supernova72611
Sorceror
Art im runin shard pack beagel how hard will it be to put in spawner2 over it or will it go in no probs
supernova72611 said:Art im runin shard pack beagel how hard will it be to put in spawner2 over it or will it go in no probs
supernova72611 said:Art great stuff just an Idea when ones damaging houses u might want to set a value so that the house can not be taken down because the person get ther money back or make it to where if they do they get nothing back in there bank since when did anyone get lots of money for damaged goods LOL
just a thought and how long does it take for fire to go away on averge thanks. Oh and fix for fel. is the bomb everything seems to work fine so many thanks to u and yours keep up the great work, may have a few good ideas to pass along and if anyone could pull it off it would be you for sure @#* Your good
public virtual int WhenToAutoRepair { get { return 0; } } // 0=never, 1=after any damage, 2=after being destroyed
public virtual double AutoRepairFactor { get { return 0.1; } } // fraction of HitsMax to repair on each autorepair OnTick. A value of 1 will fully repair.
private TimeSpan m_AutoRepairTime = TimeSpan.Zero; // autorepair disabled by default
No, but that is an interesting idea. You can set it up so that it is immediately deleted when destroyed by setting the DestroyedItemID to zero.supernova72611 said:is there a burn out time to where the person can no longer repair and loses there house
you can destroy anything, but when a player's house is destroyed the house region is still in place so it will still restrict access to players and the house itself will also still be there just with a changed appearance unless you have it set to be deleted on destruction. The things inside will always remain intact.Willie25 said:Uhm.. can destroying houses of players too?
Cause on my Shard Houselooting is forbidden would be a bit difficult now
MetallicSomber said:I am going to consider useing this as a replacement for the cannons I currently got intalled but I got maybe some ideas that may be helpful. (ignore it if this has already been said and your working on it) In UOT's cannon system it has a few features that my players like. This might work with your system if used properly just don't know yet, but cannons (and maybe catupults and rams could be added) can be hitched to horses and moved that way. and I have grown to really like how the boats sink in his system. Its nice to see the ships going down and hear the tilleraman what he says hehe. also, if your looking for good Fire hues (No offence) you could use OSI's Fire weapon hues. Not sure how many hues you need but there is 7 of them. (includeing 0 hue) Starting at 1255 and ending at 1260 The Second Hottest should be Hue 0.
And also I'm sure your going to be really busy with the release for 2.0, but are you going to contunue to support RunUO 1.0?
yes, the direction change is something that I will work on.MetallicSomber said:The connect is kinda weird, when you change directions. Any way ti change their directon as you move about, like His does? If it helps ya any, I installed your system with his installed, and had no compile errors because of dublicated named scripts.
MetallicSomber said:Good deal. This is awsome by the way. One small other question, I don't guess it is possible to make the cannon balls use the stackable cannon ball ID, and make them stackable is it? Or use something like how gold coins do with if theres more then 10 it uses one itemid, and under 10 use the small stack of coins, and if its a single one use the single cannon ball id? Like if theres, one cannon ball, use the single, two the double, and three ore more use the small stack? Makeing them Stackable to be craftable makes it alot easier on the crafters, but I don't guess its absolutly needed.
public SiegeCannonball(int amount)
: base(amount, 0xE74)
{
}
public SiegeCannonball(int amount)
: base(amount, [color=red]0xE73[/color])
{
}
MetallicSomber said:Oh ok so they are stackable for crafters then too.
Last question *honest lol* Is there a way to edit the scripts for house deeds or house placement tools, to make certain houses always attackable? or does that always need to be set up by a GM to have certain things attackable, and if you make a boat attackable for a player as a GM using the command, does it stay attackable if they dock it? and place it later? *Probalby should look for some toturial for this*