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Adding methods to QuestManager #1052
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gmriggs
commented
Oct 8, 2018
- Added quest solve timers to item pickups
- More methods added to QuestManager
- Fixed a bug where recipe items could be combined with themselves
- Added ConvertToMoASkill() to recipe skill checks
- Added Item Tinkering to skill updates
…by monster deaths
# Conflicts: # Source/ACE.Database/WorldDatabase.cs # Source/ACE.Server/WorldObjects/Player_Inventory.cs # Source/ACE.Server/WorldObjects/Player_Use.cs
# Conflicts: # Source/ACE.Server/WorldObjects/Portal.cs
# Conflicts: # Source/ACE.Server/WorldObjects/Monster.cs
/// <summary> | ||
/// Spawns a player-summoned portal from item magic or gems | ||
/// </summary> | ||
protected void SummonPortal(uint portalId, Position destination, double portalLifetime) |
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this code is kind of strange to me.. I'm confident it works similarly enough to what retail did but, it goes about it differently than I think it maybe should..
summoned portals, be they from players, npc, or items, are copies of portalgateway
or wcid 1955.. As such I think we should clone/copy 1955, alter/apply its destination from whatever portal destination or id we're using as the link and then put a TimeToRot value so that portals Rot using that heartbeat rot system similar to other item decay.
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there are likely other properties we should copy as well from the portal that the gateway portal is cloning destination from... things like min/max level, restrictions..
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I did not write this code... this was existing code pulled out of the item magic block
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