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Old 10-30-2006, 04:47 PM   #1 (permalink)
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Default Do Paragons Spawn with AOS Disabled?

K i cannot get paragons to spawn i have them spawning in ilshenar and felucca and there is a 45% cance to spawn.

They arent spawnining i have put spawners to an instant respawn and klled like 40 guys and not one paragon. If the paragons dont spawn with Aos Disabled how can i make it so they do..
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Old 10-30-2006, 05:02 PM   #2 (permalink)
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Do a text search through all the code for Paragon to see where the Paragon code is called and see if there is a version check there, and if so, just remove it.
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Old 10-30-2006, 05:18 PM   #3 (permalink)
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Thanks i got it working
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Old 11-01-2006, 04:49 PM   #4 (permalink)
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ok..now when i enable it paragons spawn 100% of the time on all facets....here is my Paragon.cs
Quote:
using System;
using Server;
using Server.Items;

namespace Server.Mobiles
{
public class Paragon
{
public static double Chance = 5.0; // Chance that a newly spawned creature will be a paragon
public static double ChestChance = 100.0; // Chance that a paragon will carry a paragon chest
public static Map[] Maps = new Map[] // Maps that paragons will spawn on
{
Map.Felucca,
Map.Ilshenar
};

public static Type[] Artifacts = new Type[]
{
typeof( GoldBricks ), typeof( PhillipsWoodenSteed ),
typeof( StrIounStone ), typeof( ArcticDeathDealer ),
typeof( BlazeOfDeath ), typeof( BowOfTheJukaKing ),
typeof( DexIounStone ), typeof( CavortingClub ),
typeof( EnchantedTitanLegBone ), typeof( GwennosHarp ),
typeof( IolosLute ), typeof( LunaLance ),
typeof( NightsKiss ), typeof( NoxRangersHeavyCrossbow ),
typeof( OrcishVisage ), typeof( PolarBearMask ),
typeof( ShieldOfInvulnerability ), typeof( StaffOfPower ),
typeof( VioletCourage ), typeof( HeartOfTheLion ),
typeof( WrathOfTheDryad ), typeof( PixieSwatter ),
typeof( GlovesOfThePugilist )
};

public static int Hue = 0x378; // Paragon hue

// Buffs
public static double HitsBuff = 5.0;
public static double StrBuff = 1.05;
public static double IntBuff = 1.20;
public static double DexBuff = 1.20;
public static double SkillsBuff = 1.20;
public static double SpeedBuff = 1.20;
public static double FameBuff = 1.40;
public static double KarmaBuff = 1.40;
public static int DamageBuff = 5;

public static void Convert( BaseCreature bc )
{
if ( bc.IsParagon )
return;

bc.Hue = Hue;

bc.HitsMaxSeed = (int)( bc.HitsMaxSeed * HitsBuff );
bc.Hits = bc.HitsMax;

bc.RawStr = (int)( bc.RawStr * StrBuff );
bc.RawInt = (int)( bc.RawInt * IntBuff );
bc.RawDex = (int)( bc.RawDex * DexBuff );

for( int i = 0; i < bc.Skills.Length; i++ )
{
Skill skill = (Skill)bc.Skills[i];
if ( skill.Base == 0.0 )
continue;
else
skill.Base *= SkillsBuff;
}

bc.PassiveSpeed /= SpeedBuff;
bc.ActiveSpeed /= SpeedBuff;

bc.DamageMin += DamageBuff;
bc.DamageMax += DamageBuff;

if ( bc.Fame > 0 )
bc.Fame = (int)( bc.Fame * FameBuff );
if ( bc.Karma != 0 )
bc.Karma = (int)( bc.Karma * KarmaBuff );
}

public static void UnConvert( BaseCreature bc )
{
if ( !bc.IsParagon )
return;

bc.Hue = 0;

bc.HitsMaxSeed = (int)( bc.HitsMaxSeed / HitsBuff );
bc.Hits = bc.HitsMax;

bc.RawStr = (int)( bc.RawStr / StrBuff );
bc.RawInt = (int)( bc.RawInt / IntBuff );
bc.RawDex = (int)( bc.RawDex / DexBuff );

for( int i = 0; i < bc.Skills.Length; i++ )
{
Skill skill = (Skill)bc.Skills[i];
if ( skill.Base == 0.0 )
continue;
else
skill.Base /= SkillsBuff;
}

bc.PassiveSpeed *= SpeedBuff;
bc.ActiveSpeed *= SpeedBuff;

bc.DamageMin -= DamageBuff;
bc.DamageMax -= DamageBuff;

if ( bc.Fame > 0 )
bc.Fame = (int)( bc.Fame / FameBuff );
if ( bc.Karma != 0 )
bc.Karma = (int)( bc.Karma / KarmaBuff );
}

public static bool CheckConvert( BaseCreature bc )
{
return CheckConvert( bc, bc.Location, bc.Map );
}

public static bool CheckConvert( BaseCreature bc, Point3D location, Map m )
{
if ( !Core.AOS )
return true;

if ( Array.IndexOf( Maps, m ) == -1 )
return true;
//------EDITED BY NERUN-------
if ( bc is BaseChampion || bc is Harrower || (bc is BaseVendor && ((BaseVendor)bc).IsInvulnerable) || bc is BaseEscortable || bc.Summoned || bc.Controled )
return true;
//------END EDITED BY NERUN---

return ( Chance > Utility.RandomDouble() );
}

public static bool CheckArtifactChance( Mobile m, BaseCreature bc )
{
if ( !Core.AOS )
return true;

double fame = (double)bc.Fame;

if ( fame > 32000 )
fame = 32000;

double chance = 1 / ( Math.Max( 10, 100 * ( 0.83 - Math.Round( Math.Log( Math.Round( fame / 6000, 3 ) + 0.001, 10 ), 3 ) ) ) * ( 100 - Math.Sqrt( m.Luck ) ) / 100.0 );

return chance > Utility.RandomDouble();
}

public static void GiveArtifactTo( Mobile m )
{
Item item = (Item)Activator.CreateInstance( Artifacts[Utility.Random(Artifacts.Length)] );

if ( m.AddToBackpack( item ) )
m.SendMessage( "As a reward for slaying the mighty paragon, an artifact has been placed in your backpack." );
else
m.SendMessage( "As your backpack is full, your reward for destroying the legendary paragon has been placed at your feet." );
}
}
}
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Old 11-01-2006, 04:53 PM   #5 (permalink)
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You have this:

Code:
public static double Chance = 5.0;
That is a 500% chance for it to happen.
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<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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Old 11-01-2006, 05:15 PM   #6 (permalink)
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OMG im retarded it was going through my head that meant 5% chance my bad

Thanks alot
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Old 11-01-2006, 05:17 PM   #7 (permalink)
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I have done much worse
__________________
Why is it that I'm never as smart as I thought I was yesterday?
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<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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Old 11-01-2006, 07:03 PM   #8 (permalink)
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ok i feel i am being annoying, but it is still spawning all paragons 100% of the time i changed the spawn chance to 0.05 and the chest drop to 0.50.can anybody see why it would be doing this?
Quote:
using System;
using Server;
using Server.Items;

namespace Server.Mobiles
{
public class Paragon
{
public static double Chance = 0.05; // Chance that a newly spawned creature will be a paragon
public static double ChestChance = 0.50; // Chance that a paragon will carry a paragon chest
public static Map[] Maps = new Map[] // Maps that paragons will spawn on
{
Map.Felucca,
Map.Ilshenar
};

public static Type[] Artifacts = new Type[]
{
typeof( GoldBricks ), typeof( PhillipsWoodenSteed ),
typeof( StrIounStone ), typeof( ArcticDeathDealer ),
typeof( BlazeOfDeath ), typeof( BowOfTheJukaKing ),
typeof( DexIounStone ), typeof( CavortingClub ),
typeof( EnchantedTitanLegBone ), typeof( GwennosHarp ),
typeof( IolosLute ), typeof( LunaLance ),
typeof( NightsKiss ), typeof( NoxRangersHeavyCrossbow ),
typeof( OrcishVisage ), typeof( PolarBearMask ),
typeof( ShieldOfInvulnerability ), typeof( StaffOfPower ),
typeof( VioletCourage ), typeof( HeartOfTheLion ),
typeof( WrathOfTheDryad ), typeof( PixieSwatter ),
typeof( GlovesOfThePugilist )
};

public static int Hue = 0x378; // Paragon hue

// Buffs
public static double HitsBuff = 5.0;
public static double StrBuff = 1.05;
public static double IntBuff = 1.20;
public static double DexBuff = 1.20;
public static double SkillsBuff = 1.20;
public static double SpeedBuff = 1.20;
public static double FameBuff = 1.40;
public static double KarmaBuff = 1.40;
public static int DamageBuff = 5;

public static void Convert( BaseCreature bc )
{
if ( bc.IsParagon )
return;

bc.Hue = Hue;

bc.HitsMaxSeed = (int)( bc.HitsMaxSeed * HitsBuff );
bc.Hits = bc.HitsMax;

bc.RawStr = (int)( bc.RawStr * StrBuff );
bc.RawInt = (int)( bc.RawInt * IntBuff );
bc.RawDex = (int)( bc.RawDex * DexBuff );

for( int i = 0; i < bc.Skills.Length; i++ )
{
Skill skill = (Skill)bc.Skills[i];
if ( skill.Base == 0.0 )
continue;
else
skill.Base *= SkillsBuff;
}

bc.PassiveSpeed /= SpeedBuff;
bc.ActiveSpeed /= SpeedBuff;

bc.DamageMin += DamageBuff;
bc.DamageMax += DamageBuff;

if ( bc.Fame > 0 )
bc.Fame = (int)( bc.Fame * FameBuff );
if ( bc.Karma != 0 )
bc.Karma = (int)( bc.Karma * KarmaBuff );
}

public static void UnConvert( BaseCreature bc )
{
if ( !bc.IsParagon )
return;

bc.Hue = 0;

bc.HitsMaxSeed = (int)( bc.HitsMaxSeed / HitsBuff );
bc.Hits = bc.HitsMax;

bc.RawStr = (int)( bc.RawStr / StrBuff );
bc.RawInt = (int)( bc.RawInt / IntBuff );
bc.RawDex = (int)( bc.RawDex / DexBuff );

for( int i = 0; i < bc.Skills.Length; i++ )
{
Skill skill = (Skill)bc.Skills[i];
if ( skill.Base == 0.0 )
continue;
else
skill.Base /= SkillsBuff;
}

bc.PassiveSpeed *= SpeedBuff;
bc.ActiveSpeed *= SpeedBuff;

bc.DamageMin -= DamageBuff;
bc.DamageMax -= DamageBuff;

if ( bc.Fame > 0 )
bc.Fame = (int)( bc.Fame / FameBuff );
if ( bc.Karma != 0 )
bc.Karma = (int)( bc.Karma / KarmaBuff );
}

public static bool CheckConvert( BaseCreature bc )
{
return CheckConvert( bc, bc.Location, bc.Map );
}

public static bool CheckConvert( BaseCreature bc, Point3D location, Map m )
{
if ( !Core.AOS )
return true;

if ( Array.IndexOf( Maps, m ) == -1 )
return true;
//------EDITED BY NERUN-------
if ( bc is BaseChampion || bc is Harrower || (bc is BaseVendor && ((BaseVendor)bc).IsInvulnerable) || bc is BaseEscortable || bc.Summoned || bc.Controled )
return true;
//------END EDITED BY NERUN---

return ( Chance > Utility.RandomDouble() );
}

public static bool CheckArtifactChance( Mobile m, BaseCreature bc )
{
if ( !Core.AOS )
return false;

double fame = (double)bc.Fame;

if ( fame > 32000 )
fame = 32000;

double chance = 1 / ( Math.Max( 10, 100 * ( 0.83 - Math.Round( Math.Log( Math.Round( fame / 6000, 3 ) + 0.001, 10 ), 3 ) ) ) * ( 100 - Math.Sqrt( m.Luck ) ) / 100.0 );

return chance > Utility.RandomDouble();
}

public static void GiveArtifactTo( Mobile m )
{
Item item = (Item)Activator.CreateInstance( Artifacts[Utility.Random(Artifacts.Length)] );

if ( m.AddToBackpack( item ) )
m.SendMessage( "As a reward for slaying the mighty paragon, an artifact has been placed in your backpack." );
else
m.SendMessage( "As your backpack is full, your reward for destroying the legendary paragon has been placed at your feet." );
}
}
}
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Old 11-01-2006, 07:09 PM   #9 (permalink)
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If you have Core.AOS set to false, it will spawn a paragon each time because of this:

Code:
            if (!Core.AOS)
                return true;
That's the only thing I see real quick. Try commenting that out and see what happens.

If you don't know how to comment out a whole section of code, it's like this:

Code:
/*            if (!Core.AOS)
                return true;
*/
__________________
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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Old 11-01-2006, 07:50 PM   #10 (permalink)
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ok i commented it out and they still spawn all paragon. if i set if (core.aos!) to false they dont spawn at all ia mess around with it a little more
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Old 11-01-2006, 10:48 PM   #11 (permalink)
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Post the script when you commented that fully out and they still spawned Paragon 100%.
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