#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
This commit is contained in:
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3512 changed files with 627673 additions and 0 deletions
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class ArtifactLargeVase : Item
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{
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[Constructable]
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public ArtifactLargeVase() : base( 0x0B47 )
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{
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}
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public ArtifactLargeVase( Serial serial ) : 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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32
Scripts/Items/Champion Artifacts/Decorative/ArtifactVase.cs
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32
Scripts/Items/Champion Artifacts/Decorative/ArtifactVase.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class ArtifactVase : Item
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{
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[Constructable]
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public ArtifactVase() : base( 0x0B48 )
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{
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}
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public ArtifactVase( Serial serial ) : 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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32
Scripts/Items/Champion Artifacts/Decorative/DemonSkull.cs
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32
Scripts/Items/Champion Artifacts/Decorative/DemonSkull.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class DemonSkull : Item
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{
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[Constructable]
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public DemonSkull() : base( 0x224e + Utility.Random(4) )
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{
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}
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public DemonSkull( Serial serial ) : 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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32
Scripts/Items/Champion Artifacts/Decorative/DirtPatch.cs
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32
Scripts/Items/Champion Artifacts/Decorative/DirtPatch.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class DirtPatch : Item
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{
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[Constructable]
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public DirtPatch(): base(0x0913)
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{
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}
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public DirtPatch(Serial serial): 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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34
Scripts/Items/Champion Artifacts/Decorative/EvilIdolSkull.cs
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34
Scripts/Items/Champion Artifacts/Decorative/EvilIdolSkull.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class EvilIdolSkull : Item
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{
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public override int LabelNumber{ get{ return 1095237; } } // Evil Idol
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[Constructable]
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public EvilIdolSkull() : base( 0x1F18 )
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{
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}
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public EvilIdolSkull( Serial serial ) : 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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42
Scripts/Items/Champion Artifacts/Decorative/Futon.cs
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42
Scripts/Items/Champion Artifacts/Decorative/Futon.cs
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using System;
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using Server;
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namespace Server.Items
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{
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[Flipable]
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public class Futon : Item
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{
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[Constructable]
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public Futon() : base( Utility.RandomDouble() > 0.5 ? 0x295C : 0x295E )
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{
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}
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public Futon( Serial serial ) : base( serial )
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{
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}
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public void Flip()
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{
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switch ( ItemID )
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{
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case 0x295C: ItemID = 0x295D; break;
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case 0x295E: ItemID = 0x295F; break;
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case 0x295D: ItemID = 0x295C; break;
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case 0x295F: ItemID = 0x295E; break;
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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 );
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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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32
Scripts/Items/Champion Artifacts/Decorative/LavaTile.cs
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32
Scripts/Items/Champion Artifacts/Decorative/LavaTile.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class LavaTile : Item
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{
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[Constructable]
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public LavaTile() : base( 0x12EE )
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{
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}
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public LavaTile( Serial serial ) : 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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57
Scripts/Items/Champion Artifacts/Decorative/Pier.cs
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57
Scripts/Items/Champion Artifacts/Decorative/Pier.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class Pier : Item
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{
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/*
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* This does not make a lot of sense, being a "Pier"
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* and having possible itemids that have nothing
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* to do with piers. The three items here are basically
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* permutations of the same "drop", or item that
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* will be randomly selected when the item drops.
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*
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* It was either this, or make 2
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* new classes named to reflect that they are rocks
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* in water, or put them all in one class. Either
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* is kind of senseless, so it is what it is.
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*
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*/
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private static int[] m_itemids = new int[]
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{
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0x3486, 0x348b, 0x3ae
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};
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[Constructable]
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public Pier()
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: base(m_itemids[Utility.Random(3)])
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{
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}
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public Pier(int itemid)
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: base(itemid)
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{
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}
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public Pier( Serial serial ) : 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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33
Scripts/Items/Champion Artifacts/Decorative/SkullPole.cs
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33
Scripts/Items/Champion Artifacts/Decorative/SkullPole.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class SkullPole : Item
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{
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[Constructable]
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public SkullPole() : base( 0x2204 )
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{
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Weight = 5;
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}
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public SkullPole( Serial serial ) : 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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32
Scripts/Items/Champion Artifacts/Decorative/SwampTile.cs
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32
Scripts/Items/Champion Artifacts/Decorative/SwampTile.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class SwampTile : Item
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{
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[Constructable]
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public SwampTile() : base( 0x320D )
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{
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}
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public SwampTile( Serial serial ) : 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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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class TatteredAncientMummyWrapping : Item
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{
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public override int LabelNumber{ get{ return 1094912; } } // Tattered Ancient Mummy Wrapping [Replica]
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[Constructable]
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public TatteredAncientMummyWrapping() : base( 0xE21 )
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{
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Hue = 0x909;
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}
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public TatteredAncientMummyWrapping( Serial serial ) : 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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33
Scripts/Items/Champion Artifacts/Decorative/WallBlood.cs
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33
Scripts/Items/Champion Artifacts/Decorative/WallBlood.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class WallBlood : Item
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{
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[Constructable]
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public WallBlood()
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: base(Utility.RandomBool() ? 0x1D95 : 0x1D94)
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{
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}
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public WallBlood( Serial serial ) : 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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32
Scripts/Items/Champion Artifacts/Decorative/WaterTile.cs
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32
Scripts/Items/Champion Artifacts/Decorative/WaterTile.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class WaterTile : Item
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{
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[Constructable]
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public WaterTile() : base( 0x346E )
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{
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}
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public WaterTile( Serial serial ) : 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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40
Scripts/Items/Champion Artifacts/Decorative/Web.cs
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40
Scripts/Items/Champion Artifacts/Decorative/Web.cs
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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 Web : Item
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{
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private static int[] m_itemids = new int[]
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{
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0x10d7, 0x10d8, 0x10dd
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};
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[Constructable]
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public Web()
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: base(m_itemids[Utility.Random(3)])
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{
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}
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[Constructable]
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public Web( int itemid ) : base( itemid )
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{
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}
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public Web( Serial serial ) : 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 );
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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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34
Scripts/Items/Champion Artifacts/Decorative/WindSpirit.cs
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34
Scripts/Items/Champion Artifacts/Decorative/WindSpirit.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class WindSpirit : Item
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{
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public override int LabelNumber{ get{ return 1094925; } } // Wind Spirit [Replica]
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[Constructable]
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public WindSpirit() : base( 0x1F1F )
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{
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}
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public WindSpirit( Serial serial ) : 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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