#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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36
Scripts/Items/Misc/Prism of Light/CrystallineFragments.cs
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36
Scripts/Items/Misc/Prism of Light/CrystallineFragments.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 CrystallineFragments : Item
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{
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public override int LabelNumber{ get{ return 1073160; } } // Crystalline Fragments
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[Constructable]
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public CrystallineFragments() : base( 0x223B )
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{
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LootType = LootType.Blessed;
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Hue = 0x47E;
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}
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public CrystallineFragments( 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/Misc/Prism of Light/IcyHeart.cs
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34
Scripts/Items/Misc/Prism of Light/IcyHeart.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 IcyHeart : Item
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{
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public override int LabelNumber{ get{ return 1073162; } } // Icy Heart
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[Constructable]
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public IcyHeart() : base( 0x24B )
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{
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}
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public IcyHeart( 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/Misc/Prism of Light/LuckyDagger.cs
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33
Scripts/Items/Misc/Prism of Light/LuckyDagger.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 LuckyDagger : Item
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{
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[Constructable]
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public LuckyDagger() : base( 0xF52 )
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{
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Hue = 0x8A5;
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}
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public LuckyDagger( 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/Misc/Prism of Light/ProtectorsEssence.cs
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34
Scripts/Items/Misc/Prism of Light/ProtectorsEssence.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 ProtectorsEssence : Item
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{
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public override int LabelNumber{ get{ return 1073159; } } // Protector's Essence
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[Constructable]
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public ProtectorsEssence() : base( 0x23F )
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{
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}
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public ProtectorsEssence( 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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43
Scripts/Items/Misc/Prism of Light/ShimmeringCrystal.cs
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Scripts/Items/Misc/Prism of Light/ShimmeringCrystal.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 ShimmeringCrystals : Item
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{
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public override int LabelNumber{ get{ return 1075095; } } // Shimmering Crystals
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public override bool ForceShowProperties{ get{ return true; } }
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private static readonly int[] m_ItemIDs = new int[]
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{
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0x2206, 0x2207, 0x2208, 0x2209, 0x220A, 0x220B, 0x220C, 0x220D, 0x220E,
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0x2210, 0x2211, 0x2212, 0x2213, 0x2214, 0x2215, 0x2216, 0x2217, 0x2218,
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0x221A, 0x221B, 0x221C, 0x221D, 0x221E, 0x221F, 0x2220, 0x2221, 0x2222,
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0x2224, 0x2225, 0x2226, 0x2227, 0x2228, 0x2229, 0x222A, 0x222B, 0x222C
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};
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[Constructable]
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public ShimmeringCrystals() : base( Utility.RandomList( m_ItemIDs ) )
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{
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}
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public ShimmeringCrystals( 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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