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| Custom Script Releases This forum is where you can release your custom scripts for other users to use. Please note: By releasing your scripts here you are submitting them to the public and as such agree to make them public domain. The RunUO Team has made its software GPL for you to use and enjoy you should do the same for anything based off of RunUO. |
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#1 (permalink) |
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Forum Expert
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Hi heres another script for those that dont like 250 monsters for those small shards and rather have champion spawn less like 40 or so heres one i edited for my shard all this does is spawns less monsters and when a player is killing a monster that spawns once they kill a monster it deletes so no more lag meaning theres no corpse all over the ground and as you all know when you finish champ and champion comes out hes the only one that corpse will stay on ground once you kill him and this script also deletes the left over creatures that spawned from champion as you know when you finish champion theres always left over of creatures of champ hanging around just replace your original championspawn script with this one and restart server and you are set.*PS* wanted to thank Kamuflaro if it wasnt for him i wouldnt been able to do this script.
Last edited by Erica; 08-31-2006 at 11:50 PM. |
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#3 (permalink) |
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Newbie
Join Date: Mar 2007
Location: Rockford, IL USA
Age: 25
Posts: 41
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cool script, thank you. got one question though. is there a way to put some sort of timer like to delete corpses after 1 minute or after every 50 kills or something to that effect so that players can have a chance to loot them?
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#5 (permalink) |
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Forum Expert
Join Date: Feb 2003
Location: East Coast USA
Posts: 1,364
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Or if it put all the loot in a special container that was only revealed after the champion was defeated... That would be pretty cool. ^.^
__________________
the-retelling.org : scripts and tech demo |
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#7 (permalink) |
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Forum Master
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a timer or a loot box would be good idea - becaue of many of the mosters at champ spawns loot player corpses - and if they loot a player, and then it gets killed and poof - then player looses his good stuff (should have been insured, but accidents happen)
so watch out for complaints on that one or might be better to move the players corpse to a safe spot so that the champ monsters can not get to it - like in a boc by the champ or an ankh this way monsters can not loot it but it is a good script, and grats on making one that works so well - i lowered the number down a long time ago - 200 monsters coming out at once was a biut much - in 1.0 was 50 of them but mine is tweaked also based on the champ spawn - different numbers based on the champ (i have a lot of custom champs lol)
__________________
http://www.AoAUO.com
:) ..... Come for the Customs, Play for the Fun. Return to see your new Friends ..... :) |
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#8 (permalink) | |
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Newbie
Join Date: Jun 2007
Age: 25
Posts: 64
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Quote:
where do you change it? |
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#9 (permalink) |
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Forum Master
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this is what mine looks like now - but this is where it is changed at - just have to tweak it simular to this:
Code:
public void Respawn()
{
if( !m_Active || Deleted || m_Champion != null )
return;
int i_basenumber = 100;
int i_submult = 20;
if (Type == ChampionSpawnType.MightyMouse || Type == ChampionSpawnType.ClemTheRatMan)
{
i_basenumber = 60;
i_submult = 10;
}
if (Type == ChampionSpawnType.EvilDragon || Type == ChampionSpawnType.GoodDragon)
{
i_basenumber = 25;
i_submult = 5;
}
if (Type == ChampionSpawnType.SleepingDragon || Type == ChampionSpawnType.OphidianLair || Type == ChampionSpawnType.UndeadLegion || Type == ChampionSpawnType.RockEles)
{
i_basenumber = 50;
i_submult = 10;
}
while( m_Creatures.Count < (i_basenumber - (GetSubLevel() * i_submult)) )
{
Mobile m = Spawn();
if( m == null )
return;
__________________
http://www.AoAUO.com
:) ..... Come for the Customs, Play for the Fun. Return to see your new Friends ..... :) |
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#10 (permalink) | |
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Newbie
Join Date: Dec 2005
Posts: 52
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Quote:
Look i dont see this ^^ in champion spawns so how i can change this ??:> |
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#12 (permalink) |
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Forum Master
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find the line:
Code:
public void Respawn()
{
so you have to modify it to match your champs, etc, because i also have a lot of custom champs
__________________
http://www.AoAUO.com
:) ..... Come for the Customs, Play for the Fun. Return to see your new Friends ..... :) |
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#15 (permalink) | |
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Forum Expert
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Quote:
Code:
//Cleaner
Map map = this.Map;
ArrayList onGround = new ArrayList();
IPooledEnumerable bodies = map.GetItemsInRange(Location, 100/*, m_SpawnArea*/ );
foreach( Item body in bodies )
{
if( body is Corpse )
{
Corpse c = (Corpse)body;
if(!((Body)c.Amount).IsHuman)
{
onGround.Add((Corpse)c);
}
}
}
for( int i = 0; i < onGround.Count; i++ )
{
Corpse d = (Corpse)onGround[i];
d.Delete();
}
//End Cleaner
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#16 (permalink) | |
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Forum Expert
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Quote:
i know theres a bunch to put false on that line for the ones that loot corpse. Code:
public override bool CanRummageCorpses{ get{ return true; } }
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#17 (permalink) |
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Forum Expert
Join Date: Dec 2005
Posts: 272
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I'm using this script (thanks Erica!) and I don't think that the looting of the players corpse is a big issue. In the standard version it is quit difficult to find your corpse after you have been killed, because of the huge amount of monster corpses. Once you have established that stuff is missing because of rummaging of the monsters it becomes almost impossible to find the corpse of the monster that did that (if it is killed), or the still living monster walking around with it! So it a risk the player takes (uninsured (valuable) equipment). As long as players know that, it's fine; No need to make champion spawns too easy and totally without any risk.
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