Resurrection Bind Point System
My first submission, this is just a simple script that allows you to add "bind stones" to your world, which players may return to upon dying (kinda like Asheron's Call, or FFXI).
Use is simply "[add bindstone"
Players may set their bind point by double clicking on a bind stone and selecting "ok." Upon death, a player will be presented with a gump that asks if they'd like to return to their bind point; if they say yes, they're warped back to that particular location and resurrected (you may remove the resurrect option by commenting out the "from.Resurrect();" code on line 64 of BindReturnGump.cs). Otherwise, they remain where they are and must find another way to get ressed.
Just unzip the files in the "BindPoint" folder to your custom directory and replace your current PlayerMobile.cs with the one provided. If you've already altered your PlayerMobile.cs file for another system, please follow the instructions listed in the Readme file to see what changes you'll need to make to it.
And that's it! I hope you all enjoy it - I've gained so much knowledge from this community in both UO scripting and coding in general that I just wanted to contribute something back, even if it is just a simple little system like this.
God bless,
-Hal
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Update History
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September 5, 2004 7:26 RDT:
Finally got around to updating the gumps. Now newer and more attractive.
July 28, 2004 3:37 AM EST:
Updated with better descriptions for serialization/deserialization method alterations.
July 21, 2004 11:05 PM EST:
-Fixed a HORRIBLE serialization error I left in the PlayerMobile included in the script. This only matters for people who replaced their old PlayerMobile with the one included in the package. Do-it-yourselvers have nothing to worry about.
July 21, 2004 12:13 AM EST:
-Fixed misplaced serialization of variables in the included PlayerMobile.cs file, which caused faulty deserializations on boot. Sorry about that one, guys, I wasn't looking where I typed.
July 20, 2004 4:25 am EST:
-Replaced BindMap with more appropriate variable, and likewise trimmed out useless code as a result. All previous users might want to download the newest version of the script, as these are the FINAL changes to the PlayerMobile variables; any future updates will only affect the gumps.
July 19, 2004 3:48 PM EST:
-Removed BindX, BindY, and BindZ variables, replacing them with Point3D BindPoint, as suggested by ASayre8 (thanks!).
-Included a modified version of the default PlayerMobile for people who have not already altered their PlayerMobile.cs file.
July 19, 2004 6:01 AM EST:
-Rearranged code a bit; now, players who do not have a bind point set will not get the return gump when killed.
July 19, 2004 4:37 AM EST:
-Added support for cross-facet death transportation; As my server is restricted to one facet, I didn't think to make it check the map when placing the player. This led to players being set in blackness if they died in Ilsh/Malas/Trammel and tried to go back to their Felucca bindstone.
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