|
||
|
|||||||
| Custom Script Release Archive This is a pre-script database archive of what our users had released. |
|
|
Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
Forum Expert
Join Date: Jan 2003
Location: Florida
Age: 24
Posts: 509
|
I know this is a shot in the dark so to speak, but as a red/murderer, when you attack someone you will get the 2 minute criminal flag like everyone else, causing you to unable to recall/gate/etc. Only it's "hidden" behind your red status.
But I've noticed since the beta26 upgrade the {crimtime} will be running/chugging away, but I am no longer criminal (was able to recall). Is there anyway to make the criminal timer more accurate for reds? Im guessing there probably isn't though, since it all depends on the time of the "last" criminal act. Which, in the case of a Poison Field/Firefield/etc type situation, the criminal timer wouldn't actually start/reset until after the last person got hit with the poison field before it poofs. Ok, now Im even confusing myself lol. But, i dunno, maybe a "Reset Crimtime" hotkey might be an option, IF there isn't a way to check the "hidden" criminal timer client side ofcouse ![]() |
|
|
|
|
#2 (permalink) |
|
Administrator
Join Date: Aug 2002
Location: Baltimore, MD
Age: 25
Posts: 4,873
|
The latest release allows razor to key on the "You've committed a criminal act!!" messages to help know where the timer should be. Unfortunently for Reds, the only way to tell the timer has expired is when your noto changes back to blue... Since this obviously doesn't happen, the timer will keep counting up to about 5 minutes, at which point it gives up on waiting.
So, you *may* be able to use the timer to tell if you're okay (once its passed 2 minutes) but it will never work for reds the way it does for blues. If you think your shard would go for it (and they use runuo) I can provide a very small change to notoriety.cs to fix the issue.
__________________
Zippy, Razor Creator and RunUO Core Developer The RunUO Software Team "Intuition, like a flash of lightning, lasts only for a second. It generally comes when one is tormented by a difficult decipherment and when one reviews in his mind the fruitless experiments already tried. Suddenly the light breaks through and one finds after a few minutes what previous days of labor were unable to reveal." ~The Cryptonomicon |
|
|
|
|
#3 (permalink) |
|
Forum Expert
Join Date: Jan 2003
Location: Florida
Age: 24
Posts: 509
|
hehe, figured it was something like that. If it's not that big of a problem/hassle for you to post that bit of code, I could look into it, and see what they consider. Maybe they will go for it. If not, o well hehe. But yea I can see what you mean.
|
|
|
|
|
#4 (permalink) |
|
Administrator
Join Date: Aug 2002
Location: Baltimore, MD
Age: 25
Posts: 4,873
|
Because I heart you rooted, you always post the most useful bugs....
In Scripts/Misc/Notoriety.cs find these two lines (around line number 374) Code:
if ( target.Kills >= 5 || (target.Body.IsMonster && IsSummoned( target as BaseCreature ) && !(target is BaseFamiliar) && !(target is Golem)) || (target is BaseCreature && (((BaseCreature)target).AlwaysMurderer || ((BaseCreature)target).IsAnimatedDead)) ) return Notoriety.Murderer; Code:
if ( target.Kills >= 5 || (target.Body.IsMonster && IsSummoned( target as BaseCreature ) && !(target is BaseFamiliar) && !(target is Golem)) || (target is BaseCreature && (((BaseCreature)target).AlwaysMurderer || ((BaseCreature)target).IsAnimatedDead)) )
{
if ( source == target && source.Player && source.Criminal )
return Notoriety.Criminal;
else
return Notoriety.Murderer;
}
If INSTEAD you want the criminal flag to totally override the murderer flag (so that murderers will appear grey to everyone when they are criminal) then simply: Locate these two lines (should be directly below the lines posted above): Code:
if ( target.Criminal ) return Notoriety.Criminal; Code:
if ( target.Criminal ) return Notoriety.Criminal; if ( target.Kills >= 5 || (target.Body.IsMonster && IsSummoned( target as BaseCreature ) && !(target is BaseFamiliar) && !(target is Golem)) || (target is BaseCreature && (((BaseCreature)target).AlwaysMurderer || ((BaseCreature)target).IsAnimatedDead)) ) return Notoriety.Murderer; IMHO the distribution release should work like one of these two options, but it doesn't because OSI doesn't work that way. It just makes sense to have reds be able to tell when they are or aren't flagged criminal.
__________________
Zippy, Razor Creator and RunUO Core Developer The RunUO Software Team "Intuition, like a flash of lightning, lasts only for a second. It generally comes when one is tormented by a difficult decipherment and when one reviews in his mind the fruitless experiments already tried. Suddenly the light breaks through and one finds after a few minutes what previous days of labor were unable to reveal." ~The Cryptonomicon |
|
|
|
|
#5 (permalink) |
|
Administrator
Join Date: Aug 2002
Location: Baltimore, MD
Age: 25
Posts: 4,873
|
(Thread copied to script modifications from Razor support forum)
__________________
Zippy, Razor Creator and RunUO Core Developer The RunUO Software Team "Intuition, like a flash of lightning, lasts only for a second. It generally comes when one is tormented by a difficult decipherment and when one reviews in his mind the fruitless experiments already tried. Suddenly the light breaks through and one finds after a few minutes what previous days of labor were unable to reveal." ~The Cryptonomicon |
|
|
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|