Taffer said:can you share your shift command?
Braun said:Players are using the FEED command and puting it in a macro and then hitting it as fast as they can, which is killing other players quick, it is a big disadvantage.
How would I put in a delay timer for the FEED command.
such as, "You must wait ? seconds before you can FEED again"
Have you read the thread It's been explained more than oncedraco said:Hey GD. .
Is this like, if you get bitten of/by a vampire you get sick?
Greystar said:I just found out while editing this that I can make it so that the lovely Vampire (Bitch, cuase she's tough) Queen can now have a small % chance of turning Players into vampires... I made it low so that I wont have prolific vampires running all over the place eating the non-vampire players, but it works.... I did this mostly as an expirament to see if I could take this sickness system and make it possbile to have even mobiles get "The Plague" like they had in Yew when the place turned into a swamp. I think that was part of the Plague beast stuff but it matters not I liked the idea and was trying to emulate it... in doing so I also made it possible to take someone elses idea about 2 steps further... I will be keeping my Eye on this forum though incase someone else comes up with a breakthrough mod for this .
Just look at how the swords do ithudel said:hmm,... can you please post what you have changed in the script so that a vamipre can infekt other players?
public void OnHit( Mobile attacker, Mobile defender )
{
if ( defender is BaseCreature )
{
attacker.Delete();
return;
}
PlayerMobile def = (PlayerMobile) defender;
if ( def.Sick )
{
if ( !attacker.Player )
{
attacker.Delete();
}
return;
}
def.Sickness = SickFlag.Cold;
if ( attacker.Player == false )
attacker.Delete();
}
public override void OnGaveMeleeAttack( Mobile defender )
{
base.OnGaveMeleeAttack( defender );
if( defender is PlayerMobile )
{
PlayerMobile m = defender as PlayerMobile;
if( Utility.Random(1, 100) <= 2 && m.Sickness != SickFlag.VampTurn && m.Sickness != SickFlag.PermImmunity && m.Sickness != SickFlag.TempImmunity)
{
m.Sickness = SickFlag.VampTurn;
m.SendMessage( "You have been bitten by a vampire!" );
m.SendMessage( "You begin to feel strange..." );
}
}
}
public void CreateVampire()
{
Map map = this.Map;
if ( map == null )
return;
IPooledEnumerable eable = map.GetMobilesInRange( this.Location, 2 );
ArrayList list = new ArrayList();
foreach ( Mobile m in eable )
{
if ( m == this || !CanBeHarmful( m ) )
continue;
if ( m.Player )
list.Add( m );
}
eable.Free();
foreach ( Mobile m in list )
{
DoHarmful( m );
PlayerMobile Childer = m as PlayerMobile;
Childer.FixedParticles( 0x374A, 10, 15, 5013, 0x496, 0, EffectLayer.Waist );
Childer.PlaySound( 0x213 );
Childer.Say( "You will now be one of my Childer!" );
int toDrain = Utility.RandomMinMax( 15, 20 );
Childer.Sickness = SickFlag.VampTurn;
Childer.SendMessage( 0x35, "You have been bitten by a Vampire!" );
Childer.SendMessage( "You feel begin to feel strange." );
Hits += toDrain;
Childer.Damage( toDrain, this );
}
}
pm.SkillsCap += 1000;
The +1000 to skillcap is indeed another GM skill (100.0).Pyro-Tech said:EDIT: also just to be sure...the ancient heart, is that adding 1000 skill?? as in another GM?
Code:pm.SkillsCap += 1000;