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#2 (permalink) |
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Forum Expert
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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 ) ); Code:
PackItem( new Bone( 3 ) ); PackItem( new Dagger( 1 ) ); There are more complex methods availeble, but this will do for now. Last edited by Ilutzio; 10-27-2006 at 12:48 AM. |
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#4 (permalink) |
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Forum Expert
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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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#5 (permalink) |
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Forum Novice
Join Date: Oct 2006
Posts: 100
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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 ![]() Last edited by Lorxen; 10-27-2006 at 10:06 AM. |
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#6 (permalink) |
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Forum Expert
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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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#7 (permalink) |
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Forum Novice
Join Date: Oct 2006
Posts: 100
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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? Last edited by Lorxen; 10-27-2006 at 01:08 PM. |
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#8 (permalink) |
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Master of the Internet
Join Date: Oct 2005
Age: 45
Posts: 6,283
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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.
__________________
Why is it that I'm never as smart as I thought I was yesterday? My vast knowledge is only surpassed by my infinite ignorance. <TheOutkastDev> i might have to hire an assassin to killl mal so that i can jump in front of the bullet and piss on him |
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#10 (permalink) |
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Master of the Internet
Join Date: Oct 2005
Age: 45
Posts: 6,283
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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;
}
__________________
Why is it that I'm never as smart as I thought I was yesterday? My vast knowledge is only surpassed by my infinite ignorance. <TheOutkastDev> i might have to hire an assassin to killl mal so that i can jump in front of the bullet and piss on him |
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#12 (permalink) |
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Forum Novice
Join Date: Oct 2006
Posts: 100
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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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#13 (permalink) |
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Master of the Internet
Join Date: Oct 2005
Age: 45
Posts: 6,283
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Yes, that is the constructor. If you follow my instructions above, you should be fine.
__________________
Why is it that I'm never as smart as I thought I was yesterday? My vast knowledge is only surpassed by my infinite ignorance. <TheOutkastDev> i might have to hire an assassin to killl mal so that i can jump in front of the bullet and piss on him |
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#14 (permalink) |
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Forum Expert
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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;
}
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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