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.
50 lines
943 B
C#
50 lines
943 B
C#
using System;
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using Server;
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using Server.Items;
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namespace Server.Mobiles
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{
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[CorpseName( "an insane dryad corpse" )]
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public class InsaneDryad : MLDryad
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{
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public override bool InitialInnocent { get { return false; } }
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[Constructable]
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public InsaneDryad()
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{
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Name = "an insane dryad";
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// TODO: Perhaps these should have negative karma?
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}
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/*
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// TODO: uncomment once added
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public override void OnDeath( Container c )
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{
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base.OnDeath( c );
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if ( Utility.RandomDouble() < 0.1 )
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c.DropItem( new ParrotItem() );
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}
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*/
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public InsaneDryad( 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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