#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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204
Scripts/Items/Clothing/Shirts.cs
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204
Scripts/Items/Clothing/Shirts.cs
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using System;
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namespace Server.Items
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{
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public abstract class BaseShirt : BaseClothing
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{
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public BaseShirt( int itemID ) : this( itemID, 0 )
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{
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}
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public BaseShirt( int itemID, int hue ) : base( itemID, Layer.Shirt, hue )
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{
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}
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public BaseShirt( 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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[FlipableAttribute( 0x1efd, 0x1efe )]
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public class FancyShirt : BaseShirt
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{
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[Constructable]
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public FancyShirt() : this( 0 )
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{
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}
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[Constructable]
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public FancyShirt( int hue ) : base( 0x1EFD, hue )
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{
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Weight = 2.0;
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}
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public FancyShirt( 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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[FlipableAttribute( 0x1517, 0x1518 )]
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public class Shirt : BaseShirt
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{
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[Constructable]
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public Shirt() : this( 0 )
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{
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}
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[Constructable]
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public Shirt( int hue ) : base( 0x1517, hue )
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{
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Weight = 1.0;
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}
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public Shirt( 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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if ( Weight == 2.0 )
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Weight = 1.0;
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}
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}
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[Flipable( 0x2794, 0x27DF )]
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public class ClothNinjaJacket : BaseShirt
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{
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[Constructable]
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public ClothNinjaJacket() : this( 0 )
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{
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}
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[Constructable]
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public ClothNinjaJacket( int hue ) : base( 0x2794, hue )
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{
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Weight = 5.0;
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Layer = Layer.InnerTorso;
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}
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public ClothNinjaJacket( 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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public class ElvenShirt : BaseShirt
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{
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public override Race RequiredRace { get { return Race.Elf; } }
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[Constructable]
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public ElvenShirt() : this( 0 )
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{
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}
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[Constructable]
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public ElvenShirt( int hue ) : base( 0x3175, hue )
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{
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Weight = 2.0;
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}
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public ElvenShirt(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.WriteEncodedInt( 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.ReadEncodedInt();
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}
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}
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public class ElvenDarkShirt : BaseShirt
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{
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public override Race RequiredRace { get { return Race.Elf; } }
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[Constructable]
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public ElvenDarkShirt() : this( 0 )
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{
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}
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[Constructable]
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public ElvenDarkShirt( int hue ) : base( 0x3176, hue )
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{
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Weight = 2.0;
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}
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public ElvenDarkShirt( 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.WriteEncodedInt( 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.ReadEncodedInt();
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}
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}
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}
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