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Old 10-26-2006, 04:59 PM   #1 (permalink)
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hello everyone
my first question is: how do we add monsters/champions

second: how do we edit monsters drops?
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Old 10-27-2006, 12:46 AM   #2 (permalink)
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How to add monsters that don't respawn after they're killed: [add dragon
(Or type [add to get the addmenu up, from there you can search for mobiles, like put in "Lich" and se a list of "Lich, lich lord, ancient lich" etc.)

How to add a monster spawn (that spawns the monster(s) in a set interval, once they have been killed): [add spawner (target the ground), the double click the item that popped up, you get a menu where you can put in monster names, you must input them like this tho: WhiteWyrm (in essence: no spaces and case sensitive.)

To change more options concerning the spawn you can [props (then target it), the spawner.



There is one easy way to change what a monster drops:
Open: E:\UO\RunUO-2.0-RC1\Scripts\Mobiles\Monsters\Ants\AntLion.cs and find line 44.
Copy line 44 and paste a new line under line 44. that will look like this:

Code:
			PackItem( new Bone( 3 ) );
			PackItem( new Bone( 3 ) );
Now, just change the new line like this:

Code:
			PackItem( new Bone( 3 ) );
			PackItem( new Dagger( 1 ) );
Every Ant Lion that dies will now drop a Dagger. This method is usable on every mobile, and with every Item (except Blessed items, these won't drop from the mobile, instead they will remain in a 'invisible/virtuall backpack' that will be deleted once the corpse decay).


There are more complex methods availeble, but this will do for now.
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Last edited by Ilutzio; 10-27-2006 at 12:48 AM.
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Old 10-27-2006, 01:09 AM   #3 (permalink)
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umm sry i dint mean add monster. i wanted to say create a monster
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Old 10-27-2006, 01:21 AM   #4 (permalink)
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Hehe, ohh! =)

Thats a whole different issue.
You can start by doing this: Copy the .cs file of a monster that has some attributes that you want your new custom monster to have (like, take a dragon if u want it to be a spallcaster.)

Then you change the name of the .cs file to exaple: KillerBear.cs.
Then change very place where it says Dragon in the file to KillerBear.

Fom there on out you need some scripting experience in order to change the things you want.

But basicly; you can change the monsters:

Name
Color
Body type
Fame gain
Tameable true or false
Resist
Bardadble true or false
Loot
Strength
Hits
Use magic
Is evil
Attacks on sigt

You get the point, practicly every thinkle aspect can be altered, you only need to know where to look and how to edit, and i can't tell you ALL of that, that would take forever. =)
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Old 10-27-2006, 09:16 AM   #5 (permalink)
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ok so now if i create a monster i will be able to say [add and then it will apear? same thing with the spawner?
Oh cool! i created a DragonScaleElemental :P thx Ilutzio for helping me you said it wasnt easy to edit one but it was! i never scripted before... huh i even made 2 more dragon-kinds and one sword

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Old 10-27-2006, 09:51 AM   #6 (permalink)
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if i create a monster i will be able to say [add and then it will apear? same thing with the spawner?

Yep!


thx Ilutzio for helping me

NPS! =)


you said it wasnt easy to edit one but it was! i never scripted before...

It's easy to edit name, karma gain, str etc. but the slightly harder part comes when you try to change AItypeMelee, etc. then you need to know what to put in there instead, liek AItypeMage.


That can be found in the documentation however.

Good luck with the monster creating! *Thumbs up.*
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Old 10-27-2006, 12:56 PM   #7 (permalink)
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i created 10 new monsters and lots of new items but there is still one problem.

i dont completely script a .cs i take a copy of another one and start editing

like that i made a kryss : FangsOfTheSunWyvern and to start it i took a copy of the Serpent Fang cs. now when one of my monsters drop the Fang Of The Sun Wyvern the name is still serpents fang . do you know what is happening?

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Old 10-27-2006, 03:09 PM   #8 (permalink)
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I believe that there is a variable ItemID that you will need to remove from near the top of the script. You also will need to add Name = "Fang Of The Sun Wyvern"; in the constructor (where it sets all the properties and bonuses) in case you have not done that already.
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Old 10-27-2006, 03:20 PM   #9 (permalink)
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can you tell me where i can find the constructor?
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Old 10-27-2006, 03:29 PM   #10 (permalink)
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It is where all the properties are set. Should look something like:

Code:
[Constructable]
		public SerpentsFang()
		{
			ItemID = 0x1400;
			Hue = 0x488;
			WeaponAttributes.HitPoisonArea = 100;
			WeaponAttributes.ResistPoisonBonus = 20;
			Attributes.AttackChance = 15;
			Attributes.WeaponDamage = 50;
		}
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Old 10-27-2006, 03:48 PM   #11 (permalink)
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can you tell me how to post codes? ill post mine and maybe it will be more clear
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Old 10-27-2006, 04:36 PM   #12 (permalink)
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Code:
[Constructable]
		public FangsOfTheSunWyvern()
		{
			ItemID = 0x1400;
			Hue = 0x488;
                  WeaponAttributes.HitLeechHits = 100;
			WeaponAttributes.HitFireball = 100;
			WeaponAttributes.ResistPoisonBonus = 20;
			Attributes.AttackChance = 90;
			Attributes.WeaponDamage = 1;
		}
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Old 10-27-2006, 05:58 PM   #13 (permalink)
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Yes, that is the constructor. If you follow my instructions above, you should be fine.
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Old 10-28-2006, 02:25 AM   #14 (permalink)
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I suppose you want to change the name from Serpents Fang to your name.
The names for all the artifacts are drawn from a cliloc file (it's like a databse of text) that OSI use.

Look at this code (it's serpentsfang.cs, line 1 and on):

Code:
using System;
using Server;

namespace Server.Items
{
	public class SerpentsFang : Kryss
	{
		public override int LabelNumber{ get{ return 1061601; } } // Serpent's Fang
		public override int ArtifactRarity{ get{ return 11; } }

		public override int InitMinHits{ get{ return 255; } }
		public override int InitMaxHits{ get{ return 255; } }

		[Constructable]
		public SerpentsFang()
		{
			Name = "Fang of the Sun";
			ItemID = 0x1400;
			Hue = 0x488;
			WeaponAttributes.HitPoisonArea = 100;
			WeaponAttributes.ResistPoisonBonus = 20;
			Attributes.AttackChance = 15;
			Attributes.WeaponDamage = 50;
		}
You need to change two things in your script.
Firtstly delete the line that i marked as red. Add then add the line that i marked as Green.

This will stop the script from collecting the items name from the OSI s´tandard Cliloc file.
Instead you name the item yourself, later in the code.
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Old 10-29-2006, 06:02 PM   #15 (permalink)
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ok thx everyone that helped me
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