yes, this was the fix:
[code:1]using System;
using System.Collections;
using Server;
using Server.Items;
using Server.Guilds;
using Server.Multis;
using Server.Mobiles;
namespace Server.Misc
{
public class NotorietyHandlers
{
public static void Initialize()
{
Notoriety.Hues[Notoriety.Innocent] = 0x59;
Notoriety.Hues[Notoriety.Ally] = 0x3F;
Notoriety.Hues[Notoriety.CanBeAttacked] = 0x3B2;
Notoriety.Hues[Notoriety.Criminal] = 0x3B2;
Notoriety.Hues[Notoriety.Enemy] = 0x90;
Notoriety.Hues[Notoriety.Murderer] = 0x22;
Notoriety.Handler = new NotorietyHandler( MobileNotoriety );
Mobile.AllowBeneficialHandler = new AllowBeneficialHandler( Mobile_AllowBeneficial );
Mobile.AllowHarmfulHandler = new AllowHarmfulHandler( Mobile_AllowHarmful );
}
private enum GuildStatus{ None, Peaceful, Waring }
private static GuildStatus GetGuildStatus( Mobile m )
{
if ( m.Guild == null )
return GuildStatus.None;
else if ( m.Guild.Enemies.Count == 0 && m.Guild.Type == GuildType.Regular )
return GuildStatus.Peaceful;
return GuildStatus.Waring;
}
private static bool CheckBeneficialStatus( GuildStatus from, GuildStatus target )
{
if ( from == GuildStatus.Waring || target == GuildStatus.Waring )
return false;
return true;
}
/*private static bool CheckHarmfulStatus( GuildStatus from, GuildStatus target )
{
if ( from == GuildStatus.Waring && target == GuildStatus.Waring )
return true;
return false;
}*/
public static bool Mobile_AllowBeneficial( Mobile from, Mobile target )
{
if ( from == null || target == null )
return true;
Map map = from.Map;
for (int i=0;i<CTFGame.Registry.Count;i++)
{
CTFGame game = (CTFGame)CTFGame.Registry;
CTFTeam ft = game.FindTeam( from );
CTFTeam tt = game.FindTeam( target );
if ( ft != null && tt != null && ft == tt )
return false;
}
if ( map != null && (map.Rules & MapRules.BeneficialRestrictions) == 0 )
return true; // In felucca, anything goes
if ( !from.Player )
return true; // NPCs have no restrictions
if ( target is BaseCreature && !((BaseCreature)target).Controled )
return false; // Players cannot heal uncontroled mobiles
Guild fromGuild = from.Guild;
Guild targetGuild = target.Guild;
if ( fromGuild != null && targetGuild != null && (targetGuild == fromGuild || fromGuild.IsAlly( targetGuild )) )
return true; // Guild members can be beneficial
return CheckBeneficialStatus( GetGuildStatus( from ), GetGuildStatus( target ) );
}
public static bool Mobile_AllowHarmful( Mobile from, Mobile target )
{
if ( from == null || target == null )
return true;
Map map = from.Map;
for (int i=0;i<CTFGame.Registry.Count;i++)
{
CTFGame game = (CTFGame)CTFGame.Registry;
if ( game.FindTeam( from ) != game.FindTeam( target ) )
return false;
}
if ( map != null && (map.Rules & MapRules.HarmfulRestrictions) == 0 )
return true; // In felucca, anything goes
if ( !from.Player && !(from is BaseCreature && (((BaseCreature)from).Controled || ((BaseCreature)from).Summoned)) )
return true; // Uncontroled NPCs have no restrictions
Guild fromGuild = GetGuildFor( from.Guild, from );
Guild targetGuild = GetGuildFor( target.Guild, target );
if ( fromGuild != null && targetGuild != null && (fromGuild == targetGuild || fromGuild.IsAlly( targetGuild ) || fromGuild.IsEnemy( targetGuild )) )
return true; // Guild allies or enemies can be harmful
if ( target is BaseCreature && ((BaseCreature)target).Controled )
return false; // Cannot harm other controled mobiles
if ( target.Player )
return false; // Cannot harm other players
if ( Notoriety.Compute( from, target ) == Notoriety.Innocent )
return false; // Cannot harm innocent mobiles
return true;
}
public static Guild GetGuildFor( Guild def, Mobile m )
{
Guild g = def;
BaseCreature c = m as BaseCreature;
if ( c != null && c.Controled && c.ControlMaster != null )
{
c.DisplayGuildTitle = false;
if ( c.Map != Map.Internal && (c.ControlOrder == OrderType.Attack || c.ControlOrder == OrderType.Guard) )
g = c.Guild = c.ControlMaster.Guild;
else if ( c.Map == Map.Internal || c.ControlMaster.Guild == null )
g = c.Guild = null;
}
return g;
}
public static int CorpseNotoriety( Mobile source, Corpse target )
{
if ( target.AccessLevel > AccessLevel.Player )
return Notoriety.CanBeAttacked;
Body body = (Body) target.Amount;
for (int i=0;i<CTFGame.Registry.Count;i++)
{
CTFGame game = (CTFGame)CTFGame.Registry;
CTFTeam ft = game.FindTeam( source );
CTFTeam tt = game.FindTeam( target.Owner );
if ( ft != null && tt != null )
{
if ( ft == tt )
return Notoriety.Ally;
else
return Notoriety.Enemy;
}
else
{
if ( target.Kills >= 5 || (body.IsMonster && IsSummoned( target.Owner as BaseCreature )) || (target.Owner is BaseCreature && ((BaseCreature)target.Owner).AlwaysMurderer) )
return Notoriety.Murderer;
if ( target.Criminal )
return Notoriety.Criminal;
Guild sourceGuild = GetGuildFor( source.Guild, source );
Guild targetGuild = GetGuildFor( target.Guild, target.Owner );
if ( sourceGuild != null && targetGuild != null )
{
if ( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
return Notoriety.Ally;
else if ( sourceGuild.IsEnemy( targetGuild ) )
return Notoriety.Enemy;
}
}
}
if ( target.Owner != null && target.Owner is BaseCreature && ((BaseCreature)target.Owner).AlwaysAttackable )
return Notoriety.CanBeAttacked;
if ( CheckHouseFlag( source, target.Owner, target.Location, target.Map ) )
return Notoriety.CanBeAttacked;
if ( !body.IsHuman && !body.IsGhost && !IsPet( target.Owner as BaseCreature ) )
return Notoriety.CanBeAttacked;
ArrayList list = target.Aggressors;
for ( int i = 0; i < list.Count; ++i )
if ( list == source )
return Notoriety.CanBeAttacked;
return Notoriety.Innocent;
}
public static int MobileNotoriety( Mobile source, Mobile target )
{
if ( target.AccessLevel > AccessLevel.Player )
return Notoriety.CanBeAttacked;
for (int i=0;i<CTFGame.Registry.Count;i++)
{
CTFGame game = (CTFGame)CTFGame.Registry;
CTFTeam ft = game.FindTeam( source );
CTFTeam tt = game.FindTeam( target );
if ( ft != null && tt != null )
{
if ( ft == tt )
return Notoriety.Ally;
else
return Notoriety.Enemy;
}
else
{
if ( target.Kills >= 5 || (target.Body.IsMonster && IsSummoned( target as BaseCreature )) || (target is BaseCreature && ((BaseCreature)target).AlwaysMurderer) )
return Notoriety.Murderer;
if ( target.Criminal )
return Notoriety.Criminal;
Guild sourceGuild = GetGuildFor( source.Guild, source );
Guild targetGuild = GetGuildFor( target.Guild, target );
if ( sourceGuild != null && targetGuild != null )
{
if ( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
return Notoriety.Ally;
else if ( sourceGuild.IsEnemy( targetGuild ) )
return Notoriety.Enemy;
}
}
}
if ( target is BaseCreature && ((BaseCreature)target).AlwaysAttackable )
return Notoriety.CanBeAttacked;
if ( CheckHouseFlag( source, target, target.Location, target.Map ) )
return Notoriety.CanBeAttacked;
if ( !target.Body.IsHuman && !target.Body.IsGhost && !IsPet( target as BaseCreature ) )
return Notoriety.CanBeAttacked;
if ( CheckAggressor( source.Aggressors, target ) )
return Notoriety.CanBeAttacked;
if ( CheckAggressed( source.Aggressed, target ) )
return Notoriety.CanBeAttacked;
if ( target is BaseCreature )
{
BaseCreature bc = (BaseCreature)target;
if ( bc.Controled && bc.ControlOrder == OrderType.Guard && bc.ControlTarget == source )
return Notoriety.CanBeAttacked;
}
return Notoriety.Innocent;
}
public static bool CheckHouseFlag( Mobile from, Mobile m, Point3D p, Map map )
{
BaseHouse house = BaseHouse.FindHouseAt( p, map, 16 );
if ( house == null || house.Public || !house.IsFriend( from ) )
return false;
if ( m != null && house.IsFriend( m ) )
return false;
BaseCreature c = m as BaseCreature;
if ( c != null && !c.Deleted && c.Controled && c.ControlMaster != null )
return !house.IsFriend( c.ControlMaster );
return true;
}
public static bool IsPet( BaseCreature c )
{
return ( c != null && c.Controled );
}
public static bool IsSummoned( BaseCreature c )
{
return ( c != null && /*c.Controled &&*/ c.Summoned );
}
public static bool CheckAggressor( ArrayList list, Mobile target )
{
for ( int i = 0; i < list.Count; ++i )
if ( ((AggressorInfo)list).Attacker == target )
return true;
return false;
}
public static bool CheckAggressed( ArrayList list, Mobile target )
{
for ( int i = 0; i < list.Count; ++i )
{
AggressorInfo info = (AggressorInfo)list;
if ( !info.CriminalAggression && info.Defender == target )
return true;
}
return false;
}
}
}
[/code:1]