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#1 (permalink) |
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Forum Expert
Join Date: Jun 2003
Location: The Netherlands
Posts: 647
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Mines 1.2
Damn the treaty, full mines ahead! -"If we do happen to step on a mine, Sir, what do we do?" -"Normal procedure, Lieutenant, is to jump 200 feet in the air and scatter oneself over a wide area." *edit* look for fun additions made by others further down in this thread... thanks khaz. Package Content: 4 Mines ( FireBlastMine.cs, FrozenShardMine.cs, StaticShockMine.cs, VenomBiteMine.cs ) 1 Minelayer ( Minelayer.cs ) 1 Vendor ( MinelayerVendor.cs ) 1 MineDetector (Minedetector.cs) Installation: Drop in the scripts folder of your runuo directory (custom folder recommended) and (re-)start the server Description: The MineLayervendor sells little handy minelayers for 10k gold. Once 10k gold is dropped onto the minelayer vendor it will deposit a minelayer into the player's backpack. The minelayer has 4 modes each mode dispensing a different type of mine (FireBlastMine, FrozenShardMine, StaticShockMine, VenomBiteMine). The mode of the minelayer can be switched by clicking on the 'flip the switch' entry in the context menu (entries will loop). Once the type of the mine is selected the player can drop a mine to his/her feat by double clicking on the minelayer. The Mine once dropped will automatically activate in 5 seconds. The player is strongly recommended to move away from the mine after placement for obvious reasons. Once the mine is active any mobile that comes into the range of the mine (default range = 3 tiles) will set off the mine and receiving elemental type damage (FireBlastMine = Fire damage, FrozenShardMine = Cold Damage, StaticShockMine = Energy Damage, VenomBiteMine = Poison Damage). The Damage is currently calculated by the Camping skill divided by 4 (100 camping skill is 25 damage before resist). Oh... before I forget. The mines are invisible by default hehe The Mine detector is a nifty little tool that looks quite like a quarterstaff. Unlike the quarterstaff however the mine detector can be used to detect mines in a radius around the player. Once the mine detector is double clicked one of the minedetector's 15 charges will be consumed and all mines within a circle (range based on detect hidden skill) around the player will be revealed (but not disarmed). Once all the charges are used the mine detector will be destroyed. Incidentally the minedetector can be used as a crude weapon. You will also be able to find the above text in the install.txt. It also includes some change options at the bottom of the file which allow for some easy but effective changes. Feel free to modify the script in any way shape or form. Minedetector added later on... apparently it was needed hehe Regards, Captain The First Good luck and happy mining hehe. -- Update 11 Jan. 2005 -- Added a handy little mine detector to the mix. --Updated 18 Jan. 2005 -- Added Khaz's mine to the package and fixed two harmless warnings in the CapsBaseTrap.cs (cut down on the code a bit too). Package updated.
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Captain The First _________________ Undisclosed shard (status: building since Feb. 2003) |
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#2 (permalink) |
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Forum Expert
Join Date: Jan 2004
Location: UK, Essex
Age: 19
Posts: 1,166
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Oooo nice, my players should have blast with this (no pun intended
)Chz ,
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It is not the hand that creates worlds, It is the mind controlling it ! The New Dawn Network |
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#4 (permalink) | |
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Forum Expert
Join Date: Oct 2002
Age: 26
Posts: 1,797
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Quote:
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New shard coming soon! |
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#7 (permalink) |
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Forum Expert
Join Date: Jun 2003
Location: The Netherlands
Posts: 647
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Hehe glad you like it. Feel free to modify it in any way shape or form.
@slithers: at this point in time the mines are not detectable by players in any way shape or form. I will look into the detect hidden scripts and see if I can give that skill a little mineseeking capabilities. Alternatively I might build a mine seeker/metal detector of some sort. Can't really say when though, I am a bit strapped for time lately (work will do that to you). So for now the best way for a player to find a mine is to step on it (works pretty well too hehe). I'll certainly give the minedetector some thought in the near future though. Good luck, let me know if you run into problems. *edit* did some thinking... mine detector will be done by tomorrow or so :P *end edit*
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Captain The First _________________ Undisclosed shard (status: building since Feb. 2003) |
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#10 (permalink) |
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Forum Expert
Join Date: Apr 2004
Location: Lawton OK
Age: 32
Posts: 476
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mine detector sounds cool will work on adding it as a craftable for tinkerer or such when the new release comes out, same with detecting hidden. might skip the detector for a bit and just use the detect hidden skill in an effort to breathe some usability back into the skill. anyhow will download the script when i get home tonight. looking forward to testing it out a bit.
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#11 (permalink) |
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Forum Novice
Join Date: Apr 2003
Age: 32
Posts: 249
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For your detector, what about a staff ?
mmhh... it give me a new idea for a new class: "waterfinder" You know, those people able to find source, according to magnetic field... And this magnetic staff is a nice detector for waterfinders. And it make sense in a Medieval Fantastic adventure... |
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#13 (permalink) |
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Forum Expert
Join Date: Jun 2003
Location: The Netherlands
Posts: 647
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I found the staff idea quite amusing and I didn't really have anything in mind so *poof* one mine detector added to the zip (quarterstaff idea courtasy of alambik).
The mine detector is pretty much a quarterstaff with some detect hidden thrown in the mix. The detector will detect mines in a radius around you when you use it. The range is based on the detect hidden skill. I didn't have time to put it in the detect hidden skill yet but since the code basically came from there it should be easy to put it back for anyone who wants to add mine detection to the detect hidden skill. I am pretty busy lately, so I might not get around to doing it myself for quite a while... I've noticed that herding is actually usable again with the mines... they're 'just' sheep after all :P Enjoy
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Captain The First _________________ Undisclosed shard (status: building since Feb. 2003) |
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#14 (permalink) |
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Forum Expert
Join Date: Mar 2003
Posts: 1,754
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Captain, I offer to you some thanks and appreciation. This script package is excellent and I have so many uses for it. In testing, I and some friends decided to lay it out. I released a few rabbits and another friend in the midst of the mine field...the result:
![]() Heh. Thanks for the great package! |
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#15 (permalink) |
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Forum Expert
Join Date: Apr 2003
Age: 28
Posts: 395
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I think thats one of the best screenshots Ive ever seen
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I reserve the right to be wrong or mistaken about anything at any time, and hereby exercise my constitutional right to never be flamed by anyone :) http://pix2.hotornot.com/pics/HQ/KY/...RUORSFGBLU.jpg |
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#16 (permalink) |
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Forum Expert
Join Date: Jun 2003
Location: The Netherlands
Posts: 647
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A small field test? :P
Many thanks for the compliment, I think I will be saving that screenshot for my personal collection as well hehe. Hope it wasn't too laggy *grins*
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Captain The First _________________ Undisclosed shard (status: building since Feb. 2003) |
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#17 (permalink) |
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Join Date: Mar 2003
Posts: 1,754
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I couldn't say if it was too laggy, as I was just sitting there laughing. It was worth it, nonetheless. ![]() I wrote an explosion command a little while ago, and it throws body parts everywhere when the person dies. I'm thinking that'll be perfect for something like this. I'll see if I can get the chance to put the two together. Thanks again! |
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#18 (permalink) | |
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Forum Newbie
Join Date: Dec 2004
Location: Moronica
Age: 35
Posts: 99
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Quote:
Were the mangled limbs and torsos all over the mine field a result of your explosion command? Please post it. |
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#19 (permalink) |
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Forum Expert
Join Date: Mar 2003
Posts: 1,754
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Indeed they were. The large group of limbs, parts, bone shards, etc in the upper right corner wasn't the direct effect, but one of the friends there started stacking them up. The guy in the middle would try to hide in the stack of body parts...to no avail. Heh. I'm working on putting that into this package, and with Captain's permission I'll post it here (or elsewhere) once I can finish it. A shame I can't control time...
Okay, so I kind of imported my explosion command into the fire blast mine, and have dutifully attached the FireBlastMine.cs with the body part spread. Included in my little zip attachment are some of the body parts that get spread around (i.e. the brain, body shards, etc) that aren't in the distro. I know that there must be a cleaner, more efficient way to setup the Point3Ds, but I haven't been able to get anything else to work (of the little that I tried). Please don't bash me for that. Captain, if you dont want me to be putting this here, or messing with it at all, let me know. |
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#20 (permalink) |
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Forum Expert
Join Date: Jun 2003
Location: The Netherlands
Posts: 647
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Nono not a problem at all... any modifications are more than welcome and personally I think it'll make a very amusing addition hehe
Now I must go and test a new brand of mine :P *edit* Oooh that was messy hehe. Makes me wonder if it is possible to only make it 'splatter' if the person actually died from some damage instead of just died by default. Perhaps a 5% chance to be blown to bits instead would be fun too hehe Either way thanks for the mod, very entertaining indeed
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Captain The First _________________ Undisclosed shard (status: building since Feb. 2003) |
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#21 (permalink) |
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Forum Expert
Join Date: Mar 2003
Posts: 1,754
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Hah, yes, it can be messy. *points up to the screenshot*
That small 5% change would definitely be easy to do. And take a look at my code addition. You'll see that the splatter can happen whether or not they die; I just kill them because it would be weird to get exploded and then walk away from all your parts. Hence why I also delete/hide the corpse. If/when you do look over my addition, could you let me know if you are aware of a cleaner, more efficient method of declaring the Point3Ds? |
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#22 (permalink) |
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Forum Newbie
Join Date: Dec 2004
Location: Moronica
Age: 35
Posts: 99
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I have been testing the mine scripts and one thing I think would really make sense to add would be a system that flags the player who layed the mine.
For instance if the player lays a mine and it damages another player then the player who layed the mine should be flagged a criminal/combatant... And if it kills a player (other than self or course) it should give the layer of the mine a murder count... Unless the player who triggers the mine is a [criminal/combatant/murderer/rival guild member] to the layer of the mine. POTS |
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#23 (permalink) |
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Forum Expert
Join Date: Jun 2003
Location: The Netherlands
Posts: 647
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The point3d system you used can definitely be at least shortened a bit with some randomisation and some loops. Whether that will be more efficient remains to be seen but it will certainly help code clarity to a certain extend.
I'll see if I have time to make some modifications later on. As for the criminal/murder counts... I'll definitely take a look at that as well. Personally I didn't think it to be that important since I was trying to go for fairly compact scripts when I first made the mines. Nonetheless appropriate murder/criminal tags would be interesting ( I can just see myself dropping some mines, going to town to bank and going gray because some fool decided to step on my mines hehe) The implementation of that may take a bit longer than usual though. I haven't done much with criminal tags yet and will need to see what needs to be adapted for it to work. Either way, thanks for the comments
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Captain The First _________________ Undisclosed shard (status: building since Feb. 2003) |
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#25 (permalink) |
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Forum Expert
Join Date: Jun 2003
Location: The Netherlands
Posts: 647
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Hail,
I cleaned up the code a little on the new fireblastmine. There is now a 1 in 20 chance the mine will kill you when it explodes otherwise it will simply do normal damage. If normal damage kills you, you will not splatter. If the 5% chance hits you (which kills you) you will be scattered over a semi wide area. I have decided to make it so it doesn't delete the corpse and doesn't throw a head. Players would generally not appreciate seeing their corpse deleted (who could've guessed hehe :P) so there now is a corpse and body pieces. I guess in this case I picked less pages over realism hehe. I still didn't look at the criminal system and probably won't put too much effort into it. Should I run across a solution I will implement it however so thanks for that thought. Attachment: Cleaned up new fireblastmine. Credit where credit is due for Khaz for providing a little gory entertainment :P
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Captain The First _________________ Undisclosed shard (status: building since Feb. 2003) |
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