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.
78 lines
2.2 KiB
C#
78 lines
2.2 KiB
C#
using ModernUO.Serialization;
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using Server.Items;
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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 MasterTheophilus : EvilMageLord
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{
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[Constructible]
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public MasterTheophilus()
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{
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IsParagon = true;
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Title = "the necromancer";
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Hue = 0;
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SetStr(137, 187);
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SetDex(253, 301);
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SetInt(393, 444);
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SetHits(663, 876);
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SetDamage(15, 20);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 55, 60);
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SetResistance(ResistanceType.Fire, 50, 58);
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SetResistance(ResistanceType.Cold, 50, 60);
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SetResistance(ResistanceType.Poison, 50, 60);
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SetResistance(ResistanceType.Energy, 50, 60);
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SetSkill(SkillName.Wrestling, 69.9, 105.3);
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SetSkill(SkillName.Tactics, 113.0, 117.9);
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SetSkill(SkillName.MagicResist, 127.0, 132.8);
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SetSkill(SkillName.Magery, 138.1, 143.7);
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SetSkill(SkillName.EvalInt, 125.6, 133.8);
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SetSkill(SkillName.Necromancy, 125.6, 133.8);
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SetSkill(SkillName.SpiritSpeak, 125.6, 133.8);
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SetSkill(SkillName.Meditation, 128.8, 132.9);
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Fame = 18000;
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Karma = -18000;
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ReplaceEquipment(new Shoes(0x537));
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ReplaceEquipment(new Robe(0x452));
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for (var i = 0; i < 2; ++i)
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{
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if (Utility.RandomBool())
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{
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PackNecroScroll(Utility.RandomMinMax(5, 9));
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}
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else
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{
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PackScroll(4, 7);
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}
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}
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PackReg(7);
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PackReg(7);
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PackReg(8);
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}
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public override string CorpseName => "a Master Theophilus corpse";
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public override string DefaultName => "Master Theophilus";
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public override bool GivesMLMinorArtifact => true;
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public override int TreasureMapLevel => 5;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.UltraRich, 3);
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}
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public override WeaponAbility GetWeaponAbility() => WeaponAbility.ParalyzingBlow;
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}
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}
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