romanthebrain
Sorceror
any answer yet for the m_alwayshappy = true problem , cause this doesnt take an effect
deides, another thing you're going to find is that you can't limit the gear the mercs can wear, so you'll have to drop their dex to an insane number to account for gear bonuses, otherwise, once they reach 175 dex, they can bandage instantly and they will never die.
The perfect tank
would you mind posting your modified mercenary spec file?? it appears as though the meat of the levelling takes place in the evobase file... anyways, "he who asks nothing gets nothing!" so i thought I would askdeides, another thing you're going to find is that you can't limit the gear the mercs can wear, so you'll have to drop their dex to an insane number to account for gear bonuses, otherwise, once they reach 175 dex, they can bandage instantly and they will never die.
well, I'll be nerfing them thats for sure. As for wearing, well, this is a family shard I run, so if something that is too big a problem I will add a delay in the bandaging script (minimum time, etc).I dropped all the evo pets. It's just easier rather than having to continue adding mobs that are tougher and tougher just to compensate for any of the evo pets. We re-worked them once and we were doing okay, but the fact mercs can wear anything really hurts the system.
Easiest way to fix the bandage issue, is to put in a limit on how fast a player/pet can bandage, with a certain dexterity.
In bandage.cs for instance, I have this for the bandage timer
if (onSelf) //Calculate time for Bandange on yourself
{
seconds = 2.0;
if (dex <= 40) seconds += 4.0;
else if (dex <= 80) seconds += 3.0;
else if (dex <= 125) seconds += 2.0;
else if (dex >= 150) seconds += 1.0;
else if (dex >= 200) seconds = 1.5;
}
protected override void Init()
{
base.Init(); // Create and fully evolve the creature
ActiveSpeed = 0.1;
SetStr(616, 905);
SetDex(196, 415);
SetInt(1966, 2045);
Hue = 1;
SetHits(2560, 3595);
SetDamage(20, 25);
SetDamageType(ResistanceType.Physical, 20);
SetDamageType(ResistanceType.Cold, 40);
SetDamageType(ResistanceType.Energy, 40);
SetResistance(ResistanceType.Physical, 55, 65);
SetResistance(ResistanceType.Fire, 25, 30);
SetResistance(ResistanceType.Cold, 50, 60);
SetResistance(ResistanceType.Poison, 50, 60);
SetResistance(ResistanceType.Energy, 25, 30);
SetSkill(SkillName.Magery, 120.1, 140.0);
SetSkill(SkillName.Meditation, 120.1, 141.0);
SetSkill(SkillName.Poisoning, 120.1, 141.0);
SetSkill(SkillName.MagicResist, 175.2, 200.0);
SetSkill(SkillName.Tactics, 120.1, 140.0);
SetSkill(SkillName.Wrestling, 75.1, 140.0);
Fame = 23000;
Karma = -23000;
// Now dress it up
AddItem( new LeatherArms() );
AddItem( new LeatherChest() );
FightMode = (FightMode)Utility.RandomMinMax( (int)FightMode.Aggressor, (int)FightMode.Evil );
AddItem( new LeatherLegs() );
AddItem( new Boots() );
SpiritOfTheTotem totem = new SpiritOfTheTotem(); totem.LootType = LootType.Blessed;
BladeOfInsanity blade = new BladeOfInsanity(); blade.LootType = LootType.Blessed;
GauntletsOfNobility gloves = new GauntletsOfNobility(); gloves.LootType = LootType.Blessed;
JackalsCollar collar = new JackalsCollar(); collar.LootType = LootType.Blessed;
AddItem( totem );
AddItem( blade );
AddItem( gloves );
AddItem( collar );
PackItem( new Bandage( Utility.RandomMinMax( 50, 200 ) ) );
}
Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at Server.SkillHandlers.AnimalLoreGump..ctor(BaseCreature c)
at Server.SkillHandlers.AnimalLore.InternalTarget.OnTarget(Mobile from, Object targeted)
at Server.Targeting.Target.Invoke(Mobile from, Object targeted)
at Server.Network.PacketHandlers.TargetResponse(NetState state, PacketReader pvSrc)
at Server.Network.MessagePump.HandleReceive(NetState ns)
at Server.Network.MessagePump.Slice()
at Server.Core.Main(String[] args)