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| Custom Script Release Archive This is a pre-script database archive of what our users had released. |
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#1 (permalink) |
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Forum Master
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1st i would like to thank Daat99 for his "Elementals" Script - it gave me the ideas to make this one up
This is a single file - drop in your customs scripts folder single command also = [add randomdragon now for the good stuff it will spawn 1 of 25 different draggons varying in hues, str, int, etc and each has a name (deamon name) and a "title" before it the title denotes how strong it is from baby sister & baby brother (still slightly better than your common dragon) Big brother/Sister/cousin Uncle, etc to to the "Enforcer", " 'Tiny' " and "the God Father" (These 3 are of Boss ranges) Also adjusts for taming & control slots based on abilites even adjusts level of TMaps for the higher ones Loot also goes up too So 1 spawn will produce a varience from basicaly a normal dragon to a top Boss type works in spawners just as well too throw in 5 or so in destard and can be from a solo hunt to a guild hunt - different with each spawning If you have Daats99 systems installed - then they can also drop reciepies else if not - you have to comment out 3 lines - they are marked in the script enjoy !!!! Last edited by Lord_Greywolf; 02-16-2006 at 07:41 PM. |
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#3 (permalink) |
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Forum Expert
Join Date: Apr 2003
Location: Georgia
Age: 31
Posts: 392
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All the dragons are hued true black when I [add randomdragons. Are you using a custom hues file? I am patched to 5.0.1 This is no biggie I can go in and change the hues of the drags just pointing this out.
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#6 (permalink) |
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Forum Master
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if you look in the script - see how i did the name with a random number and then the switch command
just duplicate it but change name to addtopack and an item so the number of items is only limited by your typing that or find the loot pack for armor, etc in lootpack.cs and add that in as more loot just depends on the type of drops you want and thank you your compliment ![]() |
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#8 (permalink) |
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Forum Novice
Join Date: Feb 2006
Location: Wisconsin USA
Posts: 211
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can some look at this tell me if it look right i get error where its highlighted
/* created by: Lord Greywolf with thanks to Daat99 for his "Elementals" script that inspired me to make this */ using System; using Server; using Server.Items; using Server.daat99;// remove is no Daat99 installed namespace Server.Mobiles { [CorpseName( "a dragon corpse" )] public class RandomDragons : BaseCreature { [Constructable] public RandomDragons() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { int i_Resource = 0; int i_Multiple = 0; int i_TSlots = 0; string s_Name; i_Resource = Utility.RandomMinMax( 1, 25 ); //Name = "a dragon"; Body = Utility.RandomList( 12, 59 ); Hue = Utility.RandomList( 2986, 2999, 2998, 2997, 2995, 2990, 2989, 2980, 2978, 2976, 2975, 2972, 2967, 2957, 2940, 2931, 2862 ); i_Multiple = i_Resource +2; BaseSoundID = 362; switch (i_Resource) { case 1: default: s_Name = "Baby Dragon ";break; case 2: s_Name = "Baby Sister ";break; case 3: s_Name = "Baby Brother ";break; case 4: s_Name = "Little Dragon ";break; case 5: s_Name = "Little Sister ";break; case 6: s_Name = "Little Brother ";break; case 7: s_Name = "Little Cousin ";break; case 8: s_Name = "Sister ";break; case 9: s_Name = "Brother ";break; case 10: s_Name = "Cousin ";break; case 11: s_Name = "Big ";break; case 12: s_Name = "Big Sister ";break; case 13: s_Name = "Big Brother ";break; case 14: s_Name = "Big Cousin ";break; case 15: s_Name = "Aunt ";break; case 16: s_Name = "Uncle ";break; case 17: s_Name = "Big Aunt ";break; case 18: s_Name = "Big Uncle ";break; case 19: s_Name = "Momma ";break; case 20: s_Name = "Daddy ";break; case 21: s_Name = "Big Momma ";break; case 22: s_Name = "Big Dady ";break; case 23: s_Name = "Enforcer ";break; case 24: s_Name = "'Tiny' ";break; case 25: s_Name = "God Father ";break; } Name = s_Name + NameList.RandomName( "daemon" ); SetStr( 800 + (i_Multiple*10), 800 + (i_Multiple*10) ); SetDex( 90 + (i_Multiple*3), 100 + (i_Multiple*3) ); SetInt( 425 + (i_Multiple*3), 460 + (i_Multiple*3) ); SetHits( 500 + (i_Multiple*10), 600 + (i_Multiple*10) ); SetDamage( 5 + (i_Multiple*2), 10 + (i_Multiple*2) ); SetDamageType( ResistanceType.Physical, 80 ); SetDamageType( ResistanceType.Poison, 5 ); SetDamageType( ResistanceType.Fire, 5 ); SetDamageType( ResistanceType.Cold, 5 ); SetDamageType( ResistanceType.Energy, 5 ); SetResistance( ResistanceType.Physical, 50 + i_Multiple ); SetResistance( ResistanceType.Fire, 70 + i_Multiple ); SetResistance( ResistanceType.Cold, 50 + i_Multiple ); SetResistance( ResistanceType.Poison, 40 + i_Multiple ); SetResistance( ResistanceType.Energy, 40 + i_Multiple ); SetSkill( SkillName.EvalInt, 30.0 + (i_Multiple*2) ); SetSkill( SkillName.Magery, 30.0 + (i_Multiple*2) ); SetSkill( SkillName.MagicResist, 50.0 + (i_Multiple*2) ); SetSkill( SkillName.Tactics, 50.0 + (i_Multiple*2) ); SetSkill( SkillName.Wrestling, 50.0 + (i_Multiple*2) ); Fame = 15000; Karma = -15000; VirtualArmor = (50 + (i_Multiple*1)); switch (i_Resource) { case 1: default: i_TSlots = 3;break; case 2: i_TSlots = 3;break; case 3: i_TSlots = 3;break; case 4: i_TSlots = 3;break; case 5: i_TSlots = 4;break; case 6: i_TSlots = 4;break; case 7: i_TSlots = 4;break; case 8: i_TSlots = 4;break; case 9: i_TSlots = 5;break; case 10: i_TSlots = 5;break; case 11: i_TSlots = 5;break; case 12: i_TSlots = 5;break; case 13: i_TSlots = 6;break; case 14: i_TSlots = 6;break; case 15: i_TSlots = 6;break; case 16: i_TSlots = 6;break; case 17: i_TSlots = 7;break; case 18: i_TSlots = 7;break; case 19: i_TSlots = 7;break; case 20: i_TSlots = 7;break; case 21: i_TSlots = 8;break; case 22: i_TSlots = 8;break; case 23: i_TSlots = 8;break; case 24: i_TSlots = 8;break; case 25: i_TSlots = 9;break; } Tamable = true; ControlSlots = i_TSlots; MinTameSkill = (100.0 + (i_Multiple*2)); // remove next 2 lines if no Daat99 system installed if ( Daat99OWLTR.Ops[5].Setting ) PackItem( new ResourceRecipe() ); AddLoot( LootPack.FilthyRich, i_TSlots -1 ); PackItem( new Gold ((i_Multiple*100), (i_Multiple*250))); case 1: default: p_addtopack = "HavenArms ";break; case 2: p_addtopack = "HavenBoots ";break; case 3: p_addtopack = "HavenBracelet ";break; case 4: p_addtopack = "HavenChest ";break; case 5: p_addtopack = "HavenGloves ";break; case 6: p_addtopack = "HavenGorget ";break; case 7: p_addtopack = "HavenHelm ";break; case 8: p_addtopack = "HavenLegs ";break; case 9: p_addtopack = "HavenShield ";break; case 10: p_addtopack = "HavenRing ";break; case 11: p_addtopack = "HavenSword ";break; } AddLoot = p_addtopack; public override bool HasBreath{ get{ return true; } } // fire breath enabled public override bool AutoDispel{ get{ return true; } } public override int TreasureMapLevel{ get{ if (ControlSlots >= 8) return 6; else if (ControlSlots >= 6) return 5; return 4;} } public override int Meat{ get{ return 19; } } public override int Hides{ get{ return 20; } } public override HideType HideType{ get{ return HideType.Barbed; } } public override int Scales{ get{ return 10 + ControlSlots; } } public override ScaleType ScaleType{ get{ return ( Body == 12 ? ScaleType.Yellow : ScaleType.Red ); } } public override FoodType FavoriteFood{ get{ return FoodType.Meat; } } public RandomDragons( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } } |
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#10 (permalink) |
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Forum Novice
Join Date: Feb 2006
Location: Wisconsin USA
Posts: 211
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tryed PackItem( new p_addtopack() );
got 4 errors cs1520 line150 column 20 cs1031 line150 column 30 cs1520 line150 column 34 cs1002 line150 colume 48 class, struvt,or interface method must have a return type |
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#11 (permalink) |
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Forum Master
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ok - this should work and would be better anyways
remove AddLoot = p_addtopack; completely from it - or what ever you have replaced it with now for each case # (i.e. case 11: p_addtopack = "HavenSword ";break; ) replace it with: case 11: PackItem( new HavenSword());break; and you can remove the p_addtopack variable completely then |
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#13 (permalink) |
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Forum Master
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ok - i see now why - you have a little bit more wrong - you did not include the switch command - so it does not know what the cases are for ect - make it look more like this:
Code:
PackItem( new Gold ((i_Multiple*100), (i_Multiple*250)));// existing line
switch (i_Resource)
{
case 1: default: PackItem( new (HavenArms );break;
case 2: PackItem( new (HavenBoots );break;
case 3: PackItem( new (HavenBracelet );break;
case 4: PackItem( new (HavenChest );break;
case 5: PackItem( new (HavenGloves );break;
case 6: PackItem( new (HavenGorget );break;
case 7: PackItem( new (HavenHelm );break;
case 8: PackItem( new (HavenLegs );break;
case 9: PackItem( new (HavenShield );break;
case 10: PackItem( new (HavenRing );break;
case 11: PackItem( new (HavenSword );break;
}
} //existing one in there - unless you added an extra one of these
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#14 (permalink) |
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Forum Novice
Join Date: Feb 2006
Location: Wisconsin USA
Posts: 211
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got one error cs1513 line 151 colum 9
the erro is in red. /* created by: Lord Greywolf with thanks to Daat99 for his "Elementals" script that inspired me to make this */ using System; using Server; using Server.Items; using Server.daat99;// remove is no Daat99 installed namespace Server.Mobiles { [CorpseName( "a dragon corpse" )] public class RandomDragons : BaseCreature { [Constructable] public RandomDragons() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { int i_Resource = 0; int i_Multiple = 0; int i_TSlots = 0; string s_Name; i_Resource = Utility.RandomMinMax( 1, 25 ); //Name = "a dragon"; Body = Utility.RandomList( 12, 59 ); Hue = Utility.RandomList( 2986, 2999, 2998, 2997, 2995, 2990, 2989, 2980, 2978, 2976, 2975, 2972, 2967, 2957, 2940, 2931, 2862 ); i_Multiple = i_Resource +2; BaseSoundID = 362; switch (i_Resource) { case 1: default: s_Name = "Baby Dragon ";break; case 2: s_Name = "Baby Sister ";break; case 3: s_Name = "Baby Brother ";break; case 4: s_Name = "Little Dragon ";break; case 5: s_Name = "Little Sister ";break; case 6: s_Name = "Little Brother ";break; case 7: s_Name = "Little Cousin ";break; case 8: s_Name = "Sister ";break; case 9: s_Name = "Brother ";break; case 10: s_Name = "Cousin ";break; case 11: s_Name = "Big ";break; case 12: s_Name = "Big Sister ";break; case 13: s_Name = "Big Brother ";break; case 14: s_Name = "Big Cousin ";break; case 15: s_Name = "Aunt ";break; case 16: s_Name = "Uncle ";break; case 17: s_Name = "Big Aunt ";break; case 18: s_Name = "Big Uncle ";break; case 19: s_Name = "Momma ";break; case 20: s_Name = "Daddy ";break; case 21: s_Name = "Big Momma ";break; case 22: s_Name = "Big Dady ";break; case 23: s_Name = "Enforcer ";break; case 24: s_Name = "'Tiny' ";break; case 25: s_Name = "God Father ";break; } Name = s_Name + NameList.RandomName( "daemon" ); SetStr( 800 + (i_Multiple*10), 800 + (i_Multiple*10) ); SetDex( 90 + (i_Multiple*3), 100 + (i_Multiple*3) ); SetInt( 425 + (i_Multiple*3), 460 + (i_Multiple*3) ); SetHits( 500 + (i_Multiple*10), 600 + (i_Multiple*10) ); SetDamage( 5 + (i_Multiple*2), 10 + (i_Multiple*2) ); SetDamageType( ResistanceType.Physical, 80 ); SetDamageType( ResistanceType.Poison, 5 ); SetDamageType( ResistanceType.Fire, 5 ); SetDamageType( ResistanceType.Cold, 5 ); SetDamageType( ResistanceType.Energy, 5 ); SetResistance( ResistanceType.Physical, 50 + i_Multiple ); SetResistance( ResistanceType.Fire, 70 + i_Multiple ); SetResistance( ResistanceType.Cold, 50 + i_Multiple ); SetResistance( ResistanceType.Poison, 40 + i_Multiple ); SetResistance( ResistanceType.Energy, 40 + i_Multiple ); SetSkill( SkillName.EvalInt, 30.0 + (i_Multiple*2) ); SetSkill( SkillName.Magery, 30.0 + (i_Multiple*2) ); SetSkill( SkillName.MagicResist, 50.0 + (i_Multiple*2) ); SetSkill( SkillName.Tactics, 50.0 + (i_Multiple*2) ); SetSkill( SkillName.Wrestling, 50.0 + (i_Multiple*2) ); Fame = 15000; Karma = -15000; VirtualArmor = (50 + (i_Multiple*1)); switch (i_Resource) { case 1: default: i_TSlots = 3;break; case 2: i_TSlots = 3;break; case 3: i_TSlots = 3;break; case 4: i_TSlots = 3;break; case 5: i_TSlots = 4;break; case 6: i_TSlots = 4;break; case 7: i_TSlots = 4;break; case 8: i_TSlots = 4;break; case 9: i_TSlots = 5;break; case 10: i_TSlots = 5;break; case 11: i_TSlots = 5;break; case 12: i_TSlots = 5;break; case 13: i_TSlots = 6;break; case 14: i_TSlots = 6;break; case 15: i_TSlots = 6;break; case 16: i_TSlots = 6;break; case 17: i_TSlots = 7;break; case 18: i_TSlots = 7;break; case 19: i_TSlots = 7;break; case 20: i_TSlots = 7;break; case 21: i_TSlots = 8;break; case 22: i_TSlots = 8;break; case 23: i_TSlots = 8;break; case 24: i_TSlots = 8;break; case 25: i_TSlots = 9;break; } Tamable = true; ControlSlots = i_TSlots; MinTameSkill = (119.9 + (i_Multiple*2)); // remove next 2 lines if no Daat99 system installed if ( Daat99OWLTR.Ops[5].Setting ) PackItem( new ResourceRecipe() ); AddLoot( LootPack.FilthyRich, i_TSlots -1 ); PackItem( new Gold ((i_Multiple*100), (i_Multiple*250))); switch (i_Resource) { case 1: default: PackItem( new (HavenArms );break; case 2: PackItem( new (HavenBoots );break; case 3: PackItem( new (HavenBracelet );break; case 4: PackItem( new (HavenChest );break; case 5: PackItem( new (HavenGloves );break; case 6: PackItem( new (HavenGorget );break; case 7: PackItem( new (HavenHelm );break; case 8: PackItem( new (HavenLegs );break; case 9: PackItem( new (HavenShield );break; case 10: PackItem( new (HavenRing );break; case 11: PackItem( new (HavenSword );break; } public override bool HasBreath{ get{ return true; } } // fire breath enabled public override bool AutoDispel{ get{ return true; } } public override int TreasureMapLevel{ get{ if (ControlSlots >= 8) return 6; else if (ControlSlots >= 6) return 5; return 4;} } public override int Meat{ get{ return 19; } } public override int Hides{ get{ return 20; } } public override HideType HideType{ get{ return HideType.Barbed; } } public override int Scales{ get{ return 10 + ControlSlots; } } public override ScaleType ScaleType{ get{ return ( Body == 12 ? ScaleType.Yellow : ScaleType.Red ); } } public override FoodType FavoriteFood{ get{ return FoodType.Meat; } } public RandomDragons( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } } |
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#16 (permalink) |
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Forum Novice
Join Date: Feb 2006
Location: Wisconsin USA
Posts: 211
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got it to work this is what i wrote it as
switch (Utility.RandomMinMax (1,11)) { default: case 1: PackItem( new HavenArms ()); break; case 2: PackItem( new HavenBoots ()); break; case 3: PackItem( new HavenBracelet ()); break; case 4: PackItem( new HavenChest ()); break; case 5: PackItem( new HavenGloves ()); break; case 6: PackItem( new HavenGorget ()); break; case 7: PackItem( new HavenHelm ()); break; case 8: PackItem( new HavenLegs ()); break; case 9: PackItem( new HavenShield ()); break; case 10: PackItem( new HavenRing ()); break; case 11: PackItem( new HavenSword ()); break; } } Thanks for your help |
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