(20, 30);
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SpellHelper.Turn(this, m);
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m.Heal(toHeal, this);
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m.FixedParticles(0x376A, 9, 32, 5030, EffectLayer.Waist);
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m.PlaySound(0x202);
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}
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}
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base.OnThink();
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}
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}
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}
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