If you use speech "name release", it does a skill check on animal lore, but the context menu doesnt. I assume neither should obey animal lore to release a tame.
ConfirmReleaseGump.cs
if (info.ButtonID == 2)
{
if (!m_Pet.Deleted && m_Pet.Controlled && m_From == m_Pet.ControlMaster && m_From.CheckAlive())
{
if (m_Pet.Map == m_From.Map && m_Pet.InRange(m_From, 14))
{
m_Pet.ControlTarget = null;
m_Pet.ControlOrder = OrderType.Release;
}
}
}
BaseAI.cs - Speech
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
if (!m_Mobile.Summoned)
{
e.Mobile.SendGump(new ConfirmReleaseGump(e.Mobile, m_Mobile));
}
else
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Release;
}
}
ConfirmReleaseGump.cs
if (info.ButtonID == 2)
{
if (!m_Pet.Deleted && m_Pet.Controlled && m_From == m_Pet.ControlMaster && m_From.CheckAlive())
{
if (m_Pet.Map == m_From.Map && m_Pet.InRange(m_From, 14))
{
m_Pet.ControlTarget = null;
m_Pet.ControlOrder = OrderType.Release;
}
}
}
BaseAI.cs - Speech
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
if (!m_Mobile.Summoned)
{
e.Mobile.SendGump(new ConfirmReleaseGump(e.Mobile, m_Mobile));
}
else
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Release;
}
}