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Old 05-15-2006, 10:28 AM   #1 (permalink)
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Talking trainer and trainer weps

I know all you veterans out there will think this is a shoty script but hey im new to all of this i had a hard time finding a trainer so i tried to put 1 together and it works just drop into your custom folder and go you will have to set it so that it cant walk but that should be all you need to do im not sure what line of code i need to make it so that it cant walk as defualt or what i need to do in the script to make the wep have no duability so i just made it with 1000 self repair any ideas on improving this will be of great use thank you and enjoy if you need it

I have updated my trainer, and added A few more weapons. The trainer now cant walk as default. The weapons do no damage, speed is at 80, they are blessed, and they have no durability so they dont break. Please let me know what you think of them.
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File Type: rar Trainers.rar (3.5 KB, 116 views)
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Last edited by timothyisreal; 05-28-2006 at 09:08 AM.
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Old 05-15-2006, 10:54 AM   #2 (permalink)
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To get the trainer so he can't walk, add the following code in the Constructor for the Trainer:
Code:
     CantWalk = true;
For the practice weapon, remove self repair, and add the following override:
Code:
public override void OnHit(Mobile attacker, Mobile defender)
{
     base.OnHit(attacker, defender);
 
     //Reset the hit points of the item
     Hits = MaxHits;
}
This should be all you need.
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Old 05-15-2006, 10:59 AM   #3 (permalink)
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I guess I forgot to mention...I do believe in order to gain skill, that you must do damage....

If this is the case, and I'll continue looking to find out, you should set the damage of the practice weapon to the min and max of 1.


*edit*
OK, just tested, you don't have to do damage to gain skill...though, that is the way it is implemented on OSI, and may or may not be changed in runuo at some point. Just something to think about.
*edit*

Last edited by wieganka; 05-15-2006 at 11:04 AM.
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Old 05-15-2006, 12:30 PM   #4 (permalink)
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Default thanks for the info

im glad that someone posted back to me it is my first try at a script thank you for telling me how to fix it but i wont be able to do it for a bit my comp cought a nasty cold and i have to redo all of my work from scratch but i will put your info to good use thank you again
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Old 05-15-2006, 12:40 PM   #5 (permalink)
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Good job! I used your practiceweapon and used it to make other training weapons as well
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Old 05-17-2006, 06:42 AM   #6 (permalink)
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Lightbulb thanks

Quote:
Originally Posted by Johabius
Good job! I used your practiceweapon and used it to make other training weapons as well



thanks for the boost of confidence i will be redoing it and post a new one once i get everything back together on my comp again
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Old 05-17-2006, 07:52 AM   #7 (permalink)
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Sorry, no comment on the script, still have to try it out.
But could you please use punctuation and breaks in your description?

It is really hard to understand. I had to read it twice to get the sense.

Thanks a lot for your understanding :-)

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Old 05-17-2006, 10:29 AM   #8 (permalink)
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Cool sorry about that

Quote:
Originally Posted by Liacs
Sorry, no comment on the script, still have to try it out.
But could you please use punctuation and breaks in your description?

It is really hard to understand. I had to read it twice to get the sense.

Thanks a lot for your understanding :-)

Liacs

sorry about all that, I never was any good in my typing classes.
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Old 05-18-2006, 01:38 PM   #9 (permalink)
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Thumbs up All redone

My trainer has been modified so it cant walk as defualt. I added a few weapons and changed the one i had. Please try them out and let me know what you think.
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Old 05-18-2006, 02:12 PM   #10 (permalink)
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I've just begun to look at your changes....

One thing that I would change is the following:

In trainer.cs:

Don't set the Str and Hits to 999999. If you want to stop the guy from dying, add this:

Code:
publicvirtualvoid Damage( int amount, Mobile from )
{
}
That will override decrementing their hit points, and no matter how much damage you might have done to them, they won't take any actual damage. Now, you can set their Str to something like 100, and their hits to something like 100 as well.

Oh, and since they cannot be killed by any means...setting their Fame and Karma I don't think is necessary at all.
Also, you should remove PackGold(0, 0).

I'll keep looking for more suggestions.
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Old 05-18-2006, 02:18 PM   #11 (permalink)
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Some other suggestions:

I see that on some of the weapons you have a Min and Max damage set to somehting like 10/12, but in others, you have it set to 0/0...is this intended?

Also, you have the durability set to 0/0 on all of them, which means that once the item looses 1 durability, it will be destroyed...you should add in the override I pointed out on top to stop that from happening...also, you would have to set the durability back to normal (ie, leave it at it's default settings).

I'll keep looking for more.
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Old 05-18-2006, 03:33 PM   #12 (permalink)
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Arrow did you try them out?

Quote:
Originally Posted by wieganka
Some other suggestions:

I see that on some of the weapons you have a Min and Max damage set to somehting like 10/12, but in others, you have it set to 0/0...is this intended?

Also, you have the durability set to 0/0 on all of them, which means that once the item looses 1 durability, it will be destroyed...you should add in the override I pointed out on top to stop that from happening...also, you would have to set the durability back to normal (ie, leave it at it's default settings).

I'll keep looking for more.
ok i changed the one that had min\max hits on it, that was a goof on my part. The durability on them is set to 0, that takes the durability off completly, I have been using the same training wep for 2 hours now, they wont break, try them out.

Stupid me i just saw your previous message. Ill give that code a try and see if it works on keeping him alive, thanks for the info.

I just tryed out that code you said would work, it dont seem to be helping. Maybe if you redo it and post it here for me , I might have missed something.
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Last edited by timothyisreal; 05-18-2006 at 03:52 PM.
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Old 05-18-2006, 04:08 PM   #13 (permalink)
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Wow, lol, yeah, my code post got whacked when I pasted it in...that, and I forgot to change something...what you needed to add was this:

Code:
public override void Damage(int amount, Mobile from)
{
}
Tested and working on my end, anyhows....doesn't even take damage from a Fire Field...
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Old 05-18-2006, 04:40 PM   #14 (permalink)
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Thumbs up thanks for the info

Quote:
Originally Posted by wieganka
Wow, lol, yeah, my code post got whacked when I pasted it in...that, and I forgot to change something...what you needed to add was this:

Code:
public override void Damage(int amount, Mobile from)
{
}
Tested and working on my end, anyhows....doesn't even take damage from a Fire Field...

I just gave it a try it worked great. If you know a way to make the bow need no bolts in your pack to shoot them, that would be great, but please try it first to make sure it works ty.
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Old 05-18-2006, 05:42 PM   #15 (permalink)
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To remove the need for ammo, add the following to each of the ranged weapons you want it to affect:

Code:
public override bool OnFired(Mobile attacker, Mobile defender)
{
     attacker.MovingEffect(defender, EffectID, 18, 1, false, false);
 
     return true;
}
 
public override void OnMiss(Mobile attacker, mobile defender)
{
}
The top piece will allow you to shoot without ammo, and the second piece will stop missed fires from producing ammo on the ground.

Last edited by wieganka; 05-18-2006 at 05:46 PM.
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Old 05-18-2006, 06:55 PM   #16 (permalink)
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Thumbs up Bygoly I think we have a winner!!!

Quote:
Originally Posted by wieganka
To remove the need for ammo, add the following to each of the ranged weapons you want it to affect:

Code:
public override bool OnFired(Mobile attacker, Mobile defender)
{
     attacker.MovingEffect(defender, EffectID, 18, 1, false, false);
 
     return true;
}
 
public override void OnMiss(Mobile attacker, mobile defender)
{
}
The top piece will allow you to shoot without ammo, and the second piece will stop missed fires from producing ammo on the ground.

That did the trick ty. I think these are some nice practice weapons now. I reposted the new updated ones if you want to give them a try. Anyone else that whats to give them a try feel free. The traing bow no longer needs bolts to fire.
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Old 05-20-2006, 04:53 PM   #17 (permalink)
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hi thee. i liked this so much. i made you a pack. its all you added but a vendor as well. i havent tested it, due to not being at home. but you just add the trainer and trainervendor. i look forward from hearing from you. and shelds./ lol
lol i still cant get attachments to work right.
ive updated this. so you should be able to get it. and ive moded this again. try it out. thanks

------
i've looked thought it and it seems fine now.

TrainerVenWeps.zip

http://www.runuo.com/forums/attachme...1&d=1148172089
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Last edited by WonderlandADnc; 05-20-2006 at 09:41 PM.
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Old 05-27-2006, 10:46 AM   #18 (permalink)
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Thumbs up thanks

Quote:
Originally Posted by WonderlandADnc
hi thee. i liked this so much. i made you a pack. its all you added but a vendor as well. i havent tested it, due to not being at home. but you just add the trainer and trainervendor. i look forward from hearing from you. and shelds./ lol
lol i still cant get attachments to work right.
ive updated this. so you should be able to get it. and ive moded this again. try it out. thanks

------
i've looked thought it and it seems fine now.

Attachment 7233

http://www.runuo.com/forums/attachme...1&d=1148172089



thank you for the kind words, and the vendor
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