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Old 03-02-2006, 11:47 PM   #226 (permalink)
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Hi man,

I really like your script...

But I cant make it work...

Lets say,

can you give me a example ?

I want to add a RAMDOM encounter of a Hiryu....

How would it be?

Thanks
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Old 03-03-2006, 01:03 AM   #227 (permalink)
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It comes with an example file. Although, looking in my Scripts/Mobiles directory, I don't see any file for a Hiryu. That's going to be a problem, if you have the same situation.

C//
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Old 03-03-2006, 07:53 AM   #228 (permalink)
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Quote:
Originally Posted by Courageous
It comes with an example file. Although, looking in my Scripts/Mobiles directory, I don't see any file for a Hiryu. That's going to be a problem, if you have the same situation.

C//
Oh.. yeap.... true....

It is a SE mount ... It comes with NERUNīs Distro...

I wanted to see a example to know if is easy to set,,

To make sure that I can install the system,,,

Well,

Iīll give a Try and tell you the results...
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Old 03-03-2006, 12:11 PM   #229 (permalink)
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Just look in the RandomEncounters.xml file. Read through this whole thread carefully, including the comments at the top of the file. You need to change the configuration for a real shard, although the file is good to start for testing purposes, as you probably will not want to wait for ever to see the system work (by default, the encounter speed is very fast). It should be obvious from the file and the instructions what to do. There are clear examples already.

C//
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Old 03-03-2006, 12:50 PM   #230 (permalink)
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Quote:
Originally Posted by Courageous
Just look in the RandomEncounters.xml file. Read through this whole thread carefully, including the comments at the top of the file. You need to change the configuration for a real shard, although the file is good to start for testing purposes, as you probably will not want to wait for ever to see the system work (by default, the encounter speed is very fast). It should be obvious from the file and the instructions what to do. There are clear examples already.

C//
Ok,

Thank you !

keep sharing !

I´ll try it
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Old 03-03-2006, 03:40 PM   #231 (permalink)
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So if I wanted too I could just leaves settings on default for this system and it woruld work nicley?
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Old 03-03-2006, 04:07 PM   #232 (permalink)
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Quote:
Originally Posted by Savaal
So if I wanted too I could just leaves settings on default for this system and it woruld work nicley?
only if Courageous changed the text xml file cause otherwise spawns were INCREDIBLY fast...
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Old 03-03-2006, 11:44 PM   #233 (permalink)
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Greystar is correct. But the .xml file explains this, right at the top now. This is because I grew tired of explaining it... hint, hint. Please do read the docs and examples. Start with the examples, and go backwards... read the docs while reading the examples. Then try every feature in the docs, in your example. Make sure you understand all options. Once you do, THEN configure random encounters for your shard.

There is no usable (base) configuration file, only examples. One of our users was talking about building one once, but never quite got around to it. If someone did want to build a very basic (no encounters that are "too powerful") base encounters file, I'd happily include it in the distribution.

C//
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Old 03-04-2006, 12:37 AM   #234 (permalink)
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I might just do that but before I do any moding to this script I must finish scripting my shard and get open it to "Alpha Testing" before this weekends over then I will see about modding a basic one fore you

By any chance, does this random encounter system have any effects when monsters apear? would be coolo to have monsters apear with the standard GM unhide animation and it said somthing like *You have encountered a (Monsters name)* or somthing
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Old 03-04-2006, 12:45 AM   #235 (permalink)
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In the debug mode, it displays a sort of whirlwind for the mobiles when they appear. I believe when it's not in debug mode, it doesn't do that. However, it would be a one-line code change to set up. Also pretty easy to change the animation, if you know which one you want to play.

C//
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Old 03-04-2006, 01:53 AM   #236 (permalink)
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Ok, thanks.

Could you tell me what code exactly that would be?

I'm not to familiar with these scripts.
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Old 03-04-2006, 01:58 AM   #237 (permalink)
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In SpawnFinder.cs, everywhere just before it returns "true". A while back it was discussed making this a configuration option. I can see how this might be useful, and will put it into the next release. This will be a while.

C//
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