Doom's Dark Guardian Room System, Vers. 2.0. **UPDATED: Friday, July 23rd, 2004.
Dark Guardian Room System Version 2.0
Includes:
-DarkGuardian.cs
-GuardianPad.cs
-GenGuardian.cs
Description:
An attempted duplication of OSI's Dark Guardian room in dungeon doom ( uo.stratics.com for more details). Which includes all of the necessary components and an automatic component spawning system.
Usage:
[genguardian
[add darkguardian (for seperate non-related guardian spawns.)
Installation:
-Scripts folder of your choice. No distro editting needed.
Additional Author's Comments:
-This is, firstly, by no means 'complete.' This is just a foundation to automatically add the components and spawn the monsters on room entrance. Currently the poison gas concept ( as used on OSI, yet again more information available at uo.stratics.com ), is not implemented in this version.
-This script also is not a precise duplicate. Primarily because I've never gotten to the point where I'd enter Doom on OSI's UO, and this is based off of my concept of stratics minimalistic explanation.
Updated Friday, July 23, 2004
Changes:
-I basically remade the entire system to work more efficiently and accurately.. The old components were coded like ass. I should be shot for uploading them here. If you've got them on your server, sterilize it.
-Added an easier way to spawn the components. An Admin command [genguardian will add all of the needed components regardless of your world location.
-Added two treasure chests as per some input here.*
-As usual, report all issues/bugs what have you, due to the fact that I can only test something to a limited point of thoroughness (word?) with a single person.
-Still haven't gotten around to the poison since the time spent on this was currently devoted to cleaning it up. Hopefully the poison will be in within the next few days if all goes smoothly.
*This system needs warduke's treasure chests with treasure map loot system to work. If you don't want to download that seperately of this, just edit out references to the chest in GenGuardian.cs. Otherwise, that script can be found here:
http://www.runuo.com/forum/showthread.php?t=39182&page=1
*EDIT: Just a note, this also fixed the issue with multiple doors and teleporters spawning during system use, as part of the rewrite. However, there will be multiple item copies if the [genguardian command is used more than once. I still haven't worked out an existant check.
**EDIT TWO: Sorry for a little mistake. I included an old version of the Dark Guardian, which needed parts from the old system to work. I've uploaded the proper guardian script.
If you dont want to redownload, you can just remove the OnBeforeDeath method of the Dark Guardian script.
Updated Tuesday, July 27th, 2004:
-Fixed a very stupid Serialization/Deserialization oversight. Crash issues should be fixed.
Cheers,
Waverian.
Dark Guardian Room System Version 2.0
Includes:
-DarkGuardian.cs
-GuardianPad.cs
-GenGuardian.cs
Description:
An attempted duplication of OSI's Dark Guardian room in dungeon doom ( uo.stratics.com for more details). Which includes all of the necessary components and an automatic component spawning system.
Usage:
[genguardian
[add darkguardian (for seperate non-related guardian spawns.)
Installation:
-Scripts folder of your choice. No distro editting needed.
Additional Author's Comments:
-This is, firstly, by no means 'complete.' This is just a foundation to automatically add the components and spawn the monsters on room entrance. Currently the poison gas concept ( as used on OSI, yet again more information available at uo.stratics.com ), is not implemented in this version.
-This script also is not a precise duplicate. Primarily because I've never gotten to the point where I'd enter Doom on OSI's UO, and this is based off of my concept of stratics minimalistic explanation.
Updated Friday, July 23, 2004
Changes:
-I basically remade the entire system to work more efficiently and accurately.. The old components were coded like ass. I should be shot for uploading them here. If you've got them on your server, sterilize it.
-Added an easier way to spawn the components. An Admin command [genguardian will add all of the needed components regardless of your world location.
-Added two treasure chests as per some input here.*
-As usual, report all issues/bugs what have you, due to the fact that I can only test something to a limited point of thoroughness (word?) with a single person.
-Still haven't gotten around to the poison since the time spent on this was currently devoted to cleaning it up. Hopefully the poison will be in within the next few days if all goes smoothly.
*This system needs warduke's treasure chests with treasure map loot system to work. If you don't want to download that seperately of this, just edit out references to the chest in GenGuardian.cs. Otherwise, that script can be found here:
http://www.runuo.com/forum/showthread.php?t=39182&page=1
*EDIT: Just a note, this also fixed the issue with multiple doors and teleporters spawning during system use, as part of the rewrite. However, there will be multiple item copies if the [genguardian command is used more than once. I still haven't worked out an existant check.
**EDIT TWO: Sorry for a little mistake. I included an old version of the Dark Guardian, which needed parts from the old system to work. I've uploaded the proper guardian script.
If you dont want to redownload, you can just remove the OnBeforeDeath method of the Dark Guardian script.
Updated Tuesday, July 27th, 2004:
-Fixed a very stupid Serialization/Deserialization oversight. Crash issues should be fixed.
Cheers,
Waverian.