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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 Expert
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///// ///// The Anti-Personnel Mine Version 1.0a By Vorspire ///// ///// Email: admin@vorspire.com ///// ///// Created: 18th April, 2006 :: 22:49 ///// ///// For: Xibalba-UO :: www.Xibalba-UO.com ///// ///// Description: ///// ///// This script was created to bring fun and uniqueness ///// to any shard that wishes to use it. It is an item, ///// that when walked over, gets activated... A trip-mine! ///// The unfortunate Mobile to walk over this mine will be ///// either instantly vaporised (configurable setting) or ///// be invited to play a game of chances. Using the very ///// same interface of the Power Generator, the unlucky ///// player MUST defuse the mine without using up all of ///// the chances they are given. The amount of chances is ///// set by the Difficulty of the mine, ranging from EASY ///// to LEGENDARY (3x3 up to 6x6 Grid). If the mine explodes, ///// it will send the unfortunate player's *lootable* items ///// in many different directions, along with some body parts ///// and a rolling head with their name on it. (IF the DropItems ///// option is false, all items will be BANKED) The explosion ///// will continue for a few seconds around the area that the ///// player was killed, bringing a rain of fire to any who ///// enter the blast zone! The blast radius is by default, ///// only 5 tiles, the max is 10 tiles, to reduce lag. ///// ///// This script is an awesome combination of my other favorite ///// releases: 5,4,3,2,1...BOOOOM: the VorBomb and the Ultimate ///// Kill Command! ///// ///// The script has been supplied as-is, with a simple ///// configuration. All configuration options have been annotated ///// to help the user understand better as to what each part of ///// the script does. ///// ///// Known Bugs: ///// ///// When a user who has activated a mine, logs out before they ///// have completed the game, the mine will not allow a new user ///// to walk over it. ///// ///// When a user who has activated a mine, logs out before they ///// have completed the game, will not get the game gump re-sent ///// to them, so they MAY be frozen to the spot with no way to ///// complete the game. ///// ///// ANY information that leads to the resolving of these will ///// generate a credit note in their honor! If you manage to ///// fix any of these bugs, please mail the fixed scripts back ///// to the email address supplied above! Thanks! ///// ///// Note From The Creator: ///// ///// I hope you enjoy using, editing and reading this script ///// as much as I did writing and testing it ![]() ///// ///// Please leave this credit note intact! ///// ///// Best regards, ///// Vorspire ![]() ///// ////////////////////////////////////////////////////////////////////////// Well, there you go, hope this will bring fun to you guys.. and teach you new ways to script things ![]()
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![]() WWW.RPK-UO.COM - The WoW-UO Cross-Over Shard Last edited by Admin Vorspire; 04-19-2006 at 09:17 AM. |
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#2 (permalink) |
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Forum Novice
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This looks like a great script.... Gonna try it out on some unsuspecting players, muahhhhhhhhh....
thanks for sharing.
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The only stupid question is the one not asked........ Just don't ask me..... I don't know either........ :D |
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#4 (permalink) |
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Forum Novice
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It looks good...but Theres no "baseitem" so i changed that to Item
I also get this... Code:
- Error: Scripts\Customs\AntiPersonnelMine.cs: CS0246: (line 616, column 36) Th e type or namespace name 'ChanceUtility' could not be found (are you missing a using directive or an assembly reference?) |
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#5 (permalink) | |
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Forum Expert
Join Date: Nov 2004
Location: Beyond the Gates of Hell
Age: 37
Posts: 3,509
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Quote:
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Leader of the Anti-OSI Movement. Inventing a new game experience in an EA Games-free environment. Don Juan Matus "The basic difference between an ordinary man and a warrior is that a warrior takes everything as a challenge, while an ordinary man takes everything as a blessing or as a curse." My Customs:
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#6 (permalink) |
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Ohh sorry about that!
As i said, it's a compilation of 3 different scripts really.. I didn't fully check some of the code when I know I should have... I've updated the script above to comply with a generic shard setting ... Thanks again ![]()
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![]() WWW.RPK-UO.COM - The WoW-UO Cross-Over Shard |
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#7 (permalink) |
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Forum Novice
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Thanks for the fix...one more Q..how can i set it to keep blessed items on ghost? or other items)
I use Races in my shard, so the race controller goes to bank also, then a staff has to go to a player each time to unlock the stone form the bag in bank and replace it in the players pack. Also one potential problem I see is that since it leaves you COMPETELY naked....theres no way to get out of wherever it is and get your things back...any ideas? Oh also...the body pieces dont decay...its been 4 hours and 8 saves since i first starting blowing people up...the pieces are still there Last edited by Gaea; 04-19-2006 at 07:09 PM. |
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#9 (permalink) | ||
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Forum Expert
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Quote:
The items seems to decay fine on my server, maybe your settings are different? Quote:
if you would like to see this feature, please reply ![]()
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![]() WWW.RPK-UO.COM - The WoW-UO Cross-Over Shard |
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#10 (permalink) |
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*shrugs*
Join Date: Sep 2004
Age: 23
Posts: 112
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Not to hijack Kaze_Ookami's idea, but I would think it would make more sense to have the mount blown to bits and the rider taking explosion damage, since the mount is the one stepping on the mine. Hehe, or just blow them both to pieces would work too.
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#11 (permalink) | |
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Forum Novice
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Quote:
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(\__/) (='.'=)This is Bunny. Copy and paste bunny into your (")_(")signature to help him gain world domination. |
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#12 (permalink) |
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Forum Novice
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I'm confused... If I set the dropitems to false...it all goes to the bank, including blessed and newbied things....but if i set it to false...nothing goes to the bank...nor does it drop.
I tested this with blessed and newbied items, regular items. With this set to true..the blesed, newbied stuff stays on the char...but the regular stuff just poofs. They arent in the bank, nor on the ground. theres only body parts. as for the decaying...I dont think Ive modified anytrhing like that...but where would I look for the decay rate?
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(\__/) (='.'=)This is Bunny. Copy and paste bunny into your (")_(")signature to help him gain world domination. |
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#13 (permalink) |
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Forum Expert
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hmm you are right about the DropItems bug..
It will only seem to drop all of a Staff Memeber's items instead.. while it deletes a player's items.. This could be a bad thing so i will look into it properly and see what i can do...
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![]() WWW.RPK-UO.COM - The WoW-UO Cross-Over Shard |
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#15 (permalink) | |
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Join Date: Dec 2005
Posts: 3
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But to counter the effect, I dont know if its already in or not since I havnt tested these first hand yet, but it would be nice if " reveal hidden" and other simular abilities could allow players to see the mines. Then based on their tinker skill they have the ability to disarm the mine and pick it up. The same way faction traps work. It would also be nice if this could be integrated into a custom faction system as a faction trap. Not as a craftable trap, but they find them in the 'wild' and 'harvest' them by disarming them. They could then use them as faction traps. I dont beleive it would be unbalancing in the faction system. Because even if you get someone who builds a character with max skills specificly designed for harvesting these, and they have the spawn paterns and areas memorized perfectly. If someone who doesnt gets the idea they wanna run across the area and happen to trigger a mine along the way, the unlucky harvester is cooked. Another Idea I dont know if is integrated already, but for heavy tanks who maybe able to withstand the first blast and is wreckless. Put like a 3 second delay on the mines. So if the sorry fool runs across a mine feild he could end up setting off multiple mines. What can be said, this is one of the few unique ideas that isnt totally useless and ignorant. |
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