Secondary changes: - Region fixes, mainly for New Haven. - Recipe system changes. - Enabled ML craftables. - Dyeing/cutting restrictions for quest items. - Moved IsInvulnerable from BaseVendor to BaseCreature. - Moved RandomBrightHue to Utility. - Items no longer decay when attached to a spawner. - Quest item hue is now faked through packets, instead of overriding Hue. - Re-enabled item drag effects for SA clients. - Fixed AssignRandomFacialHair bug in Utility. - Added random hue comments to Utility.
49 lines
1.1 KiB
C#
49 lines
1.1 KiB
C#
using System;
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using Server;
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namespace Server.Items
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{
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public class NibbetSatchel : Backpack
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{
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[Constructable]
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public NibbetSatchel()
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{
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Hue = Utility.RandomBrightHue();
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DropItem( new TinkerTools() );
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switch ( Utility.Random( 10 ) )
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{
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case 0: DropItem( new Springs( 3 ) ); break;
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case 1: DropItem( new Axle( 3 ) ); break;
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case 2: DropItem( new Hinge( 3 ) ); break;
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case 3: DropItem( new Key() ); break;
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case 4: DropItem( new Scissors() ); break;
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case 5: DropItem( new BarrelTap( 3 ) ); break;
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case 6: DropItem( new BarrelHoops() ); break;
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case 7: DropItem( new Gears( 3 ) ); break;
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case 8: DropItem( new Lockpick( 3 ) ); break;
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case 9: DropItem( new ClockFrame( 3 ) ); break;
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}
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}
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public NibbetSatchel( Serial serial )
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: base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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}
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